Name 3 things about your class you feel could be improved.
1 Survivability
2 Aggro Management
3 Power Management
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Press Onward - Induction takes too long for a legendary skill that doesn't heal almost nothing and has 5 min CD.
2 Beneath Notice - The only aggro management skill, has a giant CD for a not effective skill
3 Strenght of The Earth - Too easily interruptable
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 An effective self-heal (Survivability)
2 An effective aggro management skill (Again, survivability, this time in groups)
3 One more power regeneration skill..
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Solo Survivability
Name 3 things about your class you feel could be improved.
1 Survivability againts tactical and melee class's as that is our most vulnerable area.
2 More Reliable crowd control skills.
3 A get out of jail free card like our counter parts hunters (camoflage + DF etc) if only Moving target were to absoarb lets say 50% tactical damage. Or a skill where our inductions had no set backs.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Our current reliable crowd control skills (25% knockdown chance on headshot which is really useless in most 1v1 situations and not reliable and enhanced death blossom) seeing as majority of freeps will have audacity pvp sets and carry pots they are rendered nearly useless in most 1v1 situations
2 Flamming arrow, its curable, the damage is to small, and the cooldown is to long.
3 Get a grip + our melee skills. Get a grip is severely under powered since the animation is so long, and our melee skills do common damage which is really just a fail.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 The main and most important concern right now is againts tactical class's. We should either be given some skills that counter damage againts tactical class's or we should be given compensation through increase dps/crowd control to at least survive againts minstrels, Rune keepers etc.
2 Diversity. It is rather sad that most creeps's and in this case blackarrow's are limited to a total of 2 damage types ( common damage being utterely useless and therefore excluded) (only 1 skill does shadow damage screaming shafts leaving all others fire) and so if we were to encounter certain freep class's they will be well prepared againts us for example runekeepers can buff fire damage and absoarb most fire damage rendering us useless for a limited time in a 1v1. And so if we were either consumable items or traits that allow us to change damage type it would compensate.
3 Melee
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Survivability againts tactical class's and melee class's.
Name 3 things about your class you feel could be improved.
1 Higher critical damage, higher basic damage
2 Some sort of sudden defence bubble like champion bubble
3 In-combat sprint
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Devastating Strike = underpowered, not doing "extremely" damaging attack" like described
2 Harmstring = Duration to short
3 Improved Suddenstrikes = underpowered, deals to less damage
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Bubble for reavers, like champion bubble
2 in-combat sprint
3 significant basic damage increase
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?[/QUOTE]
significant basic damage increase
Name 3 things about your class you feel could be improved.
1) Improved Aggro-Management
2) Survivabilty
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1) Split shot:
Rain of arrows ... a) hits more targets *and* has a legendary legacy to hit even more and b) has no induction.
The way it works right now split shot is super useless and if I could untrain skill to get my money back I would do so.
2) Bright Campfire:
I'ed love to see this skill offer In-combat regeneration as well.
3) Bow of the Righteous (legendary):
The power return from this skill needs scaling, the amount of power regained is just too low.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1) Ranged interrupt:
You've turned the Wardens 'Boot' gambit into a ranged version, so no more excuses for us Hunters to still be stuck with a melee interrupt.
2) Ranged corruption remove:
Again: We're a ranged class and running into melee range should not be our job.
3) Agile Rejoinder:
This skill now has a 100% chance to put a heal over time effect on the Hunter. The legendary trait is either removed or further improves healling.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Name 3 things about your class you feel could be improved.
1 Inductions/animations.
Long inductions and/or animations on most skills make the Lore-master feel very slow and at times unable to deal with the fast pace of the current combat system. A key point here is that most animations roots the Lore-master to the spot for 1-3 secs after finishing the induction, making movement very difficult. Please remove the root-effect from most (if not all) animations and give us a base 20% decrease in induction duration that stacks with the red trait bonuses. At least make our debuffs usable on the move - being rooted for 2-3 secs while frost-lore fires off really isn't helpful.
2 Damage, both ST and AOE. I accept that the LM is not a dps class and shouldn't do as much damage as the dedicated damage dealers.
However, with the very slow feel of the LM and the lack of mobility you'll expect your every move to matter - and as things are now they really don't. For burst AOE damage (ents, ISG and lightning storm) it would be nice if LM's were at a similar lvl as champs for the 10-15 secs it takes to fire off those skills - but I don't think we're anywhere near that, even in red traits. After those 3 skills the dps would obviously drop a lot as they have long cooldowns.
Single-target damage is a bit of a bad joke as well with very limited options.
In longer fights boss-fights while AM traited the LM is actually better off not using any damage skills at all but instead feed power to burgs, champs and hunters who all do much more dmg/power. Debuffing power-battery... A bit dull...
3 Ettenmoors.
The LM is currently the squishiest light-armour class in the game. The minstrel has incredible self-healing abilities while being in full damage-mode, and even the RK has nice heals on the move when in full damage mode. And if fully healing specced and with 7 audacity the rk can out-heal a small creep-raid all pounding on him...
Audacity was needed to slow things down but has had a huge impact on how the LM fares in Ettenmoors. Relying on cc and slows for survival - more than any other class - we have had our efficiency reduced dramatically. Our (very low) damage is tied to long induction skills (and even the shorter ones can prove impossible to fire off at times), our animations root us for ages and against full audacity creeps we simply do not do enough damage and our cc is almost completely useless. Couple that with store-brands and the changes to wargs and reavers which means we can't really slow them and rely on kiting as we previously could, it's clear that a solo LM doesn't really fare well in EM at this time.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way. 1 Skills that haven't scaled well in the past 25 levels: wisdom of the council, inner flame, power of knowledge and companion's damaging skills. These all need to have their values increased significantly. 2 March of the Ents.
This skill is certainly not of little value to the class as it is the hardest hitting skill we have. However - after the 1,5 secs it takes to pull off the induction and the 2 secs animation-root it really has to crit to provide a significant increase in overall dps. LM animations are generally the best in game but here you have to finish the induction and then wait until the end of the long animation before the effect is applied. This also means that the 6s stun is only a 4-5 sec stun in reality, since the timer starts counting as soon as the induction is finished but the effect takes a few secs to kick in. 3 Test of Will.
Similar problems as with March of the Ents. Very long induction time, but with a shorter animation. Still the stun takes too long to kick in so you don't really get the full 5 secs. Also the damage is very inconsistent as the base damage is very low but the skill has high critical multipliers. Increase the base damage by 50% and keep the current crit multipliers. That way it might actually be worth using, purely for the damage component. The stun will then be an extra bonus.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play). 1 Rain-lore. Tactical skill, 40m Range, Max targets: 5, Radius: 10m
"The skies open and heavy rain pours down over your enemies, reducing their efficiency in combat."
-5000 finesse (or maybe -50% finesse if that's easier).
Reasoning: with the introduction of finesse on raid mobs and bosses we have a lot of stats that suddenly lost their effects. Resistance is mostly useless unless you invest a lot into it - and that's only really possible for will or vitality based classes. Same thing for block, parry and evade - unless you're a might or agility based class there's really no point in focusing on these stats at all. A reduction in enemy finesse would help tanks to survive and the dps/support classes would benefit more from their otherwise useless stats.
(Just please don't make it a temperature adjusting skill as we already have both fire-lore that increases it and frost-lore that decreases it - all at the same time ) 2 A tactical immediate skill with 20-30m range with 10-15 secs cooldown. Single target skill doing the same damage as LotRD but without the stun. Could work as a ranged interrupt, and being immediate and on a low cd it would go a long way in speeding up the skills rotations. Could make it very power hungry to add a bit of balance. 3 Thunderstorm. Tactical skill, 20m Range, Max targets: 10, Radius: 10m. Cooldown: 3-5mins.
Another big aoe skill but without the stun-component from Ents and without the ancient craft-prerequisite from Lightning storm. Could also have a different name and have the 'water-horse' animation others have already suggested, but another hard-hitter would be nice.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
The very first one: give us a way to reduce the length of our inductions and remove the root effect from most of our animations.
Name 3 things about your class you feel could be improved.
1 Morale / self healing skills have become relatively useless for high level Guardians (maybe make them a percentage instead of a set number?).
2 I know Guards aren't a DPS class but the amount of damage they can do could still use some improvement compared to other tanking classes.
3 Like the self heals, the power restoration skills also need to be tweaked. They just aren't effective enough for any Guardian over, say level 60.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Overpower stance. I personally never use it and think it's the antithesis of everything Guardians stand for. If you want a tanky DPSer, get a Champion.
2 I'd really, really like to see more aoe skills. Maybe just shorter cooldowns on the few we have? Especially those that grab aggro (challenge, for one). Would love for vexing blow to be an aoe.
3 Protection is a valuable tool but not powerful enough, and Shield wall, because of the cooldown and limitations of it, is relatively useless. How about consolidating the two somehow and really giving it the intended effect?
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 How about replacing overpower with a non-2 handed weapon stance for when we're soloing? I'm not giving up my shield, no way! But it would be nice to do a bit more damage when I'm out questing on my own. I realize that there are plenty of OP guards out there so this option may not be popular but I'd love it.
2 I think Guards need either more immunity to silence/disarm debuffs or something to counteract them. One can't keep aggro when yelling or whacking about is impossible. Wound removal is great but needs a much shorter cooldown in that respect (for wound-related disarms).
3 Turn the Tables - fantastic skill, but it is NOT fair that you have to be within range of a mob to use it. How about making it act as a simple 'come out of stun' skill if there is no mob nearby (like, he's gone off to harass the minstrel)? Or just making it an aoe. THAT would be sweeeeeeeet. And my mantra again, shorter cooldown would be nice (the legacies help but not enough when it comes to high level boss fights etc.).
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Oh heck, bursting my bubble. I guess I'd have to go with improved morale and self healing skills (maybe even an aoe life steal? Wardens are putting us to shame since the last update that way, although I do admit I still outlive most of 'em).
"There is some good in this world, Mister Frodo, and I believe it's worth fighting for." Visit Echad Wound
Name 3 things about your class you feel could be improved.
1. Is there SOME way you can make high level soloing a bit more viable for the hunter? I hardly play my 75 anymore because he almost always needs to group whenever a quest involves high amounts of mobs. He's just way too squishy, and although I enjoy grouping I really don't think it's fair to have to DEPEND on it.
2. We have too many skills. I know that sounds crazy but have you looked at a hunter's quickslots? I have no idea how they could be compacted. But unless another quickslot bar is forthcoming it needs to be taken into consideration.
3. Why bother having traps and roots if half the high level mobs we face are immune to them? I am not TOF traited but even so I think my traps and snares could be more effective.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1. That new skill (can't remember the name of it) that's the little shot which supposedly improves the next shot... it really seems unnecessary when we have burn hot, insta-focus options, etc. I never use it.
2. The skill that supposedly increases our ability to fire on the run...I never use it because a) it takes too much focus and b) half the time it doesn't enable me to shoot on the fly anyway.
3 Beneath notice is seriously underpowered. If it were tweaked a bit (lasted longer, decreased threat even more) I would be much more prone to use it in group play. I already do use it but it just doesn't work like I'd expected it to work.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1. Anything that decreases threat in group play would be welcome, although I hate to suggest ADDING skills when we already have so many. As it is, hunters are fantastic in groups, a ton of fun to play, and I love mine as long as I'm able to keep my distance and point/shoot away happily. So anything that enhances that for fellowship play is welcome.
2. Can we please, pretty please, have something (a stance, a long-lasting click skill, ANYTHING) to make us tougher in solo play? Again, with a handful of mobs I'm fine but there are too many solo instances (epic ones too) that are super hard for a hunter. I don't care if you cause some other skills to be disabled while we use this new skill or if we have to sacrifice DPS for it. It would make soloing much less frustrating.
3. How about consolidating all those ports we have into one button with a pulldown menu or popup window? Or even their own tab in the "skills" panel. It would make life sooo much easier.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
I'd definitely have to say we need improved viability / physical mitigation when soloing. Not all the time but in special cases when we're facing large numbers of mobs on our own.
"There is some good in this world, Mister Frodo, and I believe it's worth fighting for." Visit Echad Wound
Name 3 things about your class you feel could be improved.
1. Mitigations / Survivability
2. Improved companions - i.e. tougher ones, more skills, something that makes them much more useful in group play.
3. Juicing up those super aoe's for high level mobs
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1. Wound and disease removal is a VITAL LM skill but why the heck doesn't it always work? Or rather why does it not work more effectively?
2. Inner flame isn't powerful enough. It should be harder to knockback and heal better, whichever version of it you're using.
3. Beacon of light doesn't heal well enough either. We need sometimes to emergency heal the group healer, after all!
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1. Either more or improved companion skills. Companions are fantastic for solo play but in group they really lose their place, which is a darn shame.
2. Can we have improved power drain (not the one we have now, but one that is FASTER. have you seen how long that skill takes to implement?)?
3. If you could either add more AOEs or make the ones that we have more effective (such as adding actual damage to the lore skills instead of mere debuffs) I think LMs would be more valued in groups. While most high level fellowships know how amazingly useful a LM can be, they tend to be under-valued at lower levels. Heck, just making them a bit tougher at lower levels would be a start.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
I'd really love to see some improvements when it comes to our companions, especially the tank-ish ones, so that they can be more useful in group play.
"There is some good in this world, Mister Frodo, and I believe it's worth fighting for." Visit Echad Wound
Name 3 things about your class you feel could be improved.
1 DPS Traitline. Make it more useful. Maybe in the future connect traitline with brother-skills to increase consequences of traitlines.
2 Self heals.
3 Connect more skills to different brother choices.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Valiant Strike. Useless with other traitline than blue. Connect to traitline (3 or 4 bonus) or to brother skill
2 Fighting withdrawal. A cappie only gets aggro if he really tries to or is clumsy. Remove or change completely.
3 Muster courage. Too long cd even with legacy.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Improved Kick (Nutstrike). Shorter cd, higher chances of fs.
2 Improved muster courage. Always usable (also on silence), shorter cd, and self heal regardsless of trait.
3
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? I'd like to see traitlines have stronger effect on shieldbrother skills, like dps line vastly improving sword brother, yellow=mitigations and survivability and song bro increase incoming heals as well as outgoing to a greater extent.
Name 3 things about your class you feel could be improved.
1 Secondary Class Role(s), we are Hunters not Archers. We need an unique Trap mechanic with lasting effects (5minutes debuff) and a melee role with 2Hand sword or one Hand sword (empty offhand).
2 Ranged Combat should be Ranged in design and in actual gameplay (Boss encounters force you to stand next to each other or close / healing & buff range of fellowship members is to short to stand at 40m range)
3 Trait Lines, one yellow trait line which is at an inherit disadvantage due to the design (inductions) and two DPS Trait lines which are never equal and thus fail to deliver different "flavor" for dealing Damage. One is always pointless to even exist. (How about a Bow / Crossbow trait line which brings additional debuffs, or direct damage differences?)
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Hunter's Art. Too short buff timers (animation lock!), too little difference. Everyone rather takes upfront damage and is rightly so as theory craft and test runs on dummies and bossfights do show, at best it's another skill which is equal in the end (and fails to deliver why i even should take it over a Penetrating shot or Quick Shot or Blood Arrow / Improved Swift Bow) at worst it's a waste of time and loss in DPS, which is sadly almost always).
2 Strength of the Earth. What exactly is the philosophy of a skill which blocks you from performing your role when you are about to / are not able to perform your role? I'm not seeing a Guardian stopping to Tank (or fight at all) for 10 Seconds if he wants power from any of his skills. Neither a RK does need to stop healing / DPS for his. And neither does a Burglar with mis. Glee. need to go into stealth and wait 10 seconds for power restorations. This skill was a bloated in the beginning and should have never existed. Instead our traited Power restores and Bow of the Righteous should have been adjusted.
3 Swift Stroke. It should not give rating but a significant parry chance as long as i stay in melee range and face the target. (+20%?) of course it would need a longer cooldown (3minutes).
The initial idea was for it to be a defense skill, one feature which it long lost ever since Moria combat changes in 2008.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Improved Campfire. Increases temporary the max Moral which fatigues over time / combat. - Everyone gather up and "prepares" for the fight. Gives resistance to shadow and cold (buffs) which are maintained even during combat when you stand next to them. In combat campfire building is possible. Skill should be channeled 10 seconds so we can deploy a small neat "haven" (And maybe even hope!) - Requires 9 Focus. Useable Solo and in Group / Raid
2 Lure & Bait. Lures Tracked enemies (npcs) to you. (Force Taunt 10 Seconds). Does not trigger nearby enemies. (we can safe pull single npcs out of a group). Solo and Group / Raid. Can be used while being in stealth (NPC will just run to our position)
3 Athelas Arrows, no wait...just bear with me for a second. It's not what it looks like!
Allows us to attach Athelas consumables to an Arrow and fire it next to a friendly target. 40 Meter Range.
(Basically it allows US to use OUR consumable Athelas on "others"). The healing effect will be directly applied next time when the target get's any kind of damage. Technical Explenation: The Target aquires a buff which will heal them to the amount equal to the potion attached the next time the target receives damage.
Usefull in Group. Give us the ability to help mitigate extreme burst damage on a group member.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Improved Campfire.
Last edited by SungXe; Mar 27 2012 at 08:39 AM.
|l /=/ From Codemasters over Turbine to Mordor \=\ l|
Name 3 things about your class you feel could be improved.
1 The power drawing skill feels out of date, no longer really useful when there are alot of people with a shortage, update it pls.
2 Pet usage and management, they are just getting so useless nowadays, i can't do much with. Only raven skills can be useful but than... Pls give pets more dps or more of anything really.
3 Today's action is so fast paced, even with audacity, we are so weak. Light armour and inductions are killing my class while other classes just steam ahead.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Inner flame is a joke, barely 2k morale, which is nothing nowadays. And the long usage makes that you must stand at a safe spot. I don't use it anymore, it is...waste of space skill.
2 Continual Air Lore is no real skill in my eyes, only with trait useful but who offers a trait spot for it?
3 Dispel corruption needs to be enhanced, either let us remove more corruptions or make cd shorter. I usually have to say:"ssry cd, get someone else" while i am a support class for it!
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 More debuffs? I like debuffs.
2
3
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Pls just update LM survivability in the moors, creeps ALWAYS go for an lm first, they know we can do little with our inductions and small(one heal but it doesn't stop creeps for coming after you) rescue skills. Weavers can pop their web without induction but an LM needs to trait it to get like a 1 to 2s induction. I feel weak in there, afraid to get attention cause i know i'll die.
Name 3 things about your class you feel could be improved.
1 DPS. Between a lot of gated skills and long cooldowns our capacity to serve in a dps role is non existent.
2 Balance between the legacies. Too many mandatory legacies because they so greatly improve the base effects of skills, I would suggest merging some of the current gains from legacies into the skills so picking the legacy makes the skill feel more fun instead of the baseline skill feeling useless.
3 No role definition. Master of nothing and good at everything worked great in vanilla but when the traitline were introduced to add customization and definition we we're left behind. We are tanks that can't hold AoE threat with laughable tanking abilites, we are DPS that are on the lowest tier compared to other classes with gated AoE abilities, we are healers that rely too heavily on Valiant Strike to do our job, it has too long of a cooldown and too long of a effect, healing skills need to be rebalanced and Rallying Cry needs to be ungated from HoH capstone.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Heralds, most useful only when soloing to get a brother benefit for yourself, useless in groups
2 Banner Traits, should be added baseline and make room for new and exciting traits to help us do what traitlines are meant to which is specialize and achieve the desired traits role (Dps/Tank/Healing)
3 Cutting Attack/Grave Wound. Damage is good but missing Cutting attack makes you wait 20 seconds and you don't get the bleed from GW either, huge loss of dps. Cut CA cooldown to 10 seconds, make GW get a damage spike from attacking an enemy with CA bleed and give improved Gw it's own separate bleed
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 DPS, Healing and Tanking stances, consolidate the brother toggles into one toggle based on your stance
2 Merge Threatening Shout into Battle-Shout, give BS the range TS has and effects gained from Echoing Shout and Intimidation apply to Battle-Shout. Battle-Shout no longer gates Devastating Blow and Pressing Attack but instead enhances them based on current stance. In healing stance BS instead gives a buff to next healing skill used.
3 Ungate Devastating blow and Pressing attack, give them a 6 second cooldown shared with each other, Battle-Shout Enhances DB into becoming a Charging attack if not adjacent to enemy allowing us more mobility. In DPS stance BS gives buff for increased crit chance with DB, and enhances PA to have a bleed on it, in tank stance BS enhances DB to give you a morale bubble similar to Champs, and tank stance BS enhances PA to become a full range AoE with incresed threat generation.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Giving true specialization to the roles. I believe stances are the best way to achieve that, along with my suggested revisions to Battle-Shout and how it interacts with Devastating Blow and Pressing Attack.
Last edited by GeoTerran; Mar 29 2012 at 01:23 AM.
Name 3 things about your class you feel could be improved.
1 Defender of the Free traitline. Like the recent Warden Changes most of the threat generation of this traitline should be merged into Fighter of Shadow and revamped into a "balance" build offering dps but still using a shield which also gives us survivability. Fitted the archetypal "sword and shield" warrior dominant in fantasy lore.
2 Keen Blade dps and power management should be improved. I would merge the bleed damage portion of Keen blade into Defender of the Free, and refocus the dps gained from Keen Blade to be more heavy hitting instant damage or burst damage.
3 Better cooldown on some AoE skills.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Overpower. Power costs are too high, burns out too quickly.
2 Self healing needs to be improved, maybe getting a percentage based formula would work better, especially at endgame content when new tiers of gear improve morale greatly, this method would keep self healing consistent.
3 Keen Blade traitline is useful but boring.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Expanded traits. I feel this way about all classes but we are overdue to get new class and legendary trait slots considering we've been capped since Moria. Two new class and one new legendary would be acceptable. This will give us new traitline effects and possibly a new capstone in each traitline to further specialization. A 6 trait set bonus sounds exciting.
2 A charge attack skill. Something to shoot us from point A to point B quickly would be fantastic, although realistically most tanks could use a form of a Charge Attack.
3
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Increased trait caps and new class/legendary traits and a new 6 trait set bonus would solve most class issues, not just Guards.
Last edited by GeoTerran; Mar 29 2012 at 01:23 AM.
Desired improvements
1. Pets have not scaled at all well to 75, would like to see pet damage scaled and function based on trait line.
2. Lore master legendary legacies are a mess, with finesse we have four stats that reduces chances of spells being resisted, 3 of them legacies, surely a finesse legacy replacing the resist legacies is a more elegant solution. Would like to see legacies lowering cooldowns on debuffs or added as a function of the am capstones.
3. The koa line needs an overhaul, what is it's function in group settings? Damage is too low to fufill a dps role, healing too weak to fufill a healing role (mostly) and can't keep debuffs up.
Underpowered skills
1. Inner flame, I appreciate that this skill has been revamped 3-4 times since I have been playing but the amount of healing done, in addition to the cooldown and and channeling duration make this skill ineffective. Greatly increase the amount of healing or greatly lower the channel duration.
2. Beacon of hope, this skill has a long cooldown in a healing context and cannot be used on the lore master, would like to see cooldown lowered, perhaps as trait bonus or legacies and usuable on self if koa traited.
3. Share the power is still very important but power draining has not scaled well with removal of stat caps and increased power pools. Sometimes share the power decreases the lms power pool but does not increase the target's would like this fixed.
Desired new skills
1. Would like to see additional function added to limfran where casting heals or power sharing on the limfran distributes power and healing to the entire fellowship.
2. Greater means of preventing induction setbacks and lowered induction times, perhaps as monf traitline bonus or capstone? The audacity introduction has hit moors lms hard reducing effectiveness of nine of their skills.
3. Debuffs scale with tactical offense, perhaps in duration, perhaps capable of criticals, at present debuffs are no more or less effective regardless of stats this seems off.
Most important suggestion to me is a revamp of the koa line especially capstone. I like the koa "style" of play but not useful enough in a group setting.
Name 3 things about your class you feel could be improved.
1 Way of the Warden - Legendary Trait
2 Javalin of the Deadly Force - Legendary Trait
3
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Way of the Warden - It gives us some stat bonuses for some limited time and for a long cooldown
2 Javalin of the Deadly Force - This skill is just a skill like a random attack but than you can use it on 10 targets within some area, there is no use in this while tanking only to pull some mobs
3
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 - Make Way of the Warden different for the DPS stance and Tank stance - Maybe we can give Way of the Warden the same stats if in Melee/Ranged DPS Stance but than while in Ranged stance 5% more Ranged Damage instead of Melee. And replace the in-combat morale regen and Critical defence with a Critical Rating and Physical Mastery rating bonus.
When in Determination, maybe replace the extra damage for a Physical/Tactical Mitigation bonus.
2 - Javalin of the Deadly Force, make it also difference in stances - While in DPS Stance, give it a Damage over Time debuff on the monsters thats hitted and maybe a great AoE threat while in Determination
3
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? The Way of the Warden legendary trait
Name 3 things about your class you feel could be improved.
1 Valiant Strike. Works too good for healers, and useless for DPS and Tank Captains. I say too good because 60% of captain healing comes from and is reliant on this skill. A shorter cooldown and shorter duration would be good, and if it added a strong DoT for Lead the Charge line and maybe a Defensive buff for Leader of Men so it would be usable and interesting for every build would be good.
2 Blade of Elendil. DoT should be stackable and have better chance of applying DoT such as Blade of Elendil successful hit automatically adds 1 stack of DoT to target, other attacks have a small chance of applying additional stacks
3 Muster Courage. Should be able to be used when silenced by fear to break fear effects, kind of silly to have a skill called Muster Courage when you can't actually muster the courage you need to break out of fear.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Time of Need. Good skill horribly marred by it's horrendous cost. From a players perspective most traits or legacies make skills cooler and more fun, for Time of Need traits and legacies make this skill less bad. It should cost as much morale equal to or twice as much as Words of Courage to be reasonable.
2 Heralds. Wipe them from the game. Revise it into a single skill called Call To Arms that summons a small mob to attack the enemy for a short duration then disappear. Keeps in touch with a Captains leadership and adds a cool new attack skill.
3 We cannot specialize in any role even though that's what the traitlines are supposed to do, we can't be true healers, tanks, or dps. We need to be able to fill one of those roles when we invest in a specialization.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Hate to admit it but we need stances. The main reason we use Heralds at all is to gain some benefit of the "Brother" skills and that goes away if they die. Better solution is to have a single "Brother" toggle and add stances. Maybe like a Minstrel having a dps stance, balance stance, and default or no stance effecting and changing their skill usage.
2 A skill to pull an enemy at range to us. Or a skill to leap towards an enemy or charge at them. More ranged attacks or more mobility to get to enemies. Getting rooted and then being pelted with ranged attacks whether by enemy mobs or Creeps and being able to do nothing about it is not much fun.
3 More tank and healer skills to augment our roles.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Stances or being able to truly fill a defined role in our traitlines.
Name 3 things about your class you feel could be improved.
1 Berserker line survivability
2 Tanking: better taunting, more morale per vitality.
3 Reduced power costs
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Fervour Stance. Ardour and Glory get to keep parry and evade avoidances it's long past time that Fervour get it as well. At a penalty, like 1/2 or something but I think having no chance to avoid attacks causes a lot of survival issues in group content.
2 Continuous Blood Rage. Similar to above I feel it should be revised to make more sense and contribute better survivability than it's current iteration. Remove the morale damage component and healing penalty and instead CBR adds an increased incoming damage debuff to themselves equal to the damage increase buff. Champs wont kill themselves from CBR but still take more damage than most other heavy armor classes but still not be too squishy, because of said heavy armor.
3
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Improved Battle Frenzy. Adds 3 pips instantly and another pip every 3 seconds for 9 seconds. Or refunds 1 fervour from fervour consuming skills for the next 9 seconds.
2 An ability to instantly pull or charge an enemy into melee range
3
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Better Survivability for Berserker line through Fervour/Continuous Blood Rage balancing.
Name 3 things about your class you feel could be improved.
1 Overpower DPS
2 Overpower power cost
3 Utility
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Guardian's parry stance. People use defense stance for the block reactives, overpower for dps or threat for raiding. Parry is never used, delete it or add its effect to one of the other stances.
2 Shield wall/Protection. The range is too small on shield wall and protection's buff is negligible. Perhaps combine these skills or add a different kind of buff.
3 Force Opening. This skill should be fast, like the rest of the parry line to create a better flow when in overpower.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Add a substantial power return to one of the skills in the parry line only when in overpower.
2 I feel like overpower is meant to be a bleed based dps stance, so change brutal assault to 100% bleed and add another bleed. Perhaps this bleed could share a cooldown with To The King, so that if the mob cannot be effected by a fellowship maneuver we still have a meaningful skill to use at the end of the line.
3 A ten second stun immunity at the beginning of a fight, so usable only out side of combat, would be nice.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Tanking works fantastically, but often times there is more than one guard in a group. Sometimes we need to be able to DPS. Give us more overpower DPS!
Name 3 things about your class you feel could be improved.
1 Focus Buff. At end game I rarely even need to use this skill anymore unless fighting an elite mob. The 5s buff is not enough incentive to pop it every time given my dps output. Increase the buff duration to 10s at least. Otherwise I just don't need full focus all the time. 2000 agility does the work for me.
2 Increase range. LM's can throw fire from the same distance as we can shoot an arrow from a bow. We're masters of range, let's keep it that way. Grant a sniper skill if need be.
3 Allow raids to see traps/snares across groups, not fellowship only. Also it's time traps got a visual makeover. Red and yellow circles are fun and all but let's see what a trap or tripwire looks like.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to
3. Briefly explain why you feel this way.
1 Hunter's Art - Animation is too slow to keep in a rotation. The buff isn't worth the disruption of flow.
2 Bright Campfire - This skill is still a waste even after it was changed last time it was brought up. It should feel like there's a benefit to it when it's placed. Other group members should see it and think 'I need to get close to that fire to get the benefit of it!' Folks see a campfire now and care not. Change the benefit if needed but give it the same feeling we all had when we first started playing the game and recognized its worth.
3 Snare - Again too little benefit to justify time spent placing it out of combat. Up the bleed damage.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 A 10s skill to make all induction skills act like focus skills in that they could be instacast. Moors play especially.
2 A skill to make Camoflauge mobile.
3 We have no Moors emergency skills with DF nerfed. Aside from being squishy we're Creeps main target in the Moors. Being the only class without an emergency skill is not fun.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Emergency skill in pvp.Last edited by Sapience; Feb 29 2012 at 06:00 PM.
Name 3 things about your class you feel could be improved.
1 Shield swipe should be an aoe skill
2 CaB(with legacy) shouldn't need power to work
3 Some animations take way too long sometimes(vexing blow for instance). Need some new and faster animations for certain skills like the one i mentioned
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Litany Master. This legendary has been useless for quite a while, given we barely have agi/crit in our sets, and we can't waste relics for critical rating when we need to stack vitality, b/p/e and incoming healing. Either change the way it works, or make a new blue cap trait.
2 Challenge the Darkness. Cooldown is way too long for a legendary, imo it should be used on some reactive skill.
3 Parry stance, useless. Should be added in a mix with the Guardian Defense stance.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Threat on 1 vs 1, we need a new skill that is indeed a powerful generating threat one for 1 vs 1, we're lacking it.
2 Fray the edge should be revamped, doesn't generate much agro at all.
3 As a threat class, we should have a skill to implement or remove agro from us/another person.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Change the way Litany Master works, or completely change it. This legendary trait is completely useless right now.
Name 3 things about your class you feel could be improved.
1. Rethinking brother skills and SoW legacy
2. Boosting our raw performance in fellowships in addition to buffs. Captain buffs are amazingly good but they come with a great cost of us being bad at performing our roles. Was it tanking, damaging or healing. If needed nerf the buffs and buff our performance. Would make playing the character more interesting and demanding.
3. All the traitlines need some tweaking but IMHO in this order of importance. Yellow > Blue > Red
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1. Fighting withdrawal. Have used it two times just to see if it works. It works, it's just not needed. Give us something to replace it or make it work differently. I've seen someones idea to make a targetable skill to remove threat from someone else and found that quite interesting.
2. Valiant strike. Without traits this skill is just another damage skill with a long cooldown. With traits and legacies it becomes a mediocre healing skill that damages at the same time and still has a long cooldown. Significantly lower the cooldown or make it's effects worth it.
3. Improved blade of elendils DoT. It's only there so Imp. defensive strike could return power. Simply make it able to stack 5 times. Due to this decrease the chance for it to be applied so we can't benefit too much from it while soloing.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1. Give us something to go with our shields, something defensive. This could be restricted only for yellow line. Could be done by taking away 2-handed blocking which in itself will never be worth it and replace it with +block chance. This would be a good start for the yellow line.
2. Another healing skill to be taken seriously as healers. Perhaps restrict it only for the blueline. We dont have a big single target heal and thats our biggest flaw as a healer.
3. Replace oathbreakers shame with a fellowship- or raidwide 10-20 seconds damagenitro with similar effects. Nothing gets to you like a resisted oathbreaker. The buff could also have effects like +crit chance with +crit and devastate magnitudes so it would give something for the healers also.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
1. Rethinking brother skills and SoW legacy: Shield-brothers inspire should be in song-brother and song-brothers inspire should be in blade-brother. That would leave blade-brothers inspire in shield-brother which would fit there just fine. Also revisioning Strength of will skills and making the legacy effective for every brother skill and fellowship brother should be along the first changes in the list.
Name 3 things about your class you feel could be improved.
1 Healing role. There's no good reason why Loremasters shouldn't have a healer role to bring to groups. We need more healing skills and better ones *cough, Inner Flame, cough*
2 DPS, more is better.
3 Lightning Storm. Great skill, but cooldown too long and could/should consume less morale.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Inner Flame/Improved Inner Flame
2 Lightning Storm. I said it before and I'll say it again, great skill but should be better by having a lower cooldown.
3 Pets. Used to be quite good, but after Isengard it felt like they've just been getting weaker and weaker, at least they're still more useful than Captain Heralds.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 A new single target damage lightning skill.
2 Healing skills to allow Loremasters to achieve a healer role
3 Keeper of animals pet traits should be merged into Ancient Master line or vice versa to make room for a dedicated healer traitline.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Name 3 things about your class you feel could be improved.
1 In Defence of Middle Earth. With stat caps erased and what stats are currently reaching + level based to all stats is no longer a very good buff. Better to rework it as a +10% all stats. Works well at any level including scaling content.
2 Fellowship Brother. Works well, but it's considered a "Must Have!" legacy by groups. You will never see a captain running group content without it because other classes consider it "mandatory". Remove it from the Legendary traits and replace Watchful Shield Brother gained at 64 with this as a passive skill. Give Shield Brother it's current Watchful Shield Brother effects.
3 Valiant Strike. An almost useless skill unless traited in HoH. In HoH it's too OP, by itself it does most of our healing for us while our other healing skills suffer due to overly weak heal over time effects. It also has a long cooldown. My suggestion is to lower the cooldown but also lower the duration for balance. Add Valiant Strike effects into the traitlines either for 4 trait set bonus or in capstone traits. A strong damage over time for Lead the Charge, a good defensive self buff or adds strong minus to damage debuff to target for Leader of Men, and of course the heal over time for Hands of Healing but nerfed in healing effect from it's current iteration.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Banners. Remove the ability to place banners by clicking on the item but keep the ability to equip them to increase your stats. Add a new skill to place a banner that gives a more powerful buff that lasts 30 seconds with a 2 minute cooldown time. The purpose of a Hope banner is to essentially mitigate damage from small bits of extra ICMR and an increased max morale pool. A much more efficient method would be Banner of Hope gives an Increased incoming healing buff and a heal over time for the 30 seconds the banner is out. Banner of War buff should remove the might and agility bonuses and instead increase offence ratings by 10% and increase crit rating(dependant on level) for the 30 seconds duration. Banner of Victory buff should have a power restore over time and reduce power costs for all skills for its duration.
2 Healing. Aside from Valiant Strike, our heal over time effects on our skills are severely lacking. Rallying Cry's morale over time heal is especially pathetic. I understand keeping the power restore on RC low and that's fair but there's no good reason Rallying Cry's morale over time is so low. Revise the Hands of Healing Legendary to take Rallying Cry off of the Defeat event condition and give our heal over time effects more "OOMPH!" and nerf Valiant Strikes heal over time, it's OP.
3 No primary class roles and weak secondary class roles. There's really no good reason we shouldn't be able to have solid dps/tank or healer roles. Especially with the instance finder we currently don't qualify for any of the role choices. Our buffs are good but Minstrels are better and they have solid roles. We need more AoE threat management, more max morale, crit defenses. For healing we need a new single target powerfule heal, maybe something that consumes your current heal over time effects on a target and increases it's healing by say +10% per HoT consumed. And if my Hope Banner revision idea doesn't pan out then we might need another AoE party heal.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 A new self buff that is immediate use, gives 100% crit chance to next skill used. Would be great for any Captain by giving more control and getting a crit from DB or PA when we really need one, or even letting us control to crit with a heal when needed. Alternatively rework it as a "Brother" skill that gives 10% crit chance for a few seconds, +5% for allies affected by Fellowship Brother.
2 Improved Tactics skill. Merges Tactics: RA, Tactics: Focus, and Tactics:OG into one skill. Replaces Fellowship Brother as a Legendary skill.
3 Add a new plant banner skill as I mentioned above to make banners more useful
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Banners revamp. I personally think they should matter more and becoming more important buffs instead of something to throw down and forget about gives us more to bring to the group, with a Hope banner we get a heal and our heals become more effective during that time which is useful when a boss goes into a big AoE damage phase, a War Banner would help us to burn down bosses faster when certain bosses have a timeframe to burn them down by, and a Victory banner is a great emergency button for long fights when the group is getting low on power and needs to conserve power.
That being said I also recognize that Captains have been calling for a revision to Valiant Strike to be useful in all traitlines since Moria. You guys might want to look into that.
Name 3 things about your class you feel could be improved.
1 Ranged Damage
2 Defense
3
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Fighting Withdrawal, i've only probably used the skill once, just to test it, in my entire life. The skill is useless, since when do cappies even have a chance of pulling threat off the tank?
2 Tactic: Focus, the regen is not really noticable, and 1000 critical or parry rating is much better than just 100 power per minute.
3 Time of Need, the skill is not really used much, and is only useful maybe when you have -50% morale cost legacy, because usually you have constant defeat responses, and is only useful in a long fight where you don't have good group healers.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Improved Time of Need, gives you a defeat response, battle ready, and gives you +50% healing for rallying cry, +50% routing cry damage, +30s War Cry duration, and +50% Pressing Attack and Devastating Blow damage. (Solo and Group Play.)
2 Fighting Withdrawal, 90% of your threat is transfered to the selected target, and you have -50% threat for 20 seconds. (Group Play)
3 Improved Tactic: Focus, +300 ICPR (unbuffed), +300 ICMR, +1000 OOCPR, and +1000 OOCMR.
Wassup. 75 champ always open for raids (I have them all except a few skirmishes) if online and not busy with important matters.
Class:All. I understand the rules of posting here, but I feel these are things too long ignored by devs and need to be brought up. As such I give my opinions on what I feel all classes need.
Name 3 things about your class you feel could be improved.
1 Racial Deeds/Traits. Haven't been touched since Vanilla, new or improved unlockable racial deeds and traits would be great.
2 More lua scripting support. Understandably they're getting better about supporting more lua but as they say more is better.
3 Legacy balancing. Too many "mandatory" legacies exist for any class. Legacies should augment and improve skills and have several tempting choices. Instead many legacies improve the effect or usability of a skill by twice or three times the original effect which makes the base skill feel weak by comparison.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Dual trait/Spec swapping. Been asked for a long time only to largely fall on deaf ears.
2 Virtues. With stat caps being largely erased the amounts we get from Virtues matter less and less the higher in level we get and better gear we have. Implement something that exponentially increases the stat gains from virtues after rank 10.
3 Class balance/viability of class outside of original spec. In other MMOs you can bring just about any spec from a class into group content for whatever role you specialize in and it is competitive to other classes of the same role. Point being players should be able to play their class the way they want to for group content and not be excluded or deemed subpar for that role. A Champion should be able to tank as effectively as a Warden or Guardian, a Burglar should be able to fill a main dps role and perform as well or as competitively as a Champ, a Captain should be able to be as effective of a main healer as a Minstrel or Rune-Keeper. One of the great things about an MMO is discovering a class you love, and within that class a certain build or spec that feels comfortable and right to your playstyle, and I don't think I need to explain how disappointing it is to have that and not be able to play that style or spec in group content because it's not as good as other class builds.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 New Class and Legendary traits and trait slots. We haven't had any new since Moria, and have gained 15 levels since then, with Rider of Rohan we'll gain another 10 levels furthering that gap. There's no reason why we shouldn't at least get 3 new class trait slots, two new legendary trait slots, and further developement for traitlines(6 trait sets, 8 trait sets maybe).
2 Same as above, but with new expanded traits and trait slots would be awesome to have a second trait capstone legendary.
3 Improved Traits. Not to be confused with trait revisions, I mean Improved traits like how we get Improved versions of skills. At certain levels if we already have a certain class trait we can unlock and start working on an "Improved" version of that trait, which has the same characteristics as before but with an extra bonus or effect. It would be a great way to make decent or less useful traits much more desirable as well as giving us something to work for and that same sense of achievement we got when first leveling our character. Intended for high level(50+) play.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
New Legendary and Class traits, trait set bonuses and trait slots.
Or class builds becoming more balanced with each other to better diversify the game.
Last edited by GeoTerran; Apr 03 2012 at 05:40 AM.
Name 3 things about your class you feel could be improved.
1 DPS .. I want to see the Minstrel to be able to more effectively switch roles between dps or healing. It's great that the Instance Finder gives the Minstrel options to choose between damage or healing role but the select screen when creating a character still says healer. The Minstrel has not been a healer only for a long time now.. and has slowly evolved to switch roles between dps and healing.. but not enough and not as much evolution and advancement compared to other classes. It is time to officially promote and recognize the Warrior Skald Minstrel.. It's a fun class to play dps, music, movement, etc. Not all Minstrels heal. I do not. I'm sure that such an official role would even help to bring in new players simply because it is something different and unique.
2 Armor and gear .. most seems to be for healing minstrels, not dps minstrels... would be nice if pvp armor gave better stats. I hope you give the Warrior Minstrel better armor with critical and dps stats, not healing stats. Hadolin is nice but unfortunately the 5-piece bonus is not currently working and it needs more finesse and critical and also fate and vitality. There seems to be no balance.. all will.
3 DPS skill cooldowns are entirely too long. Need more and better dps skills.. more melee damage. It would be nice if the Warrior Minstrel had dps skills that were needed in a raid like other classes do.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
(All Minstrel skills are needed so I prefer to list Elf race traits instead..)
1 One-handed sword bonus 2% .. totally worthless by today's standard and new content, levels and virtues
2 Elf bow-damage bonus 2% .. same reason as above
3 Virtuous Elf .. 1+ virtues wisdom, charity, patience (this is only prob good when one is new)
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Restore power to caster AND group both with anthem of composure along with the resistance and tactical mitigation
2 More melee damage, DOT's and More targets on aoe skills (currently max is 3) more unique dps skills for Warrior Minstrel.
3 More and better dps legacies for Book and weapon (mostly book).
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
That would be my very first suggestion.. "DPS .. I want to see the Minstrel to be able to more effectively switch roles between dps or healing. It's great that the Instance Finder gives the Minstrel options to choose between damage or healing role but the select screen when creating a character still says healer. The Minstrel has not been a healer only for a long time now.. and has slowly evolved to switch roles between dps and healing.. but not enough and not as much evolution and advancement compared to other classes. It is time to officially promote and recognize the Warrior Skald Minstrel.. It's a fun class to play dps, music, movement, etc. Not all Minstrels heal. I do not. I'm sure that such an official role would even help to bring in new players simply because it is something different and unique."
Last edited by Norwrei; Apr 10 2012 at 05:19 PM.
Reason: typo
Name 3 things about your class you feel could be improved.
1 Power runs out too soon in prolonged battles and skirmishes, seems fine for solo PVE
2 Press Onward induction is too long, usually die before it fires off
3 Strength of the Earth induction is too long
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Beneath Notice doesnt last long enough to be useful
2 Camouflage need to be able to move to be useful
3 Cry of the Predator never found it necessary
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Pet (Hunting Dog) much like a Loremasters set to defend only. Distract an enemy if fighting multiple in Melee. increase range of tracking skills possibly. It would improve survivability in group play and solo
2 none
3 none
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Pretty much the most important issue is power drain. Always seem to run out quickly when using focus based skills
Name 3 things about your class you feel could be improved.
1 Second Wind could last longer so you don't have to hit the button as often
2 Ranged damage could stand to have a second bow skill with a bleed affect
3 None
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Boast could do something useful like a moral boost
2 none
3 none
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 A second ranged skill that has a bleed
2 none
3 none
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
A second ranged skill with a bleed would be helpful and consistant with the class
Name 3 things about your class you feel could be improved.
1 Needs another melee skill
2 ranged auto-attack would be nice
3 none
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 none
2 none
3 none
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Travel powers similar to hunter but self only. "A wizard is never late, nor is he early. He shows up preciously when he means to." Probably limited to major hubs like Thorin's, Bree, Michel Delving, Rivendell, 21st hall etc..
2 none
3 none
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
I think that the travel powers would be very nice for solo play, but the auto-attack for range would help a lot in my opinion.
Name 3 things about your class you feel could be improved.
1 Ranged attacks
2 Battleshout could refresh quicker
3 none
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Battleshout just needs to refresh faster, it triggers battle ready and is the only ranged attack we have
2 none
3 none
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Any ranged weapon and a skill to go with it. Javelin would proabaly fit the class
2 none
3 none
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Tough choice but either of the above would probably solve the problem. I'd imagine adding javalin and a skill would be the least over balancing of the two.
Name 3 things about your class you feel could be improved.
1 ranged attacks
2 solo survivabilty
3 none
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 none
2 none
3 none
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Track Treasure could be more useful if it wasn't exclusive and could run at the same time as other resource finding skills
2 The class specific thrown axe we get is nice but it requires the same amount of resources as other perminant ranged weapons and is expended on use. Maybe make them so they aren't expended, a skill to go with them, and give a crafting option to make knives as well as axes for the RP folks.
3 none
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
Ranged attack is the only thing I would say needs a boost, carrying around stacks of very expensive axes takes up to much bag space and to many resources to produce. And a skill would be nice
Name 3 things about your class you feel could be improved.
1 Damage (AOE and single target)
2 Survivability
3 More traits or make it so damage type is a passive
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 AOE skills- High power and extremely low damage, the dot from mutilate is laughable (thrash was an ok move)
2 Severing strike- 1min cooldown on a skill that maybe does 200-400 damage...seriously? The animation takes forever and has no place in the reaver's rotation. Make it useful!
3 Well our class was described as the freep melee dps class...as of right now there is no need for squishy reavers in raids. Our dps is extremely low...we have no cd's except dying rage and if your a target it doesn't matter. This makes us unusable in raid.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 HIGHER DPS (AOE and single target)
2 HIGHER MITs....we go down like paper...we're not even threatening anymore
3 I don't want any new skills just change the current ones. Example make charge useful at all times...keep the cooldown. Would make it interesting in raids when reavers have 8secs of immunity every 30secs. Change severing strike to a big hit with a bleed...something. Increase our dot damage....thrash ticks from 40-90 depending on the class and thrash 140-190 (roughly). CHANGE IT SO DEV STRIKE AND DISARM IS NOT RESISTED AS MUCH! It's almost impossible to land disarm anymore.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? DPS DPS DPS...as a reaver i dream to be feared. If i'm in your face, i want you to have a bad day!
Name 3 things about your class you feel could be improved.
1 revamp (again) Trapper trait line or make a whole new trait line.
2 Survivability, we have to give morale for agility since there is not enough pieces that has morale and agility..every class has two set of limelight kindred set expect hunters and guards.
3 lower inductions or remove it. we have to sit there and watch our inductions while melee classes are free to go.
What skills do you feel are undea rpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 hunter art, adding a bit more to it
2 hunter speed run, increase it to 25% like wardens and making it in combat bonus for whole fellowship
3 Strength of the Earth/Press Onward: please fix the legacy for Stregth of earth and lowering the cooldown of press on ward to maybe 30seconds.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 bubbles, every class has one!...champs has 3 :l
2Power usage. Either increase power gained from Will, or reduce the power cost of skills. Even thuro I think capts need this more than hunters
3 movement, I would love to pew pew while running to mobs like Legolas did.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?removing inductions so I can move and still pew pew
“A single dream is more powerful than a thousand realities.” -J.R.R. Tolkien 85 Loot Goodies
Please tone down all classes. This is Lord of the Rings and not Superhero Squad... Please don't add any more super natural abilities to the classes... i am experimenting with a champion, he is level 41 and all he does is auto-attack... he is winning. Please make the game more difficult, some of us like a challenge.
Please Orion, stop making classes into superheroes... the only thing you should touch is creepside, since they are very underpowered.
Name 3 things about your class you feel could be improved.
1 Healing could use an improvement. Defeat response heal would be cool
2 Damage Type (Common damage after 5 years... Really?)
3 Melee Damage--WL melee skills do pitiful damage and auto attacks normally hit for 50-70 damage
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Snap Out Of It--Needs a small immunity period after skill use(like Resiliance)
2 Command Post--This banner hasnt been scaled at all since Shadows of Angmar. The buffs really need to be increased
3 Menancing Roar--The power cost on this skill is insane for the amount of damage it does and its range and radius are tiny for an AoE skill.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 Shield Bash--A shield bash on a 20 second cooldown with a 3 second stun. In group play if under attack could help us get some space to fire off a heal or two. Would give the WL a little CC and extra damage for soloing.
2 Rallying Cry--Defeat response heal that would be single target. Restore between 2k-2.3k morale on a 15 second cooldown. In group play it would significanly help the WL get off a heal while being focus fired by several freeps or npcs.
3 Servant of Angmar-- A self buff to the WL on a 5 minute cooldown. The buff would increase out-going healing by 25% and provide immunity to induction setbacks by damage. Buff will last for 30 seconds.
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Improvements to War-Leader Healing
Name 3 things about your class you feel could be improved.
1. Tankstrel spec
2. Removal of useless legacies
3. Mentoring scrolls should be usable at a lower level (currently 35)
Minstrel is in a very good place. Not much more to improve.
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 Song of the Dead
The CD, induction, and length make it underwhelming for a stun that affects only 1 specific genus.
2 Call to Fellowship
+5% bonus seems great, in theory, but as a healer when do I actually have time to use this thingy? I'd rather have a proactive buff like +20% chance of triggering a fellowship maneuver or a +5% buff like now that would last for 1min w/ a CD on it. Then you could put it up when you knew the burg was going to pull an FM soon.
3 Song of Aid
Its better... but no one uses it still. A channeled skill really needs to be pretty good since it stops you from doing anything but standing in place singing.
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 None
2
3
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class?
The Call to Fellowship changing from a reactive to a proactive skill would be a welcome change to an already very good class.
I play a minstrel and agree with all that is written by Harperelle but will add one more thing to it: What skills you think could be added to your class? :A power return skill.
Name 3 things about your class you feel could be improved.
1 I have a lvl 75 RK. He is my main character, or at least he was till the last round of changes that were made to the class.
This is a game I play for fun and enjoyment. Most times I play solo, occasionally in fellowships. If I have to kite with a character to survive every fight IT IS NOT ENJOYABLE! I suggest you put the Rune Keeper class back to where they were before the devs utterly ruined my game play experience with my RK.
2
3
What skills do you feel are underpowered or of little value to your class? Please limit your answer to 3. Briefly explain why you feel this way.
1 see above
2
3
What skills do you think could be added to your class to help you better perform your role in groups or improve your solo performance? Please limit your answer to 3 skills and explain why you feel this way. Also include how you see the skill being used (solo or group play).
1 add the skill "Thou Shall Not Kite".
2
3
If you were limited to only one of your nine suggestions above , which single suggestion do you feel is most important for your class? Pa-lease!