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UPDATE 10 PRELIMINARY RELEASE NOTES -Bullroarer Only (2) - 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.
Release Notes
General
Fellows who have not contributed to a monster kill will now get a chance for their own quest items similar to how normal item loot works.
Fate will now contribute to OCPR in place of Will
Everyone should now get a base number of points of power per minute that regenerate in combat in addition to their Fate and other contributions.
There is no longer a concept of quests which can't be advanced when the player is in a raid. Any quest can now be advanced in a raid.
Lizards and Toads will now count towards the Beast-slayer deed in Rohan.
Hytbold Public spaces can now only be accessed if you have purchased Rohan.
Classes
Champion
Lowered the ICPR boost on all Champion stances as their effects were far too strong given the recent Fate revamp
Increased the power costs of the following Champion skills slightly, as it was very difficult to run out of power:
Wild Attack
Merciful Strike
Champion's Challenge
Horn of Champions
Guardian
Increased the power return of the Guardian skill 'Catch a Breath'
Minstrel
Slightly increased the power over time effect received from the Minstrel buff 'Vigour of the Minstrel'
Runekeeper
Scribe A New Ending: This skill now dispels 1 Poison, Disease, Wound, or Fear every two seconds, for six seconds from a target.
Warden
The Trait ""Skillful Blocking"" is changing names to ""Combat Positioning"", and will now proc from Evades and Partial Evades instead of Blocks and
Partial Blocks in keeping with the change from Might to Agility as a Primary Stat.
Lowered the ICPR on the Warden stance 'Determination' as it was also a bit too strong given the Fate changes
Mounted Combat
Increased the power return of the Loremaster skill 'Bond of the Rider' while in Riddermark
Increased Base Power Levels for War-Steeds (formerly 2175 for all 3 steeds, now 2500 for Light, 2350 for Medium, and 2250 for Heavy)
Altered the Medium Steed Traits ""Patience"" and ""Understanding"" to affect Mount Power Cost as well as Rider Power Cost
Altered the Heavy Trait ""Conservative Combatant"" to affect Mount Power Cost as well as Rider Power Cost
Lowered the Mount Power Cost for Mounted Burglar Skills ""Keen Strike"" and ""Jollification""
Lowered the Mount Power Cost for Mounted Hunter Skill ""Noble Arrow""
Lowered the Mount Power Cost for Mounted Runekeeper Skills ""Fixation of Flame"" and the ""Oration"" skills
Disabled the dash skill outside of rohan due to people using it to reach areas they should not be able to reach
Monster Play
Standardized un-traited creep power pools
Adjusted power costs, restoration effects, and ICPR buffs on all skills to provide creeps with a similar treatment that the Freeps have received. With these changes, Creeps should find that they are able to actively participate in combat for longer periods of time. Although many restoration effects and buffs have been reduced, innate power expenditure should be at a much more manageable point.
Reaver
Increased base ICPR rate
Increased the cooldown of Time-Out to 90s and reduced power return and ICPR buff
Decreased the power return of Wrath
Reduced the power restore of Against All Odds while traited
Weaver
Reduced the power restore on Feast
Reduced the ICPR provided by Drinker of Blood
Blackarrow
Increased base ICPR rate
Reduced the power restore on Centre
Reduced the ICPR provided by Tireless Warrior
Reduced the power drain effect on Toxin
Warleader
Increased base ICPR rate
Decreased the ICPR provided by Command Post
Increased the power restored by Quitters Never Win
Reduced the ICPR provided by Empowering
Reduced the ICPR provided by Tireless Warrior
Stalker
Increased the ICPR provided by Shadow stance
Defiler
Reduced the power drain/restore effects on Plague of Flies
Freep Battlefield Promotions
Freeps now gain a Battlefield Promotion effect for each PvMP Rank they earn.
Battlefield Promotions grant bonus Health, Power and Damage for each Glory Rank the player has.
Battlefield Promotions are only active while in the Ettenmoors.
Six new Critical Rating Corruptions have been added to all Monsterplay classes.
User Interface
The Disable New Item Highlight feature now correctly disables highlighting when you acquire items that are merged into an existing stack.
Stats in the character panel should now display correct contributions in their tooltips
Fixed a few possible client crashes from dragging chat window over various UI panels
There are two new chat text filters: Loot ( Self ) and Loot ( Fellow ). Loot notification messages for you and your fellows will go to these filters and you can change their font/size in the Options/Chat panel.
Raids, Instances, and Skirmishes
Applied a fix to 'Instance: Remembrance' in I.11.4 to allow completion of the instance
Scaling Instances
Scaling instances have had reward chests added for defeating bosses on tier 2, as well as an additional chest for completing the challenge objective on tier 2 at level cap. This affects the following scaled instances: Great Barrows (all wings), Annuminas (all spaces), Fornost (all wings), and the In Their Absence cluster (Stoneheight, Northcotton Farm, Sari-Surma, Lost Temple, and Ost Dunhoth).
In Their Absence Scaling
Lost Temple: Some boss deeds may fail and rebestow if they were currently underway, due to versioning
Ost Dunhoth: The landscape entrance will now open only the Wound/Fear wing. Other wings must be acessed through the Instance Join UI.
(ALL Bullroarer Only) Flight to the Lonely Mountain:
Addressed a number of typos.
The fight will now reset if you don't engage the first wave within 30 seconds.
You will now fail challenge mode if the timer is filled before you kill enough enemies.
The challenge chest appears only during successful attempts at level 85.
Fires of Smaug:
Grim spawns in center of furnace
The challenge chest appears only during successful attempts at level 85.
Addressed a number of typos.
Only 1 wave post 50% instead of 2
First 4 waves are 2 engineers, next 4 are 3, final 2 are 4
Valve draw distance upped
Timer extended to 25 min
Removed the initial trash mobs
Valve lockout timer reduced to 45s
Battle for Erebor:
Bosses now have names
The challenge chest appears only during successful attempts at level 85.
Reduced Blood-rage duration to 20s
Bosses have +20% hp
Upped inferno from 2% of max hp every 5 seconds to 5% of max hp every 3 seconds
Moved the defeat telepad to be outside the entrance lobby
Notably increased catapult damage
Hotspot Visualization (Bullroarer Only)
Hotspots that are deactivated instead of despawned now stop showing their boundaries correctly
Raised the draw position of the decal to better accomodate slopes
The following hotspots now display boundaries correctly:
Dolvaethors Fire From the Deep
Armoured Flame-swords death hotspot
Sammath Gul Spreading fire
Sammath Gul Lightning strikes
Blogmal Sappers Burning Oil
Wraith of Shadows Fissures
Barrow-wight Callers Virulent Disease
Stoneheight Deadly Inferno
Sari-Surma Warming Air
Nightshade Barrels display white
Wyrm-brand's Tomb displays white
Inn of Forsaken traps no longer show boundaries
Barad Gularan horn, scroll, staff hotspots show boundaries
Slime Puddle displays
Items
The Hytbold and level 85 Ettenmoors sets have seen their stats change to reflect the Fate alterations.
(Bullroarer Only)The new Erebor armor sets are available at the Skirmish camp of your choice.
(Bullroarer Only)New Rohan ring upgrades are available at the Eastemnet Shields, Weapons, Jewellery Quartermasters.
Armor Sets
Armor sets which give players skill modifying set bonuses have been altered. They will no longer give players stat boosts in addition to skill modifying bonuses. In addition, skill modifying set bonuses have been standardized to be on the 2-set and 4-set bonuses. This allows for greater freedom in variety for what the player can wear, and allows for equipment to be swapped in and out without worrying about losing additional stats from set bonuses, which were becoming increasingly more powerful with each set, to allow the new set to be an upgrade from the previous.
The following Warden armor sets have been converted to have Agility given in place of Might:
Armour of the Tireless Sentinel
Armour of the Spear-way
Armour of the Fist-way
Armour of the Shield-way
Armour of the Aithlen
Armour of the Thamen
Armour of the Porbad
Armour of the Hytbold Spear
Armour of the Hytbold Shield
Armour of the Hytbold Fist
Armour of the Wall-warden (level 85)
Armour of the Spear-lord (level 75 and 85)
Armour of Solidarity (level 75 and 85)
Armour of Vigilance (level 75 and 85)
Monsters and NPCs
Fixed a bug that was causing monster damage to grow at exponential rates (leading to auto-attacks and standard skills that could potentially wipe groups).
LOTRO Store
The Store now has three new property guards: the Rohirrim Knight, Shield-maiden, and Hound!
Rick Heaton, Community Manager, The Lord of the Rings Online.
Lowered the ICPR on the Warden stance 'Determination' as it was also a bit too strong given the Fate changes
There better be at least some fate or icpr on new tanking gear. My 80 fate wasn't going to cut it even Determination being 'too strong', definitely isn't going to cut it now. Saving up my TP for Fate tomes too, I suppose.
Hoping also that RockX didn't take out ALL of the might from the Hytbold Shield set. There was already some agility on it and it was just a swap between the two. We're still going to need to block some.
edit: Well I see all the might gone but after looking at it all, thank you thank you for the fate instead of the raw icpr! A huge boost. And the extra block on the crafted shield as well! My icpr on BR is currently 1910 which may just work out. Sorry for doubting you, Rock!
Lowered the ICPR boost on all Champion stances as their effects were far too strong given the recent Fate revamp
/me re-slots Vigour of Champions after being able to take it out for something more useful.
edit: Though a huge nerf to the stance itself (~2400 -> ~980), the added base icpr and a little fate to the Hytbold set made my total icpr about 2200 on BR now. Did some dummy testing with and without the trait, and without it was still manageable as before. It's not a tragedy after all. I didn't really have power problems on live as it were but glad to know I probably won't when U10 hits.
/sigh going with the flow, we will adjust... edit: flowing..!
Last edited by SvenNiscadae; Feb 06 2013 at 09:29 AM.
Reason: counter-over-reactiveness
There was of course a great deal of information in the notes, but I'll zoom in on one thing:
Originally Posted by Sapience
Items
The Hytbold and level 85 Ettenmoors sets have seen their stats change to reflect the Fate alterations.
After reading a post of Rockx's last week that seemed to suggest to me that it was unlikely any such change would be made, I am pleasantly relieved to see otherwise. Not only does it make more sense considering the mid-stream change on stats, but it will do much to preserve the utility of Hytbold in getting armour for alts in the future. (That was a not-inconsiderable benefit to having rebuilt the city.)
I have no idea if the armour alteration was always in the works or something that was reconsidered after the changes were announced. In either case, it is certainly appreciated.
Lowered the ICPR boost on all Champion stances as their effects were far too strong given the recent Fate revamp
Increased the power costs of the following Champion skills slightly, as it was very difficult to run out of power:
Wild Attack
Merciful Strike
Champion's Challenge
Horn of Champions
Isn't it about to time to scrap ICPR bonuses from all of our stances and redesign Champ skill power costs from ground up? Leaving the vast amount of our ICPR on the stances has great potential to re-introduce severe power-issues with future level cap increases, if the ICPR from our stances doesn't scale in synch with our power-pool/power costs and we don't get enough Fate from gear (without being forced to pick fate heavy gear and therefore giving up on DPS increasing stats) to compensate for this effect.
Originally Posted by Sapience
Monsters and NPCs
Fixed a bug that was causing monster damage to grow at exponential rates (leading to auto-attacks and standard skills that could potentially wipe groups).
Does this mean that Dargnakh isn't broken anymore and that we won't see those nasty one-shots in BG T2 anymore (which couldn't really be avoided, as mace armours will put the aggro debuff on the tank and the armour goes wild at the damage dealers)?
There is no longer a concept of quests which can't be advanced when the player is in a raid. Any quest can now be advanced in a raid.
I like this. What about deeds?
Lowered the Mount Power Cost for Mounted Burglar Skills ""Keen Strike"" and ""Jollification""
Lowered the Mount Power Cost for Mounted Hunter Skill ""Noble Arrow""
Okay, it's a step.
There are two new chat text filters: Loot ( Self ) and Loot ( Fellow ).
A+ (and by player request)
The Hytbold and level 85 Ettenmoors sets have seen their stats change to reflect the Fate alterations.
Ok, neat.
(Bullroarer Only)New Rohan ring upgrades are available at the Eastemnet Shields, Weapons, Jewellery Quartermasters.
Pics. Now.
Armor sets which give players skill modifying set bonuses have been altered.
Not sure about this.
A spaceship from another star / They ask me where all the people are
I tell them I'm the only one / There was a war, but I must have won
The Hytbold and level 85 Ettenmoors sets have seen their stats change to reflect the Fate alterations.
(Bullroarer Only)The new Erebor armor sets are available at the Skirmish camp of your choice.
(Bullroarer Only)New Rohan ring upgrades are available at the Eastemnet Shields, Weapons, Jewellery Quartermasters.
Armor Sets
Armor sets which give players skill modifying set bonuses have been altered. They will no longer give players stat boosts in addition to skill modifying bonuses. In addition, skill modifying set bonuses have been standardized to be on the 2-set and 4-set bonuses. This allows for greater freedom in variety for what the player can wear, and allows for equipment to be swapped in and out without worrying about losing additional stats from set bonuses, which were becoming increasingly more powerful with each set, to allow the new set to be an upgrade from the previous.
So after repeatedly being told that we were unlikely to get Hytboldd sets changed to reflect the changes you give us that but remove other stuff we collect it for !? Way to go.
I think it's only wise to withhold comment on the change to the set bonus philosophy until we see what the specific changes are.
However, I have to say I like the idea of skill bonuses being standardised on 2/4 pieces. This is a great change. I can't see my Captain, specifically, using a 2-2-2 build from the Hytbold sets, but I like that it's possible. It might even make sense for other classes (or with the new Erebor gear).
Didn't see anything relating to The Bells of Dale Instance which was bugged before the first boss; has this been fixed so we can enter the fight and test the rest of it? Two mob fights will hardly provide enough testing feedback I'm sure :s
The RK Skill change: That's awfully nice of you, I expected that skill to just disappear. I hope it has a low cooldown.
The Armor set change: What is written makes no sense. Since ROI the 2 and 4 set bonuses have been 10 point affairs (a typical teal piece has 35 points), so they are not even an extra yellow item in strength.. The reason people don't use other armor pieces is because they are never a better choice over the piece from the set. The pieces of armor we see are not good. People will keep the sets for the bonuses, not for the stats. I still use the 75 TOO healing set as my main because of the 6-set buff. If you want people to use more diverse armor, make more items contribute to sets.
There are two new chat text filters: Loot ( Self ) and Loot ( Fellow ). Loot notification messages for you and your fellows will go to these filters and you can change their font/size in the Options/Chat panel.
Fellows who have not contributed to a monster kill will now get a chance for their own quest items similar to how normal item loot works.
-Did we try this with update 9 and it was removed, I could have swore it was.
Champion
Lowered the ICPR boost on all Champion stances as their effects were far too strong given the recent Fate revamp
Increased the power costs of the following Champion skills slightly, as it was very difficult to run out of power:
Wild Attack
Merciful Strike
Champion's Challenge
Horn of Champions
-Noooo why increase champions power cost, I am already struggling on Live with her power, yet all creeps got an increase in their ICPR...>_<
Guess my champ gonna be semi-retired. I do wonder how much, any chances of lowering our clobber cd or adding legacy that lowers it?
The Disable New Item Highlight feature now correctly disables highlighting when you acquire items that are merged into an existing stack.
-HUH?! The what?! It's the highlight square that highlighting new items?
There are two new chat text filters: Loot ( Self ) and Loot ( Fellow ). Loot notification messages for you and your fellows will go to these filters and you can change their font/size in the Options/Chat panel.
-YAY ..I think a few of us would be happy for this changed.
I don't think you should do CM chests at cap level, what happens to those who doesn't wish to level to cap?
LOTRO Store
The Store now has three new property guards: the Rohirrim Knight, Shield-maiden, and Hound!
-what the point of them if they don't do anything ._.
Questions?
Are they gonna be any locks to the new raids or OD?
What about the 6man The Bells of Dale fixed?
What about adding the Horse-lord recipes to chests as well?'
I didn't see any symbols added to skirmish camps, are you still gonna add that?
And what about the 65 First Age symbol that drops, would that be added to skirmish camps as well?
“A single dream is more powerful than a thousand realities.” -J.R.R. Tolkien 85 Loot Goodies
Monsters and NPCs
Fixed a bug that was causing monster damage to grow at exponential rates (leading to auto-attacks and standard skills that could potentially wipe groups).
What? I've been spending months trying to "L2P" on my server. Are you saying there was a damage bug? huh...
-Noooo why increase champions power cost, I am already struggling on Live with her power, yet all creeps got an increase in their ICPR...>_<
LOTRO Store
The Store now has three new property guards: the Rohirrim Knight, Shield-maiden, and Hound!
-what the point of them if they don't do anything ._.
Because after the fate and power changes on Bullroarer, the champs werent losing power in fights at top end.
About my only disappointment in this update is removing dash outside of Rohan. The speed boost is very nice for long landscape traverses to help kinmates when you don't have a milestone where they are. Can't you just put invisiwalls up to keep people from getting where they aren't supposed to go?
The Disable New Item Highlight feature now correctly disables highlighting when you acquire items that are merged into an existing stack.
There are two new chat text filters: Loot ( Self ) and Loot ( Fellow ). Loot notification messages for you and your fellows will go to these filters and you can change their font/size in the Options/Chat panel.
New upgraded Rohan rings really look awesome: With a chance getting a heal over time, I doubt I'll ever give that ring away and keep it as a swap item
Sadly no good news from the RK sets ...
Healing:
Love the healing crit bonus for writ, but 'Glorious foreshadowing'?!
Never heard from it again, after it was nerfed. A bonus to 'Our fates ..' or a fellowshipwide improved runesign (dmg boost no heals for the others) would have been more then welcome.
Fire:
Dot pulses setbonus is awesome, the rest tepid at best. Refreshing dots wasn't the problem, long inductions and stacking all your dots were.
I really hope power costs are looked at for wardens especially with the ICPR decrease for stances, mine's just guzzling through power atm. Feels like I need to use DBD almost every other skill, especially since building a lot of fate into a tanking build just doesn't feel viable in any way.
Two random comments on the new Captain armour, based on screenshots over in the Captain forum:
Erebor Leader and Erebor Charge appear to have had their set bonuses swapped. Charge has tanking-related bonuses, which Leader has all the Vitality on it. (And Leader was the tank set in Hytbold parlance, as well.)
Erebor Leader/Charge appears to have a 4-piece set bonus identical to Banner of the West, which is presumably is being scaled to 85 along with the In Their Absence cluster itself.
Armor Sets
Armor sets which give players skill modifying set bonuses have been altered. They will no longer give players stat boosts in addition to skill modifying bonuses. In addition, skill modifying set bonuses have been standardized to be on the 2-set and 4-set bonuses. This allows for greater freedom in variety for what the player can wear, and allows for equipment to be swapped in and out without worrying about losing additional stats from set bonuses, which were becoming increasingly more powerful with each set, to allow the new set to be an upgrade from the previous.
No.
Please, tell me you are not removing +finesse rating on raid sets.
Please tell me you are not removing tactical mitigation on moors set 2-equiped bonus.
Don't tell me my hunter, while beeing nerfed with crit rating will also lose 1717 tact mit, and 1164 finesse.
Don't tell me my dps minstrel will lose 2328 (2*2-equiped) finesse.
Don't tell me that after 4 mounths of building a new gear after a new level cap without any end game.
Don't tell me that after I learned my warden will also change all his jewellery because you can't have a stable idea of what his main stat should be.
That would be so a patent slap in my face I would maybe cancel my two subs.
REPLY REQUESTED.
No.
Please, tell me you are not removing +finesse rating on raid sets.
Please tell me you are not removing tactical mitigation on moors set 2-equiped bonus.
Don't tell me my hunter, while beeing nerfed with crit rating will also lose 1717 tact mit, and 1164 finesse.
Don't tell me my dps minstrel will lose 2328 (2*2-equiped) finesse.
Don't tell me that after 4 mounths of building a new gear after a new level cap without any end game.
Don't tell me that after I learned my warden will also change all his jewellery because you can't have a stable idea of what his main stat should be.
That would be so a patent slap in my face I would maybe cancel my two subs.
REPLY REQUESTED.
Just was on bullroarer looking at my set, seriously. I have done 44 days of painfully daily's which were boring as ... and grinding as ... and now my stat bonus are gone (I always used 2 Heal 4 Charge on captain)!
EDIT: EM Set too, oh great.. So I have grinded all those armour sets to make a nice combination for nothing? I appreciate some of the changes and they are really great but Fate and this armour set bonus is just over the line.
Healing:
Love the healing crit bonus for writ, but 'Glorious foreshadowing'?!
Never heard from it again, after it was nerfed. A bonus to 'Our fates ..' or a fellowshipwide improved runesign (dmg boost no heals for the others) would have been more then welcome.
You're kidding right?
Maybe you should trait the capstone and read the tooltip for Wonderous Forshadowing. This is easily one of the best healing skills we have. WF is my favorite skill, it lasts 17 seconds, with legacy, and it only has a 1 min cooldown. How do you make a skill that reduces the target's incoming damage by 40% and increases it's incoming healing by 50%, why you reduce the cooldown of said skill!
While those that don't know what WF does can continue to hope that spamming MV will save their tank clinging to life at 2.5k morale, I'll hit WF and EftA and fully heal my tank.
Six new Critical Rating Corruptions have been added to all Monsterplay classes.
For all classes except wargs. I dont know is it WAI or bug but there is no critical corruptions to be bought. Also auto rank system is not working. Orion is not giving autorank quest. Only commendations quest is available.
Armor Sets
Armor sets which give players skill modifying set bonuses have been altered. They will no longer give players stat boosts in addition to skill modifying bonuses. In addition, skill modifying set bonuses have been standardized to be on the 2-set and 4-set bonuses. This allows for greater freedom in variety for what the player can wear, and allows for equipment to be swapped in and out without worrying about losing additional stats from set bonuses, which were becoming increasingly more powerful with each set, to allow the new set to be an upgrade from the previous.
Not terribly thrilled about losing stat bonuses from set bonuses, but as long as the raids are adjusted for these changes, we'll survive.
More importantly, I'm quite curious about the bolded part of this statement (emphasis added):
Originally Posted by Sapience
Armor SetsThis allows for greater freedom in variety for what the player can wear, and allows for equipment to be swapped in and out without worrying about losing additional stats from set bonuses, which were becoming increasingly more powerful with each set, to allow the new set to be an upgrade from the previous.
RockX, you said in a thread a few weeks back that you really don't like that we swap gear like we do. Why then make changes to armor with "allow[ing] for equipment to be swapped in and out" as a primary reason for the change?
Actually, I think I'll take this question to its own thread.
"Sam thinks it a queer place, but I think he likes it, too." - Frodo
"If you're in advertising or marketing, kill yourself." - Bill Hicks
1) The medium T2 Erebor sets are not locked by completion, whereas the heavy and light ones are.
2) The defenders ring for tanks has agility on it rather than fate - while agility is now useful for wardens, its useless for guards other than parry rating (and most guards rely on block). Fate would be far more useful in a crit tanking build, or as a dps guard. But don't make guards suffer because of the warden changes.
3) Bree looks as if its been hit by a bomb - the windows simply show the sky and some buildings have disappeared. I'm hoping that's just my slightly buggy BR client, if not, something is majorly wrong.
2) The defenders ring for tanks has agility on it rather than fate - while agility is now useful for wardens, its useless for guards other than parry rating (and most guards rely on block). Fate would be far more useful in a crit tanking build, or as a dps guard. But don't make guards suffer because of the warden changes.
The Defender's Rings always had agility on it. This ring has vit/might/agi, all valuable tanking stats for each type of tanks.
Omg thank you so much turbine for gimping my hunter's dps even more in the moors!!! I just lost +776 crit, +776 Mastery and over 76 agi, and what did i gain? -30sec HS cooldown, and about 70 fate. Our moors set bonuses are WORTHLESS in the first place, the stat bonuses were the only slightly worthy bonuses and you drop em. HS is pointless in the moors, especially now since my crit is dropping soooo much. I supposed i could trade it for Needful Haste recovers Distracting Shot...but....oh wait, CC in the moors is pointless now too! My god turbine, just give me a -dmg buff instead of a +dmg and get it over with. Hunter's rely on a balance of dmg/survival to get any kills, and now u just killed the rest of the DPS i've already have to sacrifice. WOW. Does anyone over there even play a hunter in the moors? I mean, seriously? I hardly EVER rage....but this is quite obviously ignorance.
There is no longer a concept of quests which can't be advanced when the player is in a raid. Any quest can now be advanced in a raid.
Very appreciated, this was always so annoying.
Lowered the ICPR boost on all Champion stances as their effects were far too strong given the recent Fate revamp
Increased the power costs of the following Champion skills slightly, as it was very difficult to run out of power:
Well, that was a logical consequence. Haven't checked it, but I guess with Fate, Fervour+CB we could have reached 10k ICPR.
Scribe A New Ending: This skill now dispels 1 Poison, Disease, Wound, or Fear every two seconds, for six seconds from a target.
I sure hope the induction/cooldown have been adjusted as well
Scaling Instances
Scaling instances have had reward chests added for defeating bosses on tier 2, as well as an additional chest for completing the challenge objective on tier 2 at level cap. This affects the following scaled instances: Great Barrows (all wings), Annuminas (all spaces), Fornost (all wings), and the In Their Absence cluster (Stoneheight, Northcotton Farm, Sari-Surma, Lost Temple, and Ost Dunhoth).
Is there a reason for the DG cluster missing in that list? Or am I misunderstanding something here and the "reward" chest is not a new second/third chest on t2/t2cm?
In Their Absence Scaling
Lost Temple: Some boss deeds may fail and rebestow if they were currently underway, due to versioning
Does that mean we could loose progress on those deeds?
The Hytbold and level 85 Ettenmoors sets have seen their stats change to reflect the Fate alterations.
(Bullroarer Only)The new Erebor armor sets are available at the Skirmish camp of your choice.
(Bullroarer Only)New Rohan ring upgrades are available at the Eastemnet Shields, Weapons, Jewellery Quartermasters.
Armor Sets
Armor sets which give players skill modifying set bonuses have been altered. They will no longer give players stat boosts in addition to skill modifying bonuses. In addition, skill modifying set bonuses have been standardized to be on the 2-set and 4-set bonuses. This allows for greater freedom in variety for what the player can wear, and allows for equipment to be swapped in and out without worrying about losing additional stats from set bonuses, which were becoming increasingly more powerful with each set, to allow the new set to be an upgrade from the previous.
Nice that the stats were adjusted. Don't think removing the bonus stats was necessary, but it makes mixing sets easier I guess.
Omg thank you so much turbine for gimping my hunter's dps even more in the moors!!! I just lost +776 crit, +776 Mastery and over 76 agi, and what did i gain? -30sec HS cooldown, and about 70 fate. Our moors set bonuses are WORTHLESS in the first place, the stat bonuses were the only slightly worthy bonuses and you drop em. HS is pointless in the moors, especially now since my crit is dropping soooo much. I supposed i could trade it for Needful Haste recovers Distracting Shot...but....oh wait, CC in the moors is pointless now too! My god turbine, just give me a -dmg buff instead of a +dmg and get it over with. Hunter's rely on a balance of dmg/survival to get any kills, and now u just killed the rest of the DPS i've already have to sacrifice. WOW. Does anyone over there even play a hunter in the moors? I mean, seriously? I hardly EVER rage....but this is quite obviously ignorance.
Have you actually checked your build on BR or are you just crunching numbers from your live build and applying it to a hypothetical post-U10 build?
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Originally Posted by Grimdi
Is there a reason for the DG cluster missing in that list? Or am I misunderstanding something here and the "reward" chest is not a new second/third chest on t2/t2cm?
Does that mean we could loose progress on those deeds?
Those reward changes were to bring some of the older instance spaces up to par with our current conventions for rewards - which can be seen in the recently scaled DG cluster. Defeating a boss on tier 2 will now reward you with a different chest than defeating it on tier 1. Completing the Challenge objective on the final boss (in a tier 2, max level instance) will reward a challenge chest in addition to the tier 2 chest. I hope that resolves your first question.
In regards to the Lost Temple deeds, there really wasn't much progress to lose if you had one of these underway. These were the boss deeds - reviving all the undead in the Ferndur fight, or killing the 'twins' at the same time. Anyone who had them completed should see no change. I only added that patch-note so people wouldn't panic if they saw a deed removal message upon logging in.
Have you actually checked your build on BR or are you just crunching numbers from your live build and applying it to a hypothetical post-U10 build?
For my post, it's a pratical post-U10 build, based on actual information available as for now.
Also, it's not -1747 tactical mitigation but -1345 due to will contribution,
I would be happy to test my current builds on BR, but even nearly two years after merging EU service, I still can't copy a character on BR.
[*]There are two new chat text filters: Loot ( Self ) and Loot ( Fellow ). Loot notification messages for you and your fellows will go to these filters and you can change their font/size in the Options/Chat panel.[/list]
Whoa! Does this mean that I can finally turn Standard back on and be able to see in my General chat window when I am being tracked in the moors without having everyone's loot spamming me??!?! If so, can I just say, THANKS! ^_^
Narlinde, level 85 Minstrel, Rank 10, Member of Trucido ~ Windfola
The Hytbold and level 85 Ettenmoors sets have seen their stats change to reflect the Fate alterations.
Just had a look at the Hytbold Champion Sets, they still have agility instead of fate? Hope that's an oversight and will be fixed in later builds?
Originally Posted by Sapience
Armor Sets
Armor sets which give players skill modifying set bonuses have been altered. They will no longer give players stat boosts in addition to skill modifying bonuses. In addition, skill modifying set bonuses have been standardized to be on the 2-set and 4-set bonuses. This allows for greater freedom in variety for what the player can wear, and allows for equipment to be swapped in and out without worrying about losing additional stats from set bonuses, which were becoming increasingly more powerful with each set, to allow the new set to be an upgrade from the previous.
What the hell? I don't understand the reasoning behind this at all. Why did you remove the stat-based set bonuses? Champs lose 760+ crit and 760 Mastery. Guess other classes see similar losses. Now everyone has to redo his build to account for the stat losses. I thought swapping sets infight to make use of specific set bonuses was not intended in the first place?
Just had a look at the Hytbold Champion Sets, they still have agility instead of fate? Hope that's an oversight and will be fixed in later builds?
What the hell? I don't understand the reasoning behind this at all. Why did you remove the stat-based set bonuses? Champs lose 760+ crit and 760 Mastery. Guess other classes see similar losses. Now everyone has to redo his build to account for the stat losses. I thought swapping sets infight to make use of specific set bonuses was not intended in the first place?
I asked the same question earlier today, and RockX responded to say that the wording could've been a bit better there:
Originally Posted by RockX
Take swapped in and out and stick replaced in its place.
Ambiguous wording in hindsight may be ambiguous.
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