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Update 9: Against the Shadow PRELIMINARY Release Notes(B3) - SUBJECT TO CHANGE
The following release notes are for the Bullroarer public test server only and may not reflect the final list of changes or updates included at release.
Please be aware that everything listed here is subject to change. These notes are not final.
Warden
"The Boot", "Onslaught", and "Wall of Steel" will each have their own Interrupt effect with cooldowns of 8s, 10s, and 12s respectively on the Interrupt portion ONLY!
Ettenmoors
The block rating on the Coldfells Warden Shield and the Guardian's Barricade has been increased.
Curse of Deadly Sorrows and Banner of Terror should now debuff Tactical Mastery instead of Will.
Players are now allowed to loot each other in the Ettenmoors! Player will drop items based off their race. Now is the time to collect trophies of your enemies!
Crafting
Crafting Guild Reputation Items are now only useable by players who are actively a member of the respective Crafting Guild.
Instances, Raids, Skirmishes
The Vile Maw -- The Lost to the Deeps deed now bestows upon entering the Vile Maw, instead of bestowing outside the actual instance entrance in Water-works.
Quests
BULLROARER ONLY: Reset Quest Cooldowns: There is now text on the confirmation dialog to show the name of the paper item that will be used.
Dressage: The Rohirrim is now on a horse.
Travel to Quest Objective
Bullroarer ONLY: Travel to Quest Objective: You will no longer be able to accidentally switch which quest objective you will travel to by mistakenly clicking on another travel button while the panel is already open.
Bullroarer ONLY: Travel to Quest Objective: Added a display of the name of the item to the panel, so it's clear which item you will be using.
User Interface
Eregion and Enedwaith map - Zoom in and player marker should now function correctly for those using the French client.
Rick Heaton, Community Manager, The Lord of the Rings Online.
Will Trick:Stratagem (burg mounted combat skill) be fixed so you can use it more than once in a fight? Not particularly painful for landscape content but against a warband it is very annoying to have one meaningful shot at the target only.
"The Boot", "Onslaught", and "Wall of Steel" will each have their own Interrupt effect with cooldowns of 8s, 10s, and 12s respectively on the Interrupt portion ONLY!
You guys really just have nobody who actually plays a warden, do you.
This does not fix the problem. It just complicates the wrong solution.
This doesn't take into account that gambits have warm up time, and thus we often have to be in the process of building interrupt line gambits continuously to have any kind of reliable interrupt.
This doesn't take into account that spamming interrupt gambits means we are barely doing anything useful.
This doesn't take into account that we need those gambits for their main use.
If you absolutely must stop us from interrupting too often, but don't want to destroy the classes ability to actually pull off a reliable interrupt, then you should temp-disable the interrupt effect only upon an actual, successful interrupt, and not just when we perform the gambit.
[/LIST]You guys really just have nobody who actually plays a warden, do you.
This does not fix the problem. It just complicates the wrong solution.
This doesn't take into account that gambits have warm up time, and thus we often have to be in the process of building interrupt line gambits continuously to have any kind of reliable interrupt.
This doesn't take into account that spamming interrupt gambits means we are barely doing anything useful.
This doesn't take into account that we need those gambits for their main use.
If you absolutely must stop us from interrupting too often, but don't want to destroy the classes ability to actually pull off a reliable interrupt, then you should temp-disable the interrupt effect only upon an actual, successful interrupt, and not just when we perform the gambit.
Spamming interrupts meaning we are barely doing anything useful, has nothing to do with these cds. In fact, By making it so we may only be a part the interrupt equation instead of the potential cover for every interrupt, it frees us up to do more than mash combinations of sp-sh over and over with little other effect. Same goes for the warm-up time.
I cannot stand that we have an ever growing list of skills with cool-downs, and that they're adding gambits with cool-downs on effects is even worse. I truly wish the Devs had enough creativity to respect that our class doesn't have the same mechanics as every other class in this game, and that we should be balanced based on our own mechanics, rather than what works for cool-down, clicky classes.
That said, with the current changes, Wardens are now the un-contested Kings of interrupts and the pretender champs can't even try to make a claim. There is no reason we couldn't get off 4 successive interrupts on a single mob, as fast as they can start inducting, with more interrupts not too far behind.
No matter your dps rotation, or tanking rotation, we will always have the boot in our pocket for an interrupt, and its cool-down is shorter than any other classes interrupt. If you don't think thats not good enough considering the universal changes to interrupts and inductions, just be grateful you aren't just about every other class in the game. We'll see how much if at all PvE content is adjusted, but the only practical 'nerf' I see at this point is that we won't be getting as many 'lucky' interrupts from gambits we had started to build before a mob started their inductions. And even then, how many times are you really spamming onslaught in 10 seconds?
Its disappointing we're getting a cooldown on a gambit effect in a class designed around NOT having cooldowns, but moving past that point I think this adds more complexity to the class (which I see as positive), and compared to nearly all the other classes in both PvE and PvP land, we're making out like bandits.
Spamming interrupts meaning we are barely doing anything useful, has nothing to do with these cds. In fact, By making it so we may only be a part the interrupt equation instead of the potential cover for every interrupt, it frees us up to do more than mash combinations of sp-sh over and over with little other effect. Same goes for the warm-up time.
I cannot stand that we have an ever growing list of skills with cool-downs, and that they're adding gambits with cool-downs on effects is even worse. I truly wish the Devs had enough creativity to respect that our class doesn't have the same mechanics as every other class in this game, and that we should be balanced based on our own mechanics, rather than what works for cool-down, clicky classes.
That said, with the current changes, Wardens are now the un-contested Kings of interrupts and the pretender champs can't even try to make a claim. There is no reason we couldn't get off 4 successive interrupts on a single mob, as fast as they can start inducting, with more interrupts not too far behind.
No matter your dps rotation, or tanking rotation, we will always have the boot in our pocket for an interrupt, and its cool-down is shorter than any other classes interrupt. If you don't think thats not good enough considering the universal changes to interrupts and inductions, just be grateful you aren't just about every other class in the game. We'll see how much if at all PvE content is adjusted, but the only practical 'nerf' I see at this point is that we won't be getting as many 'lucky' interrupts from gambits we had started to build before a mob started their inductions. And even then, how many times are you really spamming onslaught in 10 seconds?
Its disappointing we're getting a cooldown on a gambit effect in a class designed around NOT having cooldowns, but moving past that point I think this adds more complexity to the class (which I see as positive), and compared to nearly all the other classes in both PvE and PvP land, we're making out like bandits.
The new solution doesn't solve the problem of making warden interrupts fit the new mechanic.
The new solution doesn't solve the problem of breaking the walk-the-sp-sh-line method of actually making warden interrupts feasible.
Wardens already pay a high price (by either sp-sh-line-walking or reserving memory for only Boot) if they want a reliable interrupt. This solution makes the price even higher (compared to live) without actually achieving the goal of limiting interrupts.
All they need to do is only apply the interrupt effect CD upon a successful interrupt.
The warden changes are better but D_E you are out of touch with the idea of the warden if you keep ANY cooldowns on gambits! Warden gambit cooldowns should NEVER exist!
Players are now allowed to loot each other in the Ettenmoors! Player will drop items based off their race. Now is the time to collect trophies of your enemies!
This sounds like fun. There are a few wargs out on Gladden I'd like to see stuffed.
Players are now allowed to loot each other in the Ettenmoors! Player will drop items based off their race. Now is the time to collect trophies of your enemies!
Curious: Does this mean that burglars can now burgle creeps? Do they get anything interesting? (
The new solution doesn't solve the problem of making warden interrupts fit the new mechanic.
The new solution doesn't solve the problem of breaking the walk-the-sp-sh-line method of actually making warden interrupts feasible.
Wardens already pay a high price (by either sp-sh-line-walking or reserving memory for only Boot) if they want a reliable interrupt. This solution makes the price even higher (compared to live) without actually achieving the goal of limiting interrupts.
All they need to do is only apply the interrupt effect CD upon a successful interrupt.
I'm not sure I really get what you're saying here. Does the new mechanic make us potentially OP given how precious interrupts may become? maybe, but I think this is counteracted by the other half of your arguements. We must be proactive to achieve the potential interrupt superiority, but at the same time we have always been 'superior' in terms of interrupt potential. Before I would have argued it was a job better suited for a champ or guard since they at worst minimally had to adjust their rotations and skill selections, where for wardens on interrupt duty it is thoroughly invasive and problematic. Now I see it as a better balance between wardens having a more clear advantage as interrupters compared to the lost opportunity of having to avoid a number of other gambits.
Originally Posted by Lazlo_Hollyfeld
Guardian's Stamp can still be brought down to a 5 second CD.
I'm betting they stealthily change the legacy or trait line effect on stamp and forget to mention it till U9 goes live.
Players are now allowed to loot each other in the Ettenmoors! Player will drop items based off their race. Now is the time to collect trophies of your enemies!
Haha that sound great!
I have some questions:
-How the loot works? is like rohan pending loot?
-You get to the loot only if you get the killing blow?
-What are this trophies used for? I mean you can collect them and barter for some special items or something? or sell them for money?
Glad they fixed the - will on banners. Having your dps class suddenly go to a maximum power pool of 1 was crazypants.
As for loot in moors, curious if that is autoloot or you have to loot fast before they release. A little concerned that now multi box rank farmers will also be earning cash for their unsportsmanlike conduct. But then again, maybe GMs will be able to ban them for gold farming
Please tell me elves won't drop bacon or warg biscuits...
L a n d r o v a l | Aethrien || Aerlise || Mumsy || Aethirien |
"The Boot", "Onslaught", and "Wall of Steel" will each have their own Interrupt effect with cooldowns of 8s, 10s, and 12s respectively on the Interrupt portion ONLY!
It seems to me that the Devs really need to step back and think holistically about this Interrupt systems change. The fact that they've already made multiple revisions to their plans indicates to me that it hasn't been fully thought out. There are a number of systems changes contemplated in this build- stuff that most people don't even consider broken. It's a good idea to really think about these before they go live rather than institute patches after extensive delays after. Measure twice- cut once.
Players are now allowed to loot each other in the Ettenmoors! Player will drop items based off their race. Now is the time to collect trophies of your enemies!
Niiiiiiiice....So farmers can get comms, renown/infamy and NOW they can farm for gold and other, possibly rare, drops?
And unless it's part of the autoloot system, I see a lot of players insta-rezzing to grief the other players from being able to loot them.
Do we really need this in PvP? I mean, seriously, who thinks up these things?
Niiiiiiiice....So farmers can get comms, renown/infamy and NOW they can farm for gold and other, possibly rare, drops?
And unless it's part of the autoloot system, I see a lot of players insta-rezzing to grief the other players from being able to loot them.
Do we really need this in PvP? I mean, seriously, who thinks up these things?
/facepalm
It sounds like another GW2 import to me, and little more. I couldn't care less about farmers in the Moors - even they do more work and have a tougher time than the people who were farming Defense of Harwick in PvE-land.
Insta-rezzing to grief? So it's a dumb idea to add loot but those who click retreat quickly are griefers because they may prevent someone from getting loot? All right then, I'll go with it. Even then, it's a PvP zone - the entire idea is to grief, unless the opposition actually likes getting killed, in which case you're acting as a consenting enabler of a masochist.
Players are now allowed to loot each other in the Ettenmoors! Player will drop items based off their race. Now is the time to collect trophies of your enemies!
sorry to say that, but i hate this change and here is the reason for it:
how ill this work, will it be pending loot like in rohan for every one who did something to the one who died? will this not increase server load enormously if there need to be generated loot every few seconds for A LOT of people?
i mean on my server the performance at the prime time in moors is worse. and no its not my pc. (gtx 670, amd 8150, 32gb ram, ssd etc - on DX 9, with disabled special effects on high in moors - if this is NOT enough to play in moors you really have to do something on your engine to make it piossible) and as far i could remember you have removed pots dropping from npc due to performance issues, now you bring looting to a region where the performance is that worse - where will this end? 12 vs 12 and you have a skill delay of 12 seconds?
sorry to say it that way, but currently there should be nothing else implemented to moors than performance improvements. that change is the opposite. the goal must be 100 vs 100 lag free (no skill delays) on an normal server to prime time, and yes, we have the problem every day but are tired to say it again and again and again.
Q: And exactly what would a creep loot from a freep?
Previously there was mention that no consumables will drop it the moors now.. so .. not a consumable.
As creeps have no housing.. not a housing item.
As creeps have no storage or even buried treasure chests anywhere - nothing to store up.
As creeps have no mail box or way to send to/from a freep counter part - nothing worth mailing.
So what is that a creep will get while corpse-dancing on a freep? (a so much nicer phrase).
And... a Pending Loot Bag for a creep with 60min timer... how many bits of slug do you think a creep can store up there?
LOL - it will be V E R Y interesting for sure.
(2nd post attempt - auto logout wins again)
Last edited by SabrielofLorien; Dec 04 2012 at 05:48 PM.
I'm shocked, shocked to find that gambling is going on in here! <Your winnings, sir.>
[sotto voce] Oh, thank you very much.
the reason why you can loot players is because open tapping is going middle-earth wide nothing special for moors or anything, so it works exactly the same as in Rohan.
loot is nothing special it's just a bunch of random items mostly quest items, you won't be getting a 1st ager from anyone...lol basically useless in the moors there's really no need for it.
hopefully freeps and creeps will be dropping tokens of their respective ranks...
How can something like this be a priority or even viewed as anything other than a negative when its just going to put even further load and strain on servers that already can't handle it. Any time fighting escalates past 20v20 or so, I can't even enter that region of the moors without 5 second skill delays. Its been said that the moors is an under-utilized aspect of the game that the Devs are trying to draw more people to, yet about 100 people went to the moors for a memorial last weekend on Elendilmir, them standing around dragged the entire server (not just the moors) into a glitchy, laggy mess, and when they started using skills half of E had their client crash.
I cannot stand that we have an ever growing list of skills with cool-downs, and that they're adding gambits with cool-downs on effects is even worse. I truly wish the Devs had enough creativity to respect that our class doesn't have the same mechanics as every other class in this game, and that we should be balanced based on our own mechanics, rather than what works for cool-down, clicky classes.
Well said. Please balance the warden without destroying the spirit of the class! Gambits and cooldowns just don't go together.
So:
One thing I just cannot understand: Did you make us a new outfit? Because if that was the goal, then everyone can be satisfied. - Otherwise: You did NOT think it seriously, did you?
That is the set effect I speak about. Noone will use the new set..
Ohh... Maybe a few, that collected ~3500 medallions and ~7000 marks in RoI and didn't play since. Are they the base of the community or what?
Second turn:
You told it is your aim to make people have different gear for pvp and pve.
But what you do is: Put the best-for-pve set effects on pvp armor. Yes, the Command set for the captain class is just the best example along with the burglars' Unseen set.
Now comes the conclusion: Because pvp requires the character to be VIP, and the pvp set is the best for raiding, it seems it is all about money.
But it also had a sad effect: Making the pvp armor lack a lot stat magnitude compared to pve sets, makes it just BAD.
I don't want pvp armor to get better stats. I want pve sets getting the same strength set effects.
And just one addition: If you want us paying (what most does), then please please please put an armor enchancement barterable for commendations into the game, that places a 6th set effect on the pieces of the armor set. You can find out which set effect I mean.
I don't have any better ideas if you really don't want to change your decision about the 'old set effects'.
Crafting Guild Reputation Items are now only useable by players who are actively a member of the respective Crafting Guild.
What is changing?
Does this refer to recipes or to the output of the recipes?
Recipes have always been restricted for purchase by a member of the appropriate level of the Guild in question.
And they were always Bind on Acquire (BOA).
Bill Magill - Mac Player - Old Timers Guild- Gladden - The restrictions on signatures keep getting more and more absurd
sorry to say that, but i hate this change and here is the reason for it:
how ill this work, will it be pending loot like in rohan for every one who did something to the one who died? will this not increase server load enormously if there need to be generated loot every few seconds for A LOT of people?
i mean on my server the performance at the prime time in moors is worse. and no its not my pc. (gtx 670, amd 8150, 32gb ram, ssd etc - on DX 9, with disabled special effects on high in moors - if this is NOT enough to play in moors you really have to do something on your engine to make it piossible) and as far i could remember you have removed pots dropping from npc due to performance issues, now you bring looting to a region where the performance is that worse - where will this end? 12 vs 12 and you have a skill delay of 12 seconds?
sorry to say it that way, but currently there should be nothing else implemented to moors than performance improvements. that change is the opposite. the goal must be 100 vs 100 lag free (no skill delays) on an normal server to prime time, and yes, we have the problem every day but are tired to say it again and again and again.
Indeed.
Being able to loot PvP opponents will only increase the lag without any meaningful benefits.
I really wonder if the devs even play the game on actual servers.
What is the stupid point of trying to add stuff to a broken portion of a game. Fix the Moors first before you try to add stuff to it. I'm sorry but PvMPers have been patent waiting for things like skill lag, zone lag, the War Leader bug and a number of other issues that have been plaguing the Moors since the release of Moria, some issues have been around even as far back as the release of The Ettenmoors its self. For crying out loud, get your priorities straight people!
PS. Please quit with the lame "It must be player side issues" That is just a tired cop-out. I love the game but there are a few things that are just extreme frustration in it.
I spend probably 85-90% of my time outside the Ettenmoors. But, I spend a lot of time in-game. And, I do occasionally venture into the Moors, enough to have a Rank 7 spider, a Rank 3 Warg, and a smattering of other creeps. My RK, LM, and Guard all hold rank in the Ettenmoors, too. All told, I've spent at least enough time to develop some strong opinions about the area.
I want to add my remarks to those made already in this thread and reaffirm their sentiment.
1. Fix the lag. This is one of the biggest things that keeps many of my friends from ever wanting to join the fray out there. Lag can often be bad enough to cause halts in the action, stutter-stop movements, rubber-banding as if the band is one of the supersized varieties of rubber. No part of the game has lag as bad as the Moors does. To date, only the Rohan expansion area and a few of the individual raids have come close, in my experience. I am absolutely convinced much of it is server-side, else it would be impossible to hear a chorus of groans from all in the raid together, lamenting in unison how terrible it is.
2. Cancel plans for creeps/freeps being able to loot one another. If that goes into effect, I will avoid the Moors altogether. I know many others who would do the same.
In principle, I want to spend more time out in the Moors, especially since you have rightly set up to have some desirable armour items and gear -- incentive. My characters don't go out on the Moors often enough to be particularly potent there. So, when I go, it is for some variety and for a new challenge. I do not have a very high ranking, which also means my characters lack much in the way of Audacity. When I go out there, I fully expect to die savagely and often, get corpse-jumped and humiliated regularly. I fully expect others will want to kill my character, purely because they will reap extra commendations from my grisly death. [Whatever weird gene causes me to think that is even remotely fun, ....I guess I am stuck with it! No further comment is necessary on that point!] But, to know my meager resources can also be stolen as I am being figuratively &&&&&, the joy evaporates. Whatever glimmer of incentive I might have had to go out to the Moors disappears.
"This instance (Iorbar’s Peak) will also provide you with one of the first opportunities to see the new environmental technology added to the game. As you walk through bushes they will move and react to you. You will also see trees sway in the wind on the Misty Mountains. Turbine has also added a feature that makes for windblown snow across surfaces, further adding to the immersion of the world."
Is this an engine update or features added only to this particular instance?