I do wonder though, and agree with others, what's the point of a kinship now?
Basically pug a 3 man get epic loot and gear.
So wht happens to First ages in a multi-layer boss? Hey guys guess what :$ we beat the first boss we all get fa's well that's finish im going to a different game!
I'd expect that fast and quick, and I extremely hope you have something big in store for us, really big Turbine.
Because a lot of people are going to be annoyed.
I do respect you tiering up the old raids, for fun and games, but i hope they dont give better loot than a ToO or Od style raid, because This would be my last expansion.
"Long, Thick and Sharp, From the shadows, I'll stick you from behind, deep and bloody, Mmmm the joy of pleasure..."
I think you are missing something. items such as minstrel sheet music does not protect against cc (stun, daze, knockdown) which is still counted as an interrupted skill. Minstrel bubble also does not affect cc.
this change would also make the already OP Flayer auto-interrupt skill a game breaker in the moors.
Bring a pocket LM for SI ._. if any still want to go out to moors. for fears and such... guess we better start stocking up on resistance foods xd
and yes... warg flayer interrupt is definitely gonna be frustrating XD (but yeah... already was anyways)
to clarify a bit though, I don't entirely like the aspect of this pvpwise (but it definitely has some good potential pvewise depending on cds of mob skills...), and what I've suggested is not going to completely prevent it as all those things have cds... but in the case this is released, just trying to cover all the options for preventing induction interruption as best as possible rather than just read this "inductions are going to be worthless" stuff
Aiseki 85 LM | Kyoku 85 Mini | Leofleofu 85 Cappy |Janaiax 76 Burg | Karme 31 RK
Bring a pocket LM for SI ._. if any still want to go out to moors. for fears and such... guess we better start stocking up on resistance foods xd
and yes... warg flayer interrupt is definitely gonna be frustrating XD (but yeah... already was anyways)
to clarify a bit though, I don't entirely like the aspect of this pvpwise (but it definitely has some good potential pvewise depending on cds of mob skills...), and what I've suggested is not going to completely prevent it as all those things have cds... but in the case this is released, just trying to cover all the options for preventing induction interruption as best as possible rather than just read this "inductions are going to be worthless" stuff
like it or not, the effects of this combat change would more greatly affected pvp than pve. creepside healers especially since they don't have LM's for SI or class consumables for No Induction Interrupts. Defilers fell restoration (30s cd) would be hugely nerfed by this combat change.
like it or not, the effects of this combat change would more greatly affected pvp than pve. creepside healers especially since they don't have LM's for SI or class consumables for No Induction Interrupts. Defilers fell restoration (30s cd) would be hugely nerfed by this combat change.
yeah is gonna suck a lot for creeps xd about all they have is that 10s green pot and if they're lucky the brand from lootboxes
Aiseki 85 LM | Kyoku 85 Mini | Leofleofu 85 Cappy |Janaiax 76 Burg | Karme 31 RK
why would I waste my time going to harwick then running over to a campfire? bad location... it should be right next to the oven in snowbourn...
seriously... anyone in RoR is going to use our port to galtrev and use the campfire next to the oven that is 2 seconds from the vault and one building over from the AH and a doorway away from all the crafting npc's.. etc etc etc... get it....
a random campfire in harwick is not going to become the new hotspot (no pun intended) for trail cooking... a waste of dev time imho
OMG, miss chance is almost gone. I'm so happy reading this!
Agreed. This games miss rate was way too high. My brother is actually resubbing once this goes live. He just couldn't handle the miss rate.
The only thing I'd like them to fix now would be the constant run speed debuffs when fighting wolves/wargs, and the constant stuns that bandits like to apply nearly every single fight. I'd be ecstatic if they addressed that.
Any chance you'll be fixing the Nvidia crash bug anytime soon?
Is it really the gfx card? I had Nvidia card until a month ago and I wasn't crashing in Rohan (though I did in beta). Maybe double check you have the latest drivers, plus get rid of other applications while running to free up as much memory as you can (browser, all those background tasks to check for updates, etc).
if the interupt garbage appears in game, say goodbye to my 500-800$ a month tp purchases, all i gotta say. or give call to the valar a 45minute duration on a 30minute cd. how about that.
chain interupting an lm in moors, 20second interupt, ruins a 5minute cd. we have 2 5minute cd.s both are ruined. and both are EASY to recognize. interupt magnets now. not to mention all we have is inductions. so you pretty much will remove a class from the moors with that interupt &&&&.
just saying this, since obviously you guys didnt think about what would happen to classes with nothing but inductions!
Interruption Revision
We've altered how Interrupt skills function in the game to give them more impact. When an induction is now interrupted by an Interruption Skill, the induction will be canceled and the skill will go on cooldown.
In PvE, we have adjusted many monsters so that they will generally not hit a player with an interrupt more than once every 15-20s.
My main is LM...if Turbine really does this i might jut quit playing it...our CC in Moors is already ruined and this just brings major nerf to my class wich we dont need....my ent and LS are big inductions,big cds too valuable to go on cd without being used...this change has no need to happen,just leave it the way it was..theres so many other things that actually NEED a change.
I do wonder though, and agree with others, what's the point of a kinship now?
Huh? Kinships are for friends and socializing, not just grouping. Crafting help, leveling help, just talking, etc. I suspect the majority of kinships in this game are not about raiding or grouping.
I think you are missing something. items such as minstrel sheet music does not protect against cc (stun, daze, knockdown) which is still counted as an interrupted skill. Minstrel bubble also does not affect cc.
this change would also make the already OP Flayer auto-interrupt skill a game breaker in the moors.
Originally Posted by Sapience
Stalker Pounce and Sudden Pounce cooldowns increased from 10s to 15s. Raking Claw Brute bonus has been replaced with a 50% Induction Duration debuff.
Experience Added to Craft Nodes and Recipes
Use of craft nodes and crafting recipes now awards characters with experience upon use for nodes or completion for recipes.
Crafting
Players can expect to receive xp while gathering from Farmer, Forester, Prospecter, and Scholar nodes and will also receive varying amounts of xp through the completion of all crafting recipes.
So this applies to character xp and not crafting xp.
This sounds like an excellent way to unbalance and break the game:
Explorers and toons with Farming will level at a noticeably faster rate than other toons with other professions. (Explorers have double the gathering of other vocations, and farmers don't even have to move from one spot to "farm xp" in this case.)
Any active crafter will level faster. Believe it or not, many players craft to break up "leveling."
Active crafters may very well out-level the gear they're trying to make for their own level, for the purposes of questing. Especially mastery crits.
Tying character xp to crafting xp is nonsense. If you want to help people powerlevel, Turbine, then you should expand the level ranges for task quests.
For some people, this change would require buying the xp disabler to stay on-level with content they had purchased. I suppose Turbine finds that a good idea. Given the cost of the +XP stone as a prediction, premium players who buy a-la-carte content and want to enjoy their purchased content to the fullest extent would be "encouraged" to cough up extra cash to do just that, or give up crafting entirely until level cap. Even VIPs who have a TP stash but want to stay on-level with zone content (while crafting) will be pressured to buy the disabler.
Look, I'm all for an XP disabler market, but strong-arming it and arbitrarily requiring a store purchase for players to enjoy the rest of the game as the game was intended to be played (on or near level) is flat out wrong.
I'll have to warn my friends new to the game to simply stop crafting if U9 goes live with this. It seems the purpose of this change is to either promote powerleveling or discourage crafting on questing toons. There are so many better ways to do this, Turbine...
It’s the Little things… Fast Travel Stable-master System
The Stable-master system underwent a structural and functional change. The UI will look very different and is not entirely finished. You will now see ALL available travel options, regardless of any restrictions on going to each location. You will be able to travel to locations for gold/silver/copper as usual, with all restrictions applying, or use a specially made writ to go anywhere, regardless of restrictions.
Hm, did no one comment about this? This sounds like a giant, linked map-travel system proposed so many times over the years--a vast, vast QoL improvement (the WoW flight map travel system was fantastic, as I remember it). Just as the mount revamp significantly increased QoL and player-friendliness, this revamp sounds similar, because we use stables all the time. Excellent.
Travel to Quest NPC tech
You will now see little check marks next to your quests at the quest tracker if your final quest objective is to go talk to an NPC to complete the quest. You should be able to use these check marks to get the option to fast travel back to the Quest NPC.
So as explained in another thread, this is strictly a store perk with strategically placed store ads whenever you finish a quest. Awesome. I really, really hope there is a UI toggle option.
User Interface
Players can now map a new action key to Follow Selection. This works exactly the same as /follow. The new mapping is present on the Key Mapping portion of the Options Panel, under the Miscellaneous header.
Nice little QoL perk. I can save a toolbar button in all switch-bar modes.
Maps, Travel, and Travel Steeds
The Steed of the Captain's coat has been changed to match the color shown in promotional material. It is no longer a blonde-sorrel, and has been changed to a rich brown color.
Good, thanks.
As for the other technical bits... too tired to think about them right now. :/
____________________ Crit crafting & the RNG | Dumb noob things we've done in LotRO...
"Be not so eager to advance that you fail to experience the moment, in life and in all things." -Deluros, Rivendell legendary: adj.
1. Gilded (having a pleasing or showy appearance that conceals something of little worth)
2. Having an appearance of grandeur that obfuscates by complexity and arbitrariness
3. Disposable
So this applies to character xp and not crafting xp.
This sounds like an excellent way to unbalance and break the game:
Explorers and toons with Farming will level at a noticeably faster rate than other toons with other professions. (Explorers have double the gathering of other vocations, and farmers don't even have to move from one spot to "farm xp" in this case.)
Any active crafter will level faster. Believe it or not, many players craft to break up "leveling."
Active crafters may very well out-level the gear they're trying to make for their own level, for the purposes of questing. Especially mastery crits.
Tying character xp to crafting xp is nonsense. If you want to help people powerlevel, Turbine, then you should expand the level ranges for task quests.
For some people, this change would require buying the xp disabler to stay on-level with content they had purchased. I suppose Turbine finds that a good idea. Given the cost of the +XP stone as a prediction, premium players who buy a-la-carte content and want to enjoy their purchased content to the fullest extent would be "encouraged" to cough up extra cash to do just that, or give up crafting entirely until level cap. Even VIPs who have a TP stash but want to stay on-level with zone content (while crafting) will be pressured to buy the disabler.
Look, I'm all for an XP disabler market, but strong-arming it and arbitrarily requiring a store purchase for players to enjoy the rest of the game as the game was intended to be played (on or near level) is flat out wrong.
I'll have to warn my friends new to the game to simply stop crafting if U9 goes live with this. It seems the purpose of this change is to either promote powerleveling or discourage crafting on questing toons. There are so many better ways to do this, Turbine...
If this is for character xp, I have to say this is totally stupid. If anything it should be for crafting xp.
I dont know why they introduced thid new loot technology tbh, however its fine for open tapping and such by why introduce it into BG or instances? Whats the reason for this now.
Another question will this be a test for this kind of system in the future raids we are getting in Feburary? If so why ?
I like the old system Master Looter and roll/pass, although i can see the new system can work well in small 3 mans for quickness.
Anyway i would prefer we keep the old system for the fuftre raids please and while i am at it can you scale DN and OD this year please :-D
I already like this update very much!
Best news for me is that scaling old content continues, thank you very much! Please continue scaling some instances with each update, it's really somethin appriciated here on the palyer side :-)
Nice thing that new instances are playalbe also for lower levels, my main is in early 50s, so it's good to now he can jump immediately into action in the new instances.
Looking forward to remote looting, very convenient feature and remote chests looting looks to me like a great way to reduce instance grind to get specific shiny item for your class. Hope that this feature is also pushed to other instances and skrim raids!
Full Moria revamp is finished! Yuppi! Time to visit the underworld again :-)
Things that are a litle bit "meh"
- deflection on high level monsters - was this really necessary? It's not affecting me personally, since due to my completionist game play style I'm usally over the level of mobs, but if some people like the challange or are levelling fast-forward the nth alt, why make things more difficult for them? Fighting mobs +4 levels is already challanging and this deflection may be really irritiating when some nasty devastated critical gets deflected...
- interruption changes - it's not affecting my champ at all, but it seems like quite a nerf for induction-heavy classes, especially when soloing and fighting multiple mobs. If you pull 6-7 mobs then dividing 15-20s by 6-7 you get expected interruption every, 3-4s, so that's like 2-3 skill usages? I imagine that it may be frustrating!
But a couple things could be clarified:
1. Travel to Quest NPC tech
How does it work? Yet another form of fast travel? Does it require travelling rations? Does it have cooldowns? Shares the colldowns with milestone skills?
2. Miss chance reduction trait line bonuses removal
What can Champs, Burgs and Hunters expect instead? Critical hit chance maybe?
Originally Posted by Armisayl191
You know what needs a revamp? Trollshaws. Big time. I love the zone, but I despise questing in it. In fact, I usually skip it altogether.
/signed
I really hate this zone because questing there is so tedious, and on another hand it's so pleasant place...
I Like everything in this update .. except the induction interuption then cooldown stuff. This seems like as others already pointed out, a nerf beyond measurement for induction classes, specially the loremaster which rely completly on their inductions. In Ettenmors this will not work very well i belive. Loremasters got long inductions skills + are only useable while standing still + limited range + long Cooldowns. Do we really need 1 more disadvantage? lol. but everything else very good
It would be good for someone, preferably a blue name, to comment that the DG cluster (and specifically the BG raid) is being scaled in the update 9 official discussion thread to shut the hardcore raiders up that can't wait until the new raids appear before passing judgement.
How is your opinion any more valuable than mine? I paid for the game, the expansion, my sub, and TP. That entitles me to the right to have an opinion, and to share it, within reason. Same as you, and everyone else. No one group is more important than any other.
This is the update from which we have come to expect the instance cluster. Contrary to your belief, three 3-mans and OLD content releveled is NOT an instance cluster.
Originally Posted by Lobla
Having played this game from beta it's disappointing to find that an ''update'' consists of old content being polished. Whilst a lot of these changes will be nice, it doesn't get away from the fact that new content is slow to arrive and when it does its a trio of 3 man's and then the next instalment is Watcher / Turtle / Draigoch do-over...
Major sigh Turbine, as much as i loved the SOA, Moria etc, i have multiple high level toon's and i have no desire to revisit re-done content...
I want new content, multi boss raid for one, not a kill one boss, log off for 5 days whilst i have locks!
Sad raider,
Lob
Extremely well said.
I like that Lotro has made us able to select from multiple different styles of playing. I for one, am a hardcore raider. An elitist and a crafter. I don't have to spend my time the same as a RP'er does, or a solo player. And they don't have to play like I do either. I respect everyone's right to choose their own personal playstyle.
That said, I paid for this expansion for the raids. I paid for it to have NEW and DIFFICULT content. Something that takes a whole group of good players some time to figure out and properly implement. I see none of that here. 3-mans are easy sauce. Old content is pathetic to a raider. It's not going to have new mechanics, and we already know all the fights.
Revamping Bree is great. I'm sure our alts and RP'ers will love it. The rest of us will go once, look around and say "oh, nifty" then likely never go back. Scaling DG is cool too. People who weren't here 3 (3? 2?) years ago will now be able to complete it on level. That's awesome, no sarcasm intended. But for those of us who like a challenge, there's nothing here to see. And while I understand that the real instance cluster will come out, eventually, why should promised content that we PAID for be put on hold for revamping and scaling? These things need to be done, but should be part of the normal updates throughout the year. The should not be the first update after a paid expansion. Especially when said expansion is as of yet...incomplete.
And with all the small fixes, why not the forums? Really frustrating when you type a long post and are logged out when you hit submit...
And some creeps. Most of whom shall remain nameless
Am actually quite impressed by this update: a lot of new tech, Moria revamp part II, Breevamp, quality of life changes, miss chance removal, Dol Guldur scaling, etc. Softens the blow of having the new Rohan instance cluster split.
The only thing that worries me (and many others it seems) is the seemingly unneccessary changes to inductions and interrupts, I wasn't aware of any problems in PvE with any classes that use interrupts, everyone seemed happy AFAIK. Why change it? This smells of being another PvMP balancing act that then affects the whole game. I expect to see the petition thread shortly
Just tried Sword-hall T2C, and on our very first run the DPS got smashed by the troll before the tank could pick it up. The mini got interrupted by the constantly spawning bats and lost her Rally while trying to revive the DPS. I didn't expect to feel the impact so soon, but the interrupt cooldown change really did ruin our whole attempt, turning what would have been a recoverable situation into an unwinnable one. Devs, please rethink this change.
So this applies to character xp and not crafting xp.
This sounds like an excellent way to unbalance and break the game:
Explorers and toons with Farming will level at a noticeably faster rate than other toons with other professions. (Explorers have double the gathering of other vocations, and farmers don't even have to move from one spot to "farm xp" in this case.)
Any active crafter will level faster. Believe it or not, many players craft to break up "leveling."
Active crafters may very well out-level the gear they're trying to make for their own level, for the purposes of questing. Especially mastery crits.
Tying character xp to crafting xp is nonsense. If you want to help people powerlevel, Turbine, then you should expand the level ranges for task quests.
For some people, this change would require buying the xp disabler to stay on-level with content they had purchased. I suppose Turbine finds that a good idea. Given the cost of the +XP stone as a prediction, premium players who buy a-la-carte content and want to enjoy their purchased content to the fullest extent would be "encouraged" to cough up extra cash to do just that, or give up crafting entirely until level cap. Even VIPs who have a TP stash but want to stay on-level with zone content (while crafting) will be pressured to buy the disabler.
Look, I'm all for an XP disabler market, but strong-arming it and arbitrarily requiring a store purchase for players to enjoy the rest of the game as the game was intended to be played (on or near level) is flat out wrong.
I have to second this. When I initially read the part about xp for crafting nodes and recipes I thought it was crafting xp being awarded and I thought that was a good thing. If it is related to normal levelling xp I think the points made above are all very valid.
I enjoy levelling and enjoy crafting and collecting resources as I quest. Despite enjoying the occasional skirmish I don't do skirmishes while levelling anymore because I out level my quests. If the same is going to end up applying to my crafting as I level then I am not likely to buy the xp-disabler so much as stop playing again - I don't like changes made to the game to encourage store use.
Originally Posted by Sapience
New instances
Three new 3 man instances are now available in the instance finder: Iorbar’s Peak, Seat of the Great Goblin, and Webs of the Scuttledells. These instances scale from level 20 – 85 (no, 20 is not a typo). Look for a full developer diary closer to the release of Update 9.
I am just wondering how these are going to work in terms of buying them from the store. Two questions in particular;
1) Will we be able to buy this instance cluster by itself or have to buy both this one and the one being released in February as one package? I have no interest in pre-ordering an instance cluster and while I would happily spend TP on this instance cluster if I would find it off-putting to buy both together since I am unlikely to be playing when the second part is released.
2) Since these instances are presumably part of the RoR expansion (despite their locations) I am a little curious that they are scaling from level 20. Why are you introducing Rohan expansion content from level 20? Will this mean those who haven't yet reached Rohan will be encouraged to buy RoR in pieces via the store rather than the expansion pack itself? The only reference I can think of to you introducing instances in the game in this way are Forsaken Inn and Halls of Night which were both individual store purchases and started at the level of the area they were located in.
The Scaling of Dol Guldur
We have scaled the entire Dol Guldur instance cluster. All of these instances now scale from level 65 – 85. Please note not all of the rewards are in this build. They will be added prior to Update 9 release.
I do hope the itemisation will make this worthwhile. I have only recently come back to game and have been told that your scaling of Fornost is excellent but it isn't worth the trouble to play it as there is nothing to gain from it. I wasn't told this from some loot-hungry raider, but someone who would just be happy to get a worthwhile degree of reward for the time invested to make grouping for it easier - even if it were just a bumper reward of marks / medallions / seals.
Open Tapping & Remote Looting
Open Tapping and remote looting are now available across Middle-earth! We look forward to hearing your feedback.
Great News!
Remote Looting on Chests
...All equipment within your personal loot-list will be something your character can potentially use. As a result, most rewards will be Bind on Equip, to allow trading between players to still occur.
I like in theory but my loot rolls have always been dire so in practice this will be bad news for me and those in a similar position. It's a good thing I am in a kin who will take pity on me and give me a second age symbol when they notice most folks are already on their second!
Interruption Revision
We've altered how Interrupt skills function in the game to give them more impact. When an induction is now interrupted by an Interruption Skill, the induction will be canceled and the skill will go on cooldown.
In PvE, we have adjusted many monsters so that they will generally not hit a player with an interrupt more than once every 15-20s.
Echoing what others have said here, I don't think this is a good change. I would be interested in knowing whether this change was made primarily with PvE or PvP in mind.
I think it would be helpful if a blue name could tell us what the aim with this change is and how they expect it to improve game play - particularly for induction based classes.
Experience Added to Craft Nodes and Recipes
Use of craft nodes and crafting recipes now awards characters with experience upon use for nodes or completion for recipes.
Seriously, this would make far more sense if it was crafting xp awarded for crafting nodes and crafting recipes. For it to give combat xp is absurd and there can be no reason for it other than to speed up levelling and increase the need for your new xp disabler.
Fast Travel Stable-master System
The Stable-master system underwent a structural and functional change. The UI will look very different and is not entirely finished. You will now see ALL available travel options, regardless of any restrictions on going to each location. You will be able to travel to locations for gold/silver/copper as usual, with all restrictions applying, or use a specially made writ to go anywhere, regardless of restrictions.
Travel to Quest NPC tech
You will now see little check marks next to your quests at the quest tracker if your final quest objective is to go talk to an NPC to complete the quest. You should be able to use these check marks to get the option to fast travel back to the Quest NPC.
These both seem to be introduced as new ways to encourage use of the store. Please give us the option to turn thse off. The more of the store I see in the game, the less I want to play. The list of destinations from the stable-master is going to be huge so I hope the ones that require a writ of passage will be separated somehow from the standard ones otherwise scrolling down a long list everytime we visit the stable master is going to be annoying to say the least!
I have really enjoyed RoR, it seems of far superior quality than RoI and has brought me back to the game. Likewise I think Update 9 is looking fairly 'meaty' in content - I wasn't expecting the second part of Moria to be updated so soon and its good to see some old stuff being scaled again (please scale the Enedwaith cluster! ) . It's all good and for my part it will bring me back to the game.
The worst thing for me is seeing game changes designed to further push the store whether we use the store or not. This kind of marketing approach makes me not want to use the store and has driven me away from the game in the past.
Last edited by UnlikelyBeing; Nov 28 2012 at 05:58 AM.
Another update, another revamped instance cluster, ‘cool’ you might think, fair enough..
I for one can’t wait to go back to BG to clear endless amounts of annoying trash - the most awful trash in game to date might I add!
For the sake of us all, please break BG up into wings & reduce the trash clearing.
I can appreciate that people loved the instance & want to go back, tell me how much you love that trash after 1 month
.[*]The Eastemnet Shields, Weapons, Jewellery Quartermaster will now offer Silver Necklaces and Baubles for each of the 4 major areas.
I hope these necklaces and baubles do not cost too much because there are not so many daily quests to get the silver tokens and you only get 3 tokens per quest.
Just tried Sword-hall T2C, and on our very first run the DPS got smashed by the troll before the tank could pick it up. The mini got interrupted by the constantly spawning bats and lost her Rally while trying to revive the DPS. I didn't expect to feel the impact so soon, but the interrupt cooldown change really did ruin our whole attempt, turning what would have been a recoverable situation into an unwinnable one. Devs, please rethink this change.
Exactly. May as well remove Rally! from the game. And Fellowship's Heart. And all lore-master skills.
Long cooldown induction skill usefulness is severely impacted with this interrupt change. I'm stunned the devs don't seem to understand this.
Originally Posted by NaughtyMistress
And with all the small fixes, why not the forums? Really frustrating when you type a long post and are logged out when you hit submit...
THIS!!! These forums are the most unresponsive, slow, frustrating forums I've ever used, by several orders of magnitude. I had better service when my kin's forums were being hosted by some dude in his house. You should change that LOTRO Community header graphic from Beta to Pre-alpha. Fix your forums! /beg
Guardians now have inductions on their stances. Will this be reconsidered in view of the upcoming change to induction interrupts? What about skills with long cooldowns? Even in PvE, an interrupt every 15-20 seconds can be a problem. Will the long cooldowns be reconsidered?
1) gaining leveling XP for crafting is a profoundly bad idea. (gaining crafting XP is fine.) neither crafters nor questers particularly like this idea.
2) the interrupt changes are unwarranted and hit induction classes such as the LM disproportionately. an interrupt skill that can be used every 20s (max, and often less) impacting a skill with a 5min cooldown is in NO WAY fair, and for all practical purposes could eliminate those skills from EVER being used. the only way to make this fair would be to significantly lower the cooldowns for long-cooldown skills like lightning storm and ents go to war to, say, 60s. even at 60s, the advantage goes to the interrupter, but at least it's slightly more balanced -- at 60s, you're still getting 3-6 interrupts per cooldown period of these long-cooldown skills, while at 5m, you're getting 15-30 interrupts per single cooldown period.
3)
Originally Posted by NaughtyMistress
three 3-mans and OLD content releveled is NOT an instance cluster.
exactly right.
4) there are a few small-and-welcome improvements elsewhere in these notes, but they are wholly outweighed by the three items above.
[LFF] Dwarf: 'LFM to delve deeply and greedily. rich rewards! what could possibly go wrong?'
I'm sorry, is anyone really supposed to believe you spend 6-10 thousand dollars a year on this game?
It is certainly possible. I saw where several folks on the TOR forums spent multiple hundreds of dollars within hours of F2P launch just to purchase and open (ridiculous) gambling boxes. Saw some screenshots of the incredible number of coins they had too.
I guess large spenders are called whales in social gaming, maybe the same in MMO's? /shrug Don't know, but they do exist and Turbine wants them to spend their money here, not elsewhere. Since I want this game to continue to succeed, I also welcome them spending their money here because I certainly can't afford to spend what they do.
There are some neat ideas in this update. All of them overshadowed by some bad ideas. Already covered by others, (the interrupt issue, xp from nodes, return to NPC, etc.)
Even more overshadowing, IMHO, is the attention to so many non-issues while leaving known bugs alone (no mention of dressage, lag, slingshotting, MC hitching, etc.)
I really have no idea yet if this is gonna be cool or not, depends on epicness of the instances.
Some 3man instances are nice but 3 of those and only 1 6man instance is a bit dissappointing. Then again, it would be awesome if the 6man would be of equall size as Carn Dum, with locks etc.
Every other 6man since MoM launch have become shorter every update though.
Hoping for raidboss fights comparable to Watcher, maybe with some nice challenging trash upfront (I liked Orthanc trash for that), this can be good.
Upscaling BG instances is nice.
Increased clobber cooldown for champions in etten --> QQ.
Experience Added to Craft Nodes and Recipes
Use of craft nodes and crafting recipes now awards characters with experience upon use for nodes or completion for recipes.
[*]Players can expect to receive xp while gathering from Farmer, Forester, Prospecter, and Scholar nodes and will also receive varying amounts of xp through the completion of all crafting recipes.
This is one of the worst IDEAS ever implemented to LOTRO.
Why on earth would you tie character XP and Level to Crafting.
Forced leveling based on giving forced Xp is nothing more then a way to try to force people to
Buy Items in the store to stop XP. However while many of us want to Stop XP gain to remain
onlevel already with the break neck speed of leveling Turbine in its wisdom turns around and
adds more forced XP and Leveling on us that the XP disabler does not disable.
Clearly Turbine does not have a set direction in mind a clear path of things to do to make the game better.
Seems that recently last couple expansions Updates you just randomly change/fix things and wait to see
how loud and how many the complaints there are and then make more changes.
Forced uncontrolable XP gain is out of place and not needed in this game.
Please Turbine respect the differing playStyles of the playerbase.
Do not attempt to force us to level cap and on to the next game.
I enjoy lotro an middle-earth greatly and have no desire to be forced to Cap.
I want to enjoy all of middle-earth and experiance as much as I can not rush to cap.
Please do not implement forced XP through crafting.
Character level and crafting have been seperated over time
why force a connection again now and a connection that
JUST makes NO sense at all.
It makes perfect sense, push people to the level cap quicker, when at the level cap the real TP spending begins, scrolls of empowerment, delving, star-lit crystals, all manner of accelerators & other legendary goodies, not to mention the newly added war-horse goodies/cosmetics.
And when you’ve spent all that TP on that perfect toon, you’ll start again on your favourite alt.
If you don’t want to level as quick, you have the option of the XP disabler, it’s one big money maker.
Push you to the cap & spend as little as possible making new content, a la revamped instances/raids/skirmishes.
There’s a few nice things listed with this update, but a large majority of it screams cash income & less expenditure, with developer changes made by people that are too out of touch with the player base.
Induction, Burglar/Champion changes + more, have you seen the pathetic loot too, to think they wanted us to pay for these instances – Turbine need to do better than this.