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  1. #101
    Promising changes, unlike others I'm not really intimidated by increased audacity because the idea is you PvP to get commendations and that's just playing the game. People treating it as a grind view the system as a points in and out exchange anyways and they're a lost cause. Removing the infamy/renown cap would be an interesting addition, it isn't really necessary to add ranks mind you.

    Disappointed in the EC/OC change not making it in, the shuffle will always exist but with the way the map has been left for past untold years it has only ever maybe been 25% utilized, lacking any dramatic or interesting goal-based affairs other than killing some npc's in a keep ad nauseum until the end of time. But I'll reserve judgment in lieu of some more core changes that need to occur.

    Mastery buffs on outposts really need to go. It is hard to even make a judgement call some times on whether the class I'm on does no damage or too much based on the heavy swinging pendulum of 40% mastery that is really only ever dominated by 1 side 90% of the time because of the lack of proper scaling to npc's and difficulty. I and every single player I know and speak with am sick to death of having to flip outposts half of the night to stand even a little chance fighting twice my numbers in opponents in ....potentially 2 different locations. Noone is emphasizing this enough, it is unnecessary.


    My only suggestion thus far is when you make a pass on monster player base stats, add Finesse as a base and upgrade it through passive ranks like all the other main stats. Creep utilities and even class basic functionality depend too much on criticals (reaver gut punch, warleader power over fear trait, defilers overall debuffing capability, spiders in general) and landing debuffs for finesse to have such a small magnitude that you can only increase through corruptions that noone will use because they don't have a secondary passive or a 3/6 set bonus affiliated.

    I have and continue to try to keep this small portion of the game alive for a long time now, and work with others to do so. The communication is appreciated.
    There may come a time for valor without renown, for those without swords may surely still die upon them.



  2. #102
    Quote Originally Posted by SSG_Orion View Post
    Audacity has been reimagined and made more important than ever! Each side in the Ettenmoors now has 36 Ranks of Audacity. Free Players get Audacity through the acquisition of gear, including a new set of armour and jewellery available for ‘Commendations’ at Glân Vraig. Monster Players earn Ranks of Audacity by spending ‘Commendations’ at their Corruptors within Gramsfoot.

    Because of the reliance and necessity of Audacity, we have reduced the cost to train Audacity from Ranks 1-24. The reduction reflects the need to move to Rank 25 quickly, overcoming the negative impact to outgoing damage and increased incoming damage. At Rank 25 Audacity, all players reach parity and break even with neither bonus nor negative impact. From 26 to 36, there are incremental gains improving the outgoing damage and reducing incoming damage.

    Moving forward, you will need Audacity to survive in the Ettenmoors, and to augment that need we have added new tinctures that increase Audacity by 5 Ranks for 60 minutes of real-time. Tinctures be acquired for either ‘Commendations’ or Mithril Coins at barter NPCs found at the respective main bases. These tinctures stack to ten and have a cooldown of 60 minutes to match their duration. The tinctures are not bound by your Rank in PvMP.
    Cool changes. Thanks for your efforts to enhance the Moors experience for everyone!

    Would it be possible to allow our non-Audacity cloaks of rank to be used outside of the Moors? They aren't game-breaking by any means, but would provide a small way to benefit from all the effort expended within the Moors (a thing that's currently sorely lacking).
    ...

  3. #103
    Quote Originally Posted by SSG_Orion View Post
    The short answer, no.

    Your current ranks will not change. No having to fight back to that level.

    The total cost for max audacity is not that high. I will break it down in the next week, so that this clearer, bear in mind that we need some testing to validate our changes.
    The following is based on BR numbers I received 2nd hand, but even if they're a bit off they illustrate my concern.

    An existing player spent approximately 85,000 comms to reach 25 audacity.
    A new player will only need to spend 40,000 comms to get to 25.
    That's a 45,000 comm difference, times 6 classes is 270,000 comms. That's months of grind, wasted.
    Even if the numbers are tweaked in a later beta, the core issue remains.

    It's great that things are becoming easier for new players (though the aud effects themselves are another issue), but it's a kick in the teeth to existing players, especially with the huge amount of commendations creeps will need to spend for all the new items. Creeps will need 78,000 per alt to go from 25 to 36, for 468,000 comms total. That's a year of play. Getting back the lost 45k per alt would go a long, long way to mitigating that.

    It would be great if at first login we were refunded all comms spent on audacity while temporarily ignoring the caps like we do with appraising and ancient script. This would allow everyone to rebuy under the new system with no loss and be exactly where they should be.

    You may not think it's a big deal in terms of gameplay, but from a player satisfaction standpoint it's pretty significant. Having something you worked hard for taken away will always make people unhappy. Being told to do it all over again just makes it worse.

  4. #104
    I personally have never really played on the evil side. The reasons were:

    - way too expensive (seems to be solved now)
    - feels like a different game from a different decade (lotro-wise) >> Is it possible to give monsters trait trees as well someday? Or armors..?

    and one very anooying point:
    - MPs mobility within the moors sucks. Could you not please give every class a +63 % skill? orrrrrr let us ride the wargs Maybe a porting skill for every held position (both sides) ? If something like this already exists - sorry! But then it should be available at the very beginning. (could also be in form of temporary stable masters in GV/GF, which appears once a outpost etc. is reclaimed. That could bring in more movement (the map is very big and if you have to walk 5 minutes to reach the battlefield - it is a little bit boring)
    Last edited by Degelhil; Jun 30 2022 at 02:53 AM.
    [charsig=http://lotrosigs.level3.turbine.com/27218000000266a05/01008/signature.png]undefined[/charsig]

  5. #105
    could you add a new rank, lots ppl reach r15 and then afk, they get nothing by kills.
    Last edited by Cordovan; Jun 30 2022 at 04:12 PM.

  6. #106
    Please give some love to WL-s

    1. We need more base finesse (even if 3 finesse trait slotted the amount of resisted shouts are insane)
    2. Increase the damage output (probably almost every class can outheal WL dps even in red line)
    3. The large amount of CC from freeps and the continous interrupts are very annoying and impossible to heal without moving (RK stone/champ-burg hits) -> reduce WL healing inductions
    4. Increase "Purge" skill 3 sec immunity to atleast 10 sec. (or 15 if we just take a look on champ immunity)
    5. Change back "Get a Grip!" skill back to only fellowship heal

    Any of these changes would be very nice,

    Thank you.

  7. #107
    Quote Originally Posted by Melkori View Post
    Please give some love to WL-s

    1. We need more base finesse (even if 3 finesse trait slotted the amount of resisted shouts are insane)
    2. Increase the damage output (probably almost every class can outheal WL dps even in red line)
    3. The large amount of CC from freeps and the continous interrupts are very annoying and impossible to heal without moving (RK stone/champ-burg hits) -> reduce WL healing inductions
    4. Increase "Purge" skill 3 sec immunity to atleast 10 sec. (or 15 if we just take a look on champ immunity)
    5. Change back "Get a Grip!" skill back to only fellowship heal

    Any of these changes would be very nice,

    Thank you.
    ^ This is spot on. Atleast if nothing else, fix heal inductions and finesse.

  8. #108
    Please revert crowd control duration as it was before. ( 50 - 60% )

    90% is way to much, it remove all the mechanic possible around CC in both sides. Either reducing the pressure during fight or CC the healers before any burst.

    It can be frustrating to be CC but it's an important mechanic in most of the MMO. There are consumables / skills in Lotro ( Brand, potions, purge, ... ) that can be used to counter CC when needed, you are making them completely useless with the new audacity.
    Last edited by Maxdemax; Jun 30 2022 at 06:16 AM.

  9. #109
    Hi,

    Thank you for all the changes on the Ettenmoors.

    I just saw something that may be problematic for newbies : They receive 4 items that give them audacity. I think a newbie will use them directly whereas an experienced player will wait until Audacity 30 in order to save as much as possible commendations.
    As the difference of saved commendations is very high, won't it be a disadvantage for newbies while you're wanting to help them know the game ?

    Also, you said that it is pretty fair for freep and creep to both have to spend 115k commendations to have a full character. Let me remind that creeps also have to buy they skills and their corruptions which cost a lot for new freep while they also have to find potions...
    Prices of the first audacity rank work in this directions, but the total seems not to be equilibrated for me when we look at all the things creeps have to buy to have a full character

    Thank you

    EDIT : There is also the rank 10 food which give slight buffs. It remains also one think that widen the gap between a rank-5 creep and a full character. I don't know if this gap is wanted.
    Last edited by SdAO3670; Jun 30 2022 at 06:18 AM.

  10. #110
    First off, definitely love to see PvMP still receiving updates post-Fantus era. It does give me hope that it hasn't been abandoned...yet.

    However, the direction of the Audacity changes seem improper. I will list out the points that need addressing:
    • Audacity is not the same between both sides. Freeps need to be forced into Audacity for easier balancing, hence the + incoming damage modifiers on low Audacity. To enable freep accessibility, the initial 25 Aud is barterable for gold, not Commendations. This brings a problem for creepside - Audacity is their only choice. They do not require the + incoming damage modifiers from the start, however for parity of the stat one can keep it the same across for both sides and it seems this was the choice. If so, creeps desperately need the first 25 Aud to be free as well, either as a one-time quest reward or their default values.
    • Incoming damage reduction is not the same between both sides. Creeps have none, freeps have plenty of options. Due to the nature of how it stacks Incoming Damage Reduction is a freep buff. Remove Incoming Damage reduction on both sides if parity is important, keep it on creepside if it makes it easier to balance.
    • The CC reduction is overtuned. In my limited experience on PvMP, freeps burst down creeps effectively with a combination of runspeed, self and fellow buffs and debuffs, the most notable being a red captain's Grave Wound (-50% inc healing, ~50% uptime) and CC. However, off all these contributing factors, the strongest is the incoming heal debuff, resulting in kills by meeting this sole checkmark alone against the less experienced creeps. The same is not true for creepside - reliable burst is fewer and far between due to the primary contributor being Blight. While it is much stronger than the freep counterparts (and it needs to be due to quantity and variety of buffs freeps have), it is a ground effect requiring a reliable CC window to take advantage of during burst. Herein lies the problem - ~90% CCR is a creep nerf and vastly lowers the skill ceiling on both sides. Sure, it could be said that creeps should just use a Flayer Warg now instead but this is at the cost of removing options such as a Flayer Warg's topple, Warleader's Shield Bash and a Weaver's traited daze. Also the limited options would reduce the variability and viability of small groups (not that there was much currently). The same is naturally true on freepside as well however they have plenty of other options so barring solo Burglars and Loremasters they would be marginally affected in comparison.


    My suggestions? Ignorable but would like if they are considered:
    1. As said earlier, free 26 Aud for creeps. Instead of adding the layer of questing, having the default value will at the very least make rankfarming slightly more tedious.
    2. Keep incoming damage reduction on creepside - it just adds an insulating layer considering freeps have access to similar buffs of varying degrees, mainly thanks to Captains and Runekeepers.
    3. CCR 50% at 26 to 60% at 36.
    4. I like the concept of the tincture, so when overcapping the benefits could be limited to CCR and +dmg% only.
    5. Finally for Audacity Ranks: 1-26 would be -2 to 50% CCR, +52% to 0% Inc Dmg, -52% to 0% Out dmg. 26-36 would be 50-60% CCR, 0% Inc dmg (0-10% for creeps?), 0-20% Out dmg. Finally overcapping to 41 would be 60-65% CCR, 0% Incoming dmg (10% for creeps?), 20-30% Out dmg.


    Lastly, I would like to touch class balance even if it might not be completely related to this thread. Simply put, freeps have both quality and quantity of utility tools, the most egregious of which is Champion's Sprint currently. The incoming heal debuff and temp morale bubble uptimes are also major offenders. Assuming these are not being looked at, I would like to make 2 class suggestions for a temporary (or maybe even permanent) stopgap measure:
    • Warleader utility: Snap out of it provides a +50% runspeed boost for 5s (immune to slows), Crack the Whip bestows +15% incoming healing on the target for 5s and Quit Whining and Fight cleanses 1 effect on the healed targets. The first one is obvious, allows for countering rundowns while also punishing lack of well timed CC from opponents. The second one stacks with the similar Defiler effect encourages coordination and forces more CC reliance on freepside instead of pure incoming heal debuff rundowns. The third one is something that is simply required on creepside due to lack of such cleanses.
    • Reaver utility: allow for Sundering blow to apply +30% incoming damage if used on a target with a temporary morale bubble and +10% otherwise.


    I definitely have more to say about these 2 classes (and the others) but since they are the most-forgotten creep classes and that creepside also requires such tools I've cobbled together that. I apologize if some of the points have been reiterated but I feel that in this case it is required anyway.

  11. #111
    Quote Originally Posted by SSG_Orion View Post
    1. The tincture always applies 5 levels. The tincture stacks to 10 but only one application at a time. Comms cost is nominal for tincutres. Mithril is just an alternate method to acquire.
    2. So there might be incentive necessary for fellow play. Fair point.

    Again, this is a give and take between we devs and you players right now.
    Yes correct, it gives 5 audacity. However the buff from a purchasable audacity is way too big.
    Now let me move onto what I have encountered from an hour of play.
    1. Audacity
    1.1 Audacity CC reduction - this is ridiculous. CC is non existant. I would suggest keep it 50% for creepside and tune down to 50% for freepside too.
    1.2 Audacity incoming and outgoing damage reduction - I do like the idea of inc dmg reduction but it should begin from 0. I dont like the outgoing damage increase to be bound with audacity at all. Currently its hitting hard new players. Also as mentioned above - full audacity gives less base stats compared to the purchasable audacity. Imo it should be gone or at least provide part of the max auda rank.
    1.3 The increased audacity is just a grind fest, a very expensive one. Additionally full audacity creeps have 25 audacity and need to buy 11 rank starting from 5.5k (if I remember correcty) and the last 6 ranks are 7.5k each. On the other side freeps with full t3 gear have 31 audacity. Quite a disparity for a starting point. Also the fact that freeps need only 4 or 5 gear pieces to reach max audacity they can get to 36 (regular cap) just by buying tincutes. Somehow I wasnt able to trade t3 for t4, I hope this is will be fixed.
    In conclusion - I would prefer Audacity to remain as it is currently, but remove outgoing dmg increase and outgoing healing.
    2. Creep side
    2.1 Warg - afer few spars I can say warg dps is still non-existant. I was running 3mastery, 3crit, 3phys and 3 tact mits, plus pots, 41 audacity and receiving 830k Hearth seeker is even worse than live servers. No chances vs a champ, warden. Not to mention that with new freep sets freep morale is exceeding warg morale.
    2.2 Reaver - after few spars - reavers are pretty much immunte to CC due to audacity changes. Thus do better than live servers.
    3. Freep side
    3.1 RK - my LIs are not maxed, gear t4. Sparred BA and Reaver - audacity CC reduction makes it hard to CC creeps. Overall w/o spamming selfheals/pots it was pretty close if they used heals/pots. Also as mentioned the CC makes both sides uncontrollable and I dont think this should be the design. Otherwise no chance and I am not even a good RK. Just my only capped char.
    3.2 T4 gear - apart from a slightly better stats I dont see the point of this. Better provide set bonuses to gear and jewellery rather than stats.
    4. I would suggest the battlefield promotion to be even for both sides. Currently provides more % max morale for freep side with r15 capping at 20% to 15% on creep side. Not much but every % matters. Brawler do not have battelfield promotion buff (saw someone mentioned it and you asked about the name) and also brawler throw object skill slow cannot be removed by brands.
    5. Freep LIs - some traceries give stats and bonuses which have no place in PVP area - i.e. range skill increase - hunters have 50m range,, piercing cry has 55m range, champ sprint for 48s with 1m cd, mini flop has 18s cd. I assume you are not planning to remove LIs from moors. Maybe at least limit the TP someone can spend in Moors so freeps cant have deep access off trees.

    In conclusion - freep dps is superior, creep dps has not been changed at all. I would suggest to look at other means of balancing . Audacity has never worked and it is not going to work. So far I can say I am disappointed with the direction the PVMP is heading. I will do more testing during the weekend.
    Last edited by XPICTO; Jun 30 2022 at 08:53 AM.
    R14 Warg, R9 BA, R8 Beorning, R6 RK

  12. #112
    Quote Originally Posted by Melkori View Post
    Please give some love to WL-s

    1. We need more base finesse (even if 3 finesse trait slotted the amount of resisted shouts are insane)
    2. Increase the damage output (probably almost every class can outheal WL dps even in red line)
    3. The large amount of CC from freeps and the continous interrupts are very annoying and impossible to heal without moving (RK stone/champ-burg hits) -> reduce WL healing inductions
    4. Increase "Purge" skill 3 sec immunity to atleast 10 sec. (or 15 if we just take a look on champ immunity)
    5. Change back "Get a Grip!" skill back to only fellowship heal

    Any of these changes would be very nice,

    Thank you.
    I wouldn't support such a big duration on Purge, while 3 seconds are too little, 10 seems like far too much. And I believe what I'll post below could address some of the issues raised in a better way.

    The amount of resisted shouts is also increased by freeps having high fear resist from the Muster Courage raid-wide buff and slightly less prominently from another minstrel Story of Courage. This buff is so easy to keep up (10s cd, 30s duration, it's on a frequently spammed skill) that you can safely assume that every freep in any group and raid fight will have a +40 % fear resist chance buff on them, plus another bit on top of that from minstrels. This makes WL mitigation debuffs unreliable and it also makes it difficult for WLs to get inductionless heal procs (unless they work around it by proccing it on NPCs or runestones). There are multiple ways of fixing this:
    1. Nerf cappy Muster Courage fear resist buff (20 % base into 10 % at most) and its tracery boost (16-22 % into 10 % at most). This would also likely make instance development very slightly easier, as currently some mechanics can be resisted with zero effort from the group. The downside is that it would technically be a PvE class update done for a partly PvMP reason, which seems to be a taboo topic even for skills that are broken for PvE as well.
    2. Make WL shouts affected by a different resist chance than fear resist. I personally would advise against poison resist as well, since it is buffed by a hunter skill. No idea about other resists. The downside of this solution is that it doesn't seem to fit thematically, the upside is that it does not require a freepside update.
    3. Make WL shouts bypass some fear resist. The downside of this option is that it might screw over any soloers and groups that do not have a captain and a minstrel with them. Definitely not my favourite approach.

    I believe the original author of the second suggestion is Cheburashka. His approach to PvMP issues is usually very well thought through, so I'd just like to say that I wholeheartedly support pretty much everything he says (and said ~2 pages ago).



    This WL change should still be far below fixing the audacity issue on the priority list. I'll probably just echo Spilo in quite a lot of what I'll say about that, so I'll do so very briefly:

    Audacity cap should be a requirement for freepside, a deterrent against PvE gear differences and nothing more than that. The lowest tier armour should provide full audacity.

    Creep audacity can act as progression but a PvP progression should not create overly big differences in power between new and fully geared players. The only scenario in which this would be reasonable, albeit still unnecessary, is if any highly impactful level of audacity could be attained with minimal effort.

    The problem is that on creepside the new system makes a new player take almost double the damage of a fully geared player based on audacity alone. The same new player also has fewer corruptions and traits (which can add another incoming damage difference through mitigations), lower morale, does less damage, cannot spare any currency on consumables, etc. But even if all the other differences are removed, the audacity difference alone is bordering on being too high.

    I believe the idea to match freep and creep audacity equally is wrong from the beginning, since each of them serves a slightly different purpose that is in many ways contradictory (progression vs necessity).

    Edit: SneakPeek raised very similar points in what looks like a better structured post above. I may disagree with some of the parts but the reasoning behind them is almost the same as behind the second part of my post.
    Last edited by Brolad; Jun 30 2022 at 06:51 AM.

  13. #113
    Join Date
    Aug 2016
    Posts
    455
    A fun thing for a lot of Pvmp'ers would be adding a Spar-1v1 zone where creeps and Freeps can only attack each other if they request a duel same as Freep vs Freep sparring. Alot of people really enjoy 1v1s and not having a dedicated map or area which is enforced by game rules makes it hard to have nice dueling nights.

    The CC reduction change was too far, it'll create a faster paced PvP environment but also will damage a lot of classes creep side included which could lead to further class imbalance and negating progress.


    The tracery for ranged classes which increases ranged attacks range by 10 should be removed from moors or lowered to a more reasonable number. Same for the champion sprint duration tracery.
    Certain things have slipped by for years which make some classes oppressive and modifying these two items will benefit monster players experiences.

  14. #114
    Join Date
    Jan 2021
    Posts
    34
    Quote Originally Posted by Zaheer View Post
    what worries me though is that champ
    Damn man, give it a rest. This is one of very very few opportunities the community has to enact real change in the Moors with a Dev who is actively paying us time and attention, this isn't the time or place for class mechanic discussions, Orion is not working on that stuff.

    Quote Originally Posted by CHEBURASHKA View Post
    Fair point. In that case silence duration can be just reduced to like 3-4 sec and CD slightly increased. That way it is useful but not op.
    This has been necessary for literally ever, even 4 seconds is very potent for an all-skill lockout on classes like RK.

    Quote Originally Posted by CHEBURASHKA View Post
    As for disarm, there is a DR for it: 20s have to pass since the application of the first disarm so that the second disarm could be applied.
    Disarm whilst horrible to be affected by is less an issue because there's only one Creep class that does Disarm and it's on a fairly reasonable CD, meanwhile Wargs can chain near endless Silence effects if they know how to play.

    Quote Originally Posted by CHEBURASHKA View Post
    Making disarms and silences usefull is a big improvement for creeps in terms of utility.
    They're already exceedingly useful.

  15. #115
    Quote Originally Posted by CreepNeedBuff View Post
    could you add a new rank, lots ppl reach r15 and then afk, they get nothing by kills.
    please don't behave like an elefant in a ... thanks
    --------------------
    Founder of the kinship "Beschützer des Lichtes" Server Belegaer Beschützer des Lichtes
    Founder of the german newspaper for Lotro and Tolkien Funkenflug

  16. #116
    Quote Originally Posted by SSG_Orion View Post
    Not sold on this (context: it's about removing the timer when alting from freepside in PvP zone to creepside). It's an interesting point and one that will be exacerbated with the move to free creepside/freepside.
    It's not a huge matter on bigger servers, but there are some smaller servers like Crickhollow, Landroval, etc, where fights have to happen (if they happen) in a more coordinated way. If there are only 5-10 players on each side in the whole Ettenmoors and 2 players from one side leave, there usually is some communication to ensure that the other side doesn't overwhelm the weaker side with the new numbers advantage. That usually means someone alting over to keep the numbers reasonable. As it is now, these people sometimes have to deal with a 5 minute timer.

    I'd say the timer is not at all helpful against people who want to swap to the stronger side, and so removing it shouldn't be an issue in that regard. But it's not a crucial change.

  17. #117
    Join Date
    May 2018
    Posts
    101
    Quote Originally Posted by SSG_Orion View Post
    Are you saying that you took a fully kitted Brawler into the 'moors at rank 5 ish(15?) and you smashed face on a rank 0 unkitted monster player?



    Yes, I have that note.



    1. Yep, is it the rank buff?
    2. Players have it too - not weekly. It's a new Task available at the supplier.
    3. By design.
    4. No audacity, but this is not infeasible in the future - if.
    5. Didn't touch DG. But that is interesting.

    Yeah it is the Rank buff (Battlefield premotion), you dont get the extra % damage and morale%
    Also no, A fully kitted freep (any class, I tried Brawler), with full t4 gear and my live LIs (basically just teal traceries with gold heraldics) Killed a maxed Monster in around 15-20 seconds flat with no cooldown usage (some even faster with Heartseeker 1shotting etc, but vs the general MP with 6 mits (means their damage output is scuffed), they die in 20seconds ish. Low rank creeps die in approx 1hit/2hits for everyone also. Please consider removing the +INC damage from monsters and compensating their base stats to increase damage they currently lack and to stop them dieing in 20seconds flat out.

  18. #118
    Quote Originally Posted by Thorandril View Post
    Promising changes, unlike others I'm not really intimidated by increased audacity because the idea is you PvP to get commendations and that's just playing the game. People treating it as a grind view the system as a points in and out exchange anyways and they're a lost cause. Removing the infamy/renown cap would be an interesting addition, it isn't really necessary to add ranks mind you.
    Do you play much Creep/Raid exclusively? The commendation cost for new Audacity when stacked with the numerous buff/post costs on Creepside means that, unless you Raid, you're going to have an immense task saving up for the commendations for Audacity. Playing the game is playing the game, heck if anything the rank grind is the only grind that should matter. Creepside progression hasn't ever been a thing, and I don't see how this can be construed as a positive thing. If the game is fun, that's all the progression most folks need.

    Quote Originally Posted by KillAllFrep View Post


    They're already exceedingly useful.
    Silences haven't been relevant in groups for years with the Muster Courage buffs, dramatic increase in Freep cleanses, and dip in Creep finesse/Freep resist.
    ~Rank 11 Loremaster, Arkenstone~

    ~Rank 14 Warg, Arkenstone~

  19. #119
    Quote Originally Posted by XPICTO View Post
    2.2 Reaver - after few spars - reavers are pretty much immunte to CC due to audacity changes. Thus do better than live servers.
    actually they don't, they lost a #### ton of dmg reduction and are still heavily depending on RNG, which doesn't work well if the fight only lasts 20 seconds.
    WhiteGoliath

    You are not entitled to your opinion. You are entitled to your informed opinion. No one is entitled to be ignorant.

  20. #120
    The high audacity cost when you really think about it, is not a negative thing but a positive thing. It provides a form of progression. Playing in the moors shouldnt start to be fun only when you have maxed everything, the journey to maxing all your gear as a freep or your traits and skills as a creep should be considered the progression content for the moors. Why be in such a hurry? Why not enjoy that journey every patch?

    In response you may say because its not fun to play when you are underpowered compared to others. And that brings us to something that would make the moors more fun for all. Is there anything more that we can do to lessen the gap between a new player and a maxed player? Orion seems to be on the right track with revamps to useful skills for starting monster players. Maybe could the gap in audacity buffs be smaller between min and max? Could the stat gaps on creep traits and freep gear be smaller between entry and max? Can we remove the level 140 requirement for freep gear to make it so sub 140 players can stand a chance? If you did this, then you wouldnt need to worry about level scaling their pve gear, only their regular stats and they could simply buy entry moors gear with gold and be at a decent starting spot. This would greatly lower the barrier to entry for freeps in the moors and also provide fresh meat to the creeps

  21. #121
    This is how a bad hunter with a rather defensive build does against a defiler with 3 of each mit and capped audacity. And that's without using the full toolkit, could have used the dev pot to regain focus and use Merciful Shot 2 seconds in and done many things better.

  22. #122
    Join Date
    Aug 2013
    Posts
    143
    Quote Originally Posted by SSG_Orion View Post
    Known bug; investigating.



    Known issue; fixed in next iteration of Bullroarer. (Difference between a bug and issue, is that one is in a backlog of items that will need to get addressed and prioritized the latter is in the process of being fixed or introduced with a recent change and must be fixed to complete said change.)



    Can you verify which rank buff this is. Thank you for catching this, I will enter a bug.



    I'm not sold on this. I understand the sentiment but you still have mounts.



    Not sold on this. It's an interesting point and one that will be exacerbated with the move to free creepside/freepside.



    Yeah, there needs to be a disclaimer that you will get your butt handed to you if you go in too early.



    I'm not planning on reducing these yet. There are reasons...but they are next step.



    Yes. This is actually by design.



    Yes. This is also by design. The total cost is ~115k for each side. Give or take the free levels that the creeps can earn currently. Free levels seems like a nice reward.



    Yep, need to make a supplemental quest for old creeps to get those freebeies too. Need to bug it.
    And what about remove Level Up Scale system from the Moor's? Because it is certainly not only me the opinion that lvl 20s have nothing to look in the Ettenmoors. Why not do it like in 50s times where you only with minimum level 45 and max level 50 came into the Ettenmoors, so think it was so with lvl 60 the same minimum level 55 max level 60 to enter the Moors, and now you could reintroduce this but that you can only minimum 5 levels under the max level cap into the Ettenmoors.

  23. #123
    Join Date
    Apr 2022
    Posts
    71
    Quote Originally Posted by Nanganark View Post
    And what about remove Level Up Scale system from the Moor's? Because it is certainly not only me the opinion that lvl 20s have nothing to look in the Ettenmoors. Why not do it like in 50s times where you only with minimum level 45 and max level 50 came into the Ettenmoors, so think it was so with lvl 60 the same minimum level 55 max level 60 to enter the Moors, and now you could reintroduce this but that you can only minimum 5 levels under the max level cap into the Ettenmoors.
    Nothing planned right now. I'm not a fan of the scaling as it is but there are no cycles to dedicate to a change at the moment.

  24. #124
    Join Date
    Jun 2011
    Posts
    35
    Quote Originally Posted by SSG_Orion View Post
    I'm looking at all the buffs since the peak numbers are nowhere near where they used to be.

    Additionally, we're aware of the very real possibility of rank farmers and that they have existed for years. There are no silver bullet solutions. This does not mean that we're giving up on solutions.
    Remove multi-boxing completely or at least put it on hold as you did to character creation. Test for 2-3 weeks if it helps to mitigate rank farmers (aka FC on Evernight) and maybe even help with the lag and performance issues (since there will be less useless characters on the map).

    Also forgot to mention on my previous post of what should have been looked at - the +10m to freep range.

  25. #125

    some reaver 1 vs 1

    again did some fights with my reaver


 

 
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