Bullroarer - Update 42 - Beta #3 - Legacy of Morgoth - CLOSED

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LordOfTheSquids

Quality Assurance
Bullroarer is CLOSED

Server Opening Time: Monday, October 28 ~12:00 PM ET
Server Closing Time: Friday, November 1 ~ 3:00 PM ET



Welcome to Update 42!

Legacy of Morgoth

  • Players who have pre-ordered a Legacy of Morgoth expansion package will have access to U42 on Bullroarer. If you have not purchased this content, you can purchase Preview only access through the Bullroarer LOTRO Store under 'Quest Packs'.
  • The continuation of 'A Song of Waves and Wind' is not available for preview.

We welcome you to the Legacy of Morgoth Beta!​
Legacy of Morgoth is homed in the Valley of Ikorbân, located east of Umbar Baharbel.​
This is a challenge level 150 region, with 4 new zones packed with new quests, Deeds, Missions and Delvings for you to explore.​

Known Issues: Many rewards are not final or may be missing. These will be incorporated in a future update.

Ambarûl

"Bordering Umbar along the ruins of Telperiën’s Wall, Ambarûl is one of the most fruitful lands in the region. Through it flows the Ikorbân River, bringing water and enriching the soil while also providing another rich food source, fish and shellfish from the rivers' brackish waters.​
Because of this natural abundance, the poeple of Ambarûl have been crushed under the thumb of one Kingdom after another, as far back as they can remember. Until now. The Ambarûli have thrown off the shackles of the Great Southern Empire of Ordâkh, and continue the fight to regain control of their native lands."​

Khûd Zagin

"Khûd Zagin, an arid and barren land south of Ambarûl, still fights for its freedom from the Ordâkhai. Though it is still technically within the realm of the Empire of Ordâkh, following the War of the Ring the Ordâkhai struggle to control the region, rife with ruffians, outlaws and rebels.​
Since the fall of Sauron, many Khûdi claim to have heard a mysterious voice in the desert winds. This spectral voice, chilling and filled with despair, that can be heard whispering indistinct words in the deep deserts late at night."​

Imhûlar

"Imhûlar is a rugged, once beautiful land now struck by twin catastrophes of war and plague. Imhûlar is the site of the ruined citadel of Kûr Anzar, which long ago was the heart of the kingdom of Hamât. Kûr Anzar is under Barkhûshim control, but the would-be queen of Renewed Hamât, Mizâdi Shâra-ingari, has begun to threaten their rule. Elsewhere, Elves of the Oasis seek to turn back the Lâg Dávrit, the Pale Blight, which has ossified much of the Woods of Imhûlar, turning its trees bone-white, and killing or afflicting many of the plants and animals within."​

Urash Dâr

"Across the Ikorbân River from the wooded hills of Imhûlar, the terrain grows more forbidding and wild: the interweaving web of rocky shelves, scree-skirted slopes, and twisting canyons of Urash Dâr. As empires have risen and fallen across Shagâna, the canyons have been home to all manner of desperate Men, from heretical cults and crazed recluses to thieving cutthroats and desperate insurgents."​


Instances: Ikorbân Valley

Ashunûg, the Fane of the Accursed (3 Player)

"In the northern lands of Ambarûl you will enter the salt mine of Ashunûg. It is now overrun by a cult of Usan-kûni worshippers who call themselves the Anâkhi. You will push back the cultists and clear the mines of the powerful scorpions who reside there."​

Nirgambâr, the Restless Tomb (6 Player)

"In a sheltered valley in the north of Khûd Zagin stand ancient, crumbling ziggurat-tombs of pale stone collectively known as Nirgambâr. Scouts have reported that one of the Zidemel's men, Andur, is said to have entered Nirgambâr drawn there by dark whispers. Locate and stop Andur before he can unleash what lurks in this cursed place."​

Tûl Zakana, the Well of Forgetting (6 Player)

"Deep in the war-torn lands of Imhûlar, locals warn you of an Ordakhai encampment, a trading post of sorts. There is a special well here, that locals call Tûl Zakana, the Well of Forgetting, whose waters will make you forget your troubles, and, if you drink enough, even who you are. But unless you are trading for this water, it's best to stay well clear of the Well, for many have wandered near it and simply vanished, never to be seen again."​

Elf Update

Elves will have the same style of update as the Race of Man recently did. We were able to hit every aspect of change that we were targeting and then some. We still have a lot of polish to do, particularly on the armor models.​
Newer hairstyles for Elves will be rolled out in groups. This initial hair pass is to update the current styles to look on par with the humans.​
While we still have plans for the High Elves, we are holding back on them until a later date.​
We're looking forward to seeing the new Elves you will all create!​


Reputation Enhancement

Though the rewards are not hooked up yet, some significant changes are coming to reputation with the release of Legacy of Morgoth.​
First, there are three new reputations with the expansion. The Phetêkari of Umbar (Tale-wardens), The Ikorbani (People of Shagâna), and the Adúrhid (Keeping this one a little hidden for now.)​
The main faction of the release is the Ikorbani, and most of the quests will help you gain your reputation with this group.​
The two secondary factions get a new "exploration" experience. Across the zones, you will find amphorae and other random scattered pots on the landscape. These act like special chests. Once you reach the correct faction tier with the Tale-wardens you can interact with the first of these amphorae. When you reach the next corresponding relationship tier, you can acquire a kit from Scholars or via barter to access the second style of ancient pottery to gain faction advancement and currency.​
For the Adúrhid, the focus is on the preservation of nature. Like the Tale-wardens, there are two types of items you can interact with on the landscape: seeds and seed clusters. There are keys allowing you to harvest the rewards from the seeds.​
As we draw deeper into the expansion testing, we will open up a new feature for VIPs engaging with the reputation system.​
This feature provides subsequent characters on a player's server a small bonus to reputation experience after a character on the server achieves certain thresholds.​
The current vision provides VIP players with a single character at the ally level, to grant a 5% bonus to reputation experience earned by all other characters on the server until they reach the ally level.​
If a character on the server reaches the kindred level with a faction, all other characters on the player's account/server earn a 10% bonus until they reach the kindred threshold with the same factions. Only the three new factions in the expansion pack have this functionality.​
We look forward to hearing your feedback on these new adjustments to the Reputation System with the launch of Legacy of Morgoth!​


Baubles!

Baubles are a mix of old and new curiosities that can be collected along your travels. These will be items that unlock a skill in a new tab within your collection panels, able to be used directly from there without needing to hold onto the item. Many older items such as costumes will be updated to work in this way to provide easier access to them at all times. Newer ones will be found from the new factions coming with Legacy of Morgoth.​


Release Notes - U42 Beta #3 (New notes in yellow):


Classes & Skills
  • Brawler
    • Brawler 'Rush' trait tier 2 should now properly increase OOC movement to 15%.
  • Champion
    • Reduced Punishing Strike Bleed Damage 10%.
    • The debuff from Devastating Strike can now be overwritten and no longer requires you to wait for it to expire before it can be reapplied.
    • Unbreakable's tiered buff will now reapply at the highest tier if you are hit while at the highest tier of the buff.
  • Hunter
    • Hunter base Damage increased by 5%.
  • Lore-master
    • If combat ends while consuming a lightning charge, you should no longer lose your remaining lightning charges.
    • Reduced Ring of Fire Damage 10%.
    • Reduced Searing Embers Damage 10%.
    • Reduced Burning Embers (second tier) Damage 5%.
    • Smouldering Embers Damage is unchanged.
    • Pet command skills can now correctly be used on Monster Players.
    • LM Pets now have an innate threat modifier that matches non-tank player specializations.
    • LM Ring of Fire now has an innate 10% Resistance penetration in PvP and 30% in PvE since it does not benefit from players' finesse.
    • Staff Strike's bonus damage applied when it consumes a flank now correctly benefits from Single Target, rather than AoE, Damage bonuses.
  • Mariner
    • The 'Sail to' skill that returns you to the fishing village in Bej Mâgha should now correctly bring fellows along with you when used.
    • Mariner 'Fire Pot' now has an innate -30% Resistance penetration since it does not benefit from players' finesse.
  • Rune-keeper
    • Epic Conclusion's lightning VFX should once again appear as intended.
Combat & Monsters
  • Various Fell-beasts are no longer immune to Power of Knowledge, since this skill no longer drains enemy Power.
  • Some stat crunch clean up erroneously caused many monster modifiers to incorrectly use negative values for mitigation bonuses, causing those buffs to turn into debuffs. This has been corrected, so monsters will once again receive the appropriate mitigation increases that they used to have. This mostly impacts monsters throughout the lower game levels, and especially boss monsters at those levels.
  • Avanc Swamp Bite attack now properly displays its vitality reducing effect. This effect is no longer curable so that it doesn't block cures on the main DoT.
Crafting
  • Uncut gems are now less likely to drop from enemies throughout the world. Gems found in containers and prospecting nodes are unchanged.
  • Many level 150 crafting components have been renamed to use the word 'Shagâni' instead of 'Umbari' to better reflect the regions in which they may found.
  • Umbar's Crafting Guild has loosened its restrictions on bartering for items to improve your Eriador Crafting Guild standing.
  • Recipes for crafting Sea-farer's Lively Crafted Essence Boxes, allowing selection of an item level 526 Lively Sea-farer's Essence, has been automatically granted to Umbar tier cooks, jewellers, metalsmiths, scholars, tailors, weaponsmiths, and woodworkers.
Quests, Deeds, & Adventure Areas
  • In the Vales of Anduin quest Wood for the Walls, the Damaged Walls should now be easier to click on when floaty names are off.
  • The corpse that bestows the Bree-land quest The Failed Delivery will no longer be selectable after the quest is completed.
  • The Dol Guldur "hard mode" quests Let Them Hunger and One Fell Swoop will now only be bestowed to characters that can complete them.
  • The Evendim quest 'A Friend to the Kings of Old' now states clearly that to advance the objective you must complete two other quests. It also shows the locations of the bestowers of these quests on the map.
  • The Udûn quest The Lonely Look-out has been revised to correct several issues. There are now quest guides to help locate objectives and some text has been changed for clarity.
    • PLEASE NOTE: Players who logged out with The Lonely Lookout in progress will need to re-accept the quest and start it over due to versioning
  • The North Downs quest A Request to the Earth-kin is now bestowed by Gondranc in Esteldín.
  • The placement and appearance of the Tar Sand used in the Cape of Umbar quest The Black Sand has been adjusted.
Instances & Skirmishes
  • The Rift of Nurz Ghashu
    • Thaurlach is now immune to crowd control effects.
  • Sari-surma
    • Drugoth now has an appropriate Mariner-specific skill.
  • Nirgambâr, the Restless Tomb
    • Fallen Nirgambâr Spirit now have a much larger hitbox to be more melee friendly.
    • Cavernous Shout in Boss 1 will now perform Skill Correctly.
Missions & Delvings
  • In the Gundabad Mission "Sting Like a Grodbog" the mucous quest objects now behave correctly.
  • The Elderslade mission "Into the Crystal Tunnels" now has a usable exit portal in the mission space.
  • The following Cardolan and Swanfleet Missions have been updated due to a performance fix. These missions will be removed from your Quest Log if underway.
    • "Caranost Command Post"
    • "Caranost Courtyard"
    • "Haunting at Dol Ernil"
    • "The Hand, Out!"
    • "Signs and Sigils"
    • "Sifting Through Time"
    • "Secrets and Plans"
    • "Not as Many Heads"
    • "Before They Bond"
    • "Brigands in Nímbarth"
    • "The Ruins of Gaervarad"
    • "Jorthkyn and Hounds"
    • "The Tombs of Gond Orchal"
    • "Aberrations of Nature"
    • "Dangerous Deliveries".
Housing & Decorations
  • A Few housing rewards from the 'Dragon and the Storm' instance were smaller than intended, and are now slightly larger. This affects the Dragon and the Storm Painting, Tapestry, Chair, and Hearth items.
Items & Rewards
  • The following items will now go into the Junk Item Carry-alls: Jade Gemstones, Mithril Dust, Old Arrowheads, and Ancient Spearheads
  • Ornamental PvMP appearances from the recent event reward track should now correctly take clothing dyes.
  • Osgiliath instance cluster equipment should now have an appropriate minimum level requirement when it fails to scale correctly to your character's level.
  • Newly acquired Adventurer's lootbox gear, for level 150 characters, will now scale to item level 521 - 523.
  • Large Seed Pods should only require the completion of "Friend of the Adúrhid" rather than "Ally of the Adúrhid".
PvMP/Ettenmoors
  • Fixed a typo on the radar where Players & Monster Players would be labeled as Warband instead of Glory Seeker.
  • The Armies of the Coldfells and Mount Gram have both called upon some of their allies to strengthen the area immediately outside their main bases.
  • Effects which confer immunity to slows should now work more reliably.
  • Monster Player ratings from items and traits have been increased from iLvl 515 to iLvl 520 equivalent values.
  • Audacity Incoming Damage buff for both Free Peoples and Monster Players has been increased from x0.55 to x0.5 (this means you will take approximately 10% less damage than before).
  • Monster Player DPS increased ~4.5%.
  • Chests of Gramsfoot and Glan Vraig should now correctly reward you only with items relevant to your side of the war.
  • Chests of the First Marshal and Second Marshal have been depricated. If you happen to have any of these keys, they can be exchanged at Quartermaster Ash for a portion of their original Token of Valour cost.
  • The quest 'Valourous' is now a daily quest. After completing the quest for the day, you may barter for more keys at an increased cost.
  • Orc Reaver
    • Reduced Thrash Tier 3 Damage by 25%.
    • Increased Jagged Wound DoT Damage by 50%.
    • Increased Mutilation DoT Damage by 60%.
    • Blade Toss now Stuns rather than Knocks Down your target.
    • Reduced auto attack damage by 20%.
    • Increased most skill damage by 15% (excludes thrash, blade toss, gut punch, and impale).
    • Blinding Dust now multiplied Outgoing Melee and Ranged Damage by x0.8 (-20% from baseline) and Tactical Damage by x0.95 and has no impact on miss chance.
    • Disarm duration reduced from 5s > 3s.
  • Defiler
    • Increasing Efflorescence Base range to 15m; enhanced range to 30m Efflorescence is now a group-based heal, so it will no longer heal players outside your 6-player group.
    • Efflorescence base cooldown increased 20>45s.
    • Efflorescence healing increased by 166%.
    • Reducing Fire Gourd and Explosive Gourd damage by 20%.
    • Tripled Plague gourd damage.
    • doubled plague gourd cooldown 8>16s.
    • Tenderize mez now has a 10s base duration and 100% chance to daze.
    • Tenderize cooldown increased 5>15s.
    • Enhanced Blessing of Darkness trait now negates 50% of absorbed damage.
    • Blessing of Darkness can no longer be interrupted while channeling. It can still be broken by movement or crowd control.
    • Boon of Toxic Flesh cooldown increased 20 > 45s.
    • Boon of the Blackened Heart duration reduced from 30s > 5s.
    • Boon of the Blackened Heart Damage buff increased from 7.5% > 25%.
    • Boon of the Blackened Heart cooldown increased 20s > 45s.
    • Frugal cursing now reduces Boon and Curse cooldowns by 5s.
    • New trait: Ancient Boons causes your boons to apply a more potent buff for the first 5s.
    • New skill: in Curse-shouter, Efflorescence becomes Miasma, a long-induction skill that deals damage in 10m around the defiler. Within 6m of the defiler, stinging spores explode on their targets, dealing potent instant damage and healing the defiler.
    • Fell Restoration Power cost increased 30%.
    • The Trait 'Enhanced Skill: Fell Sacrifice' now improves Fell Restoration instead. It reduces the cooldown of Fell Restoration by 10s and reduces its Power cost by 15%.
    • Fell Sacrifice cooldown reduced to 2s.
    • New skill: Acrid Salts, a single target combat rez with a 3m cooldown.
  • Warleader
    • New trait, Clinging Fear: causes your shouts to have a 30% chance to apply 'clinging fear' to your target. Your melee skills will transform this clinging fear into a potent DoT.
    • Quitters Never Win cooldown reduced from 3m to 60s.
    • Quitters Never Win active CD reduction (from Quit Whining and Crack the Whip) reduced from -10s to -2s.
    • Get a Grip Healing increased.
    • Several AoE heals now apply only to the war-band (6-player group) of the skill's target. This does reduce AoE out-of-group healing considerably but will also give you much greater control of who is healed by these group-heal skills within groups.
    • On Your Feet now revives only 3 targets.
    • On Your Feet is now a targeted skill with 20m range. It will always revive your target + up to two additional defeated players in a radius around you.
    • Melee skills all now cost now Power and restore some Power when used.
    • Power cost increased moderately for healing skills and some shouts.
    • New skill: Scold Slackers, out-of-combat revive. 30m range, 3s cooldown.
    • New skill: White-hot Whip (brawler version of crack the whip, 10m range melee skill).
    • New skill: Condemned (brawler version of on your feet, targeted and potent debuff).
    • New skill: Cleave (commander stance heals the fellowship for each target hit).
    • New skill: Petty Criticism (targeted commander heal; weak damage in brawler).
    • New skill: Scorn (more potent induction/targeted heal; moderate damage in brawler).
    • New skill: War-forged Uruk (sets incoming damage to 10% and tiers up another defensive buff if you continue to be targeted while active).
    • New skill: Marching Orders (tiered corruption, defensive/offensive depending on stance).
    • New skill: Roaring/Crushing Shield (heals self and debuffs enemy in commander; buffs offense in brawler).
    • Brawler combo: Mobilise>Ambush (+20% speed and crit chance, removed upon being hit by an attacker).
    • Mobilise speed buff changed to +40% for 10s.
    • Imposing Presence now heals 7.5% of Maz Morale of affected allies when cast.
    • Banners of Terror and Horror are now usable in combat by default.
    • Banners of Terror and Horror now last 30s.
    • Banners of Terror and Horror now share a 2m cooldown.
    • Banners of Terror and Horror now apply a more potent effect lasting 10s to enemies around the Warleader.
    • Banner of Terror now deals 7.5% Power Damage to nearby enemies.
    • Banner of Horror now deals 5% Morale Damage to nearby enemies.
    • Command Post and Point Defence no longer have inductions.
    • Command Post and Point Defence now last 45s.
    • Command Post and Point Defence now share a 2m 30s cooldown.
    • Command Post and Point Defence now apply a more potent effect lasting 10s to group members around the Warleader.
    • Aura of Command buff now improves all Damage types by 20% (previously buffed Melee Damage by 25%).
    • The trait 'Lead the Charge' now reduces all Banner skill cooldowns by 30s.
Landscape
  • Texture issues in Umbar Mokh have been resolved.
  • Zfighting issues in Umbar Mokh have been resolved.
  • Floating asset issues in Umbar Mokh have been resolved.
  • Misc decor placement issues have been resolved.
  • Misc stuck spots have been resolved.
Localization
  • GERMAN: Several VO lines from Blackroot Vale, Gondor Renewed and Umbar are now playing correctly in German.
Miscellaneous
  • Character Select Screen - Avatar Update Visible checkbox is only visible for avatar races that use it. These races are currently only Dwarves and Hobbits.
  • Barber Shop panel is now larger.
  • Barber Shop panel can now be dynamically scaled.
  • Character panel can now be dynamically scaled.
  • System Menu and Options panel can now be dynamically scaled.
  • Rock in the basement of the Eyes & Guard Tavern now offers quests for Shagâni Ghín and Enedwaith Silver and Gold Tokens of the Wild.
  • Ransroth in the Eyes & Guard Tavern now offers reputation gain quests for the Ikorbâni, Phetekâri of Umbar, and the Adúrhid.
  • Tybur in the basement of the Eyes & Guard Tavern now offers various Ikorbân Valley quest reward and missions barter gear.
  • Trotter in the Eyes & Guard basement now offers a Forgotten Fountain teleporter decoration.
  • DocOctoport in the Eyes & Guard Tavern will now teleport you to Telperiën's Wall.
 
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Thanatos

Well-known member
I have never played on Bullroarer before. Will I be boosted to lvl150 to be able to test the endgame instances or do I have to grind up?
 

Denothan

New member
Hello all!
I have a bit of a burning question. A few months ago, Orion had talked about the possibility of level scaling being ready for this expansion. Can we expect level scaling to happen with this update? Can anyone confirm or deny at this time?
 

Thorandril

New member
I'll commend the warleader additions, however almost all of the magnitudes on buffs to damage increases and reductions are more than 2x the values they need to be.
Also flat out just.... getting skills with 1 effect and lengthy cooldowns feels a bit stale. Some kind of rotation or synchronicity would be cool so it won't end up feeling like screamy blackarrow.
 

Thurinuor

Well-known member
Hello all!
I have a bit of a burning question. A few months ago, Orion had talked about the possibility of level scaling being ready for this expansion. Can we expect level scaling to happen with this update? Can anyone confirm or deny at this time?
No. Afaik it will not come with this expansion.
 

Hierok

Protector of Valinor
  • Hunter
    • Hunter base Damage increased by 5%.
I heard from a couple of hunters here that 5% would be to small a change to fix hunter for the next update cycle. Is there a way increase this a little bit for them before the rework makes it live?

Also, the Octopus in the basement of the tavern still sends you to Linhir.

For Scenario, the Wall of Telperien is pretty cool, but maybe some rubble in the river would help sell it. You have the small islands infront and where the wall is there is nothing really. Some old pillars or rubble would be cool here.
 
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Kehleyr

Quality Assurance Team Lead
Made an new male elf last night and was happy with the long hair choices but the hair clips through the ears and no mater now much I changed the ears in size, shape etc it looked like my elf had bushy hair growing out of his ears.
I am very glad that male elves no longer have that weird side on stance that always looked odd, this is perhaps one reason I always chose High Elves as soon as they came available.
I'd have liked to see more jewellery options as looks like its the same three from the older model. Took me a while finding where to change/remove the hair ornaments and was glad to see they could be removed but a really good selection maybe tempting me to make a Silvan woodelf.
Thank you for the feedback! Please note we do have a thread dedicated to this subject, which the artists will be keeping an eye on, so best to post there!


Hope you're enjoying the Beta!
 

Khani

Member
If I remember correctly...one of your goals was to reduce the clutter in our inventory... how is that goal compatible with a whole set of new task items dropping from mobs in the same level range as current endgame task items? why not reuse the already existing items?
 

Thurinuor

Well-known member
If I remember correctly...one of your goals was to reduce the clutter in our inventory... how is that goal compatible with a whole set of new task items dropping from mobs in the same level range as current endgame task items? why not reuse the already existing items?
Because everyone would use them to max out their reputation because everyone has tons of them (I have 6000 from New Gondor). And nobody would use the new system in landscape exploration which has been developed for this expansion.
 

CaerArianrhod

Guardian of Erebrandir's Horseshoe's Secret
Hello,

Can we please have a more attractive and better designed character frame for the "Icorban" frame-collection?
Something that is LOTRO and not just a low effort 18th century "bathroom tile" ?
Would be highly appreciated!


icorban-frames.png
 

Thanatos

Well-known member
Hello,

Can we please have a more attractive and better designed character frame for the "Icorban" frame-collection?
Something that is LOTRO and not just a low effort 18th century "bathroom tile" ?
Would be highly appreciated!


icorban-frames.png
They are gonna be updated.
 

Itsmethefanboi

Well-known member
Do you have any plans to update your ''report a bug'' page ?
Why do i have to enter things like my character name , server and a bunch of time consuming stuff that the game should be doing on its own ?
I'm already logged in the game. No ? Am i missing smth ?
You want players to report bugs or not ?
Cause right now , i cba spending several minutes per bug , and people who have been on beta already , know there's plenty.

PS. I don't know if that's still the case , but when i last submitted a ticket ( not a bug ) , i had to create a different account in order to track the ticket for some weird reason.
So yeah , while you're at it , perhaps change that too and let me use my game account automatically. I mean its 2024.
 

fabulouslobster

New member
Turning reavers' resilience into a fast skill instead of an immediate one, removes a lot of the class's flow and makes it less enjoyable to play. :(
 

Oiz

Active member
PvP feedback: Really nice changes, good job! I realy like this rework.
Here are my thoughts on what needs to be fixed on defiler and WL (all my feedback is mainly about group PvP, but I take solo PvP into account as well):

In combat rez
1) in combat rezzes should be available in dps stances for both defiler and WL (with a longer CD). Freeps have way more in combat rezzes than creeps (all healers + dps RK, dps mini, red cappy). You can, for example, make a viable 12 man fraid in which 80-90% of freeps can rez in combat by taking dps minis/RKs and 2 rCappies
2) increase the amount of power and morale that you get after being revived (on both defiler and WL rez) to at least 65% by default (delete the WL trait for the rez and add these effects to the class by default)
Why?
- firstly, WL needs more slots for class traits
- secondly, morale and power pools after rez are not comparable to freep rezzes, so make creep rezzes better in that regard
3) remove -30% inc heal debuff from Acrid Salts (why is it even there?)
4) remove induction from Acrid Salts (it’s impractical, and most freep in combat rezzes do not require induction)
5) increase WL rez radius from 15m to 30m

Defiler
I only mentioned problems that are connected to the recent changes, there are a lot of other stuff that needs polishing as well, but I get that this is not a defiler rework BR so I’m not gonna mention it cuz it’s already a wall of text. (But my big defiler feedback post is here: https://forums.lotro.com/index.php?threads/defiler-rework-ideas.13962/).

1) Damage redistribution (red defiler)
1.1) Fire/Explosive Gourds

- I don’t think that there is a need to reduce dmg of Fire and Explosive Gourds just make other dps skills do more damage (buff Plague even more, etc.)
1.2) Headbreaker
- it is kinda useless in group PvP because ranged defiler is not gonna run after targets for 1 small melee DOT
- it’d better if Headbreaker was either 1) a high burst skill on a long CD (so you don’t have to spam it all the time but just occasionally; like 30-45s CD) 2) or some kind of strong offensive debuff (also with a long CD) 3) or just another ranged DOT
- otherwise it will still be useless (primarily in group PvP)
1.3) Constant Pain
- CP is also useless because it is not worth doing the long channelling when you can apply more bleeds (which contribute to your dps way more) and use other skills; usually there are small windows in your rotation when it is beneficial to use CP just for ~2 seconds and then cancel it and not use it for a long time
- 3 main things has to happen to CP: 1) channeling should become more bursty (3s duration) 2) the impact of the skill should be way higher (e.g. more damage/aoe damage buff to your group/offensive debuff during channeling) 3) it cannot be interrupted with interrupt-skills
1.4) Plague Gourd
- it would be nice if you can make it interact with other skills (e.g. maybe it can enhance next skills somehow; a different effect for each skill)
- lower CD
1.5) Miasma
- the aoe damage component of the skill is not gonna be very useful because creeps don’t have that many aoe dps so the fact that some freeps (aside from the main target with the Spore cashout) are hit by it won’t make a difference
- I think it’d make more sense to do this: 1) Miasma is primarily a big single target burst skill 2) which also does some kind of useful aoe debuff instead of aoe damage
2) Tenderize

- add 2s grace period to it
3) Blessing of Darkness
- the damage negation is good
- but the main problem of this skill is that it can be easily interrupted (immunity to interrupt-skills is not enough)
- add CC immunity to it at least for 8s in Herb stance (in dps stance in can be shorter)
- imagine if creeps could interrupt defensive CDs like Fates or Sacrifice just by CCing the healer…Not only that, defiler CAN NOT USE SKILLS during the channeling which is another reason why there should be a CC immunity
4) Boons
General problem: defensive Boons CAN NOT HAVE ONLY 1 tier!

- they should have multiple tiers (at least 3 tiers for both Toxic Flesh and Battle-scarred); each tier is relatively short
- the buffs that they provide should be lowered (during Ancient Boon); for example, 3 tiers of -40% inc damage is way better that 1 tier of -80%
- if they have only 1 tier they will be cleansed fast
4.1) BoBS

- make it usable on self
- reduce induction to 0.5
- turn beleriand and light into phys and tact mit
4.2) BoBH
- instead of making it a strong single target buff make it moderate aoe buff

- keep it bursty in duration (5s+5s)
- 50% followed by 25% sounds strong but it actually isn’t: the real buff from ‘50% tooltip’ is actually ~24% (and ~12% from ‘25% tooltip’). Let’s say there are 4 dpsers in a group then buffing 1 dpsers by this, so called, 50% buff is the same as increasing ¼ of your group’s total dps output by ~24% which is the same as ~6% total dps buff for 5s; and the bigger your group the weaker this buff becomes; in a 12 man raid with 7 dpsers it will be about +3% group dps for 5s followed by +1.5% group dps for 5s which is just too weak
- so making it aoe is just way better (obviously, the buff can be reduced): for example, '30% tooltip' buff will be a real ~15% buff to your group dps (in a 6man)
5) Melancholic Heart
- non offensive debuffs (debuffs that are applied to freeps that your group is not trying to kill) are useless if they can be cleansed because creeps CAN NOT reliably mask them (there aren’t enough cleansable aoe DOTs and debuffs)
- so either make it completely uncleansable and reduce the debuff or make 2 phases: long uncleansable moderate debuff followed by short cleansable strong debuff; if this is not done this debuff will be useless 90% of the time
- fyi, the actual debuff is not -50%, it’s weaker
6) Healing (Herb-tender)
4
main problems: 1) no mechanics/skill interactions 2) there are only 5 healing skills (Slime, Spores, Bloom, FR, Efflo) 3) heals are not bursty enough (they mostly consist of slow HOTs) 4) current healing distribution does not allow defiler to heal itself while being focused because single target HPS looks like this:
~30% Bloom
~28% Efflo
~18% FR
~15% Slime
~9% Spores
which means that realistically you will be able to use only Slime and Spores (which are ~ 24% of your total single target HPS) on yourself because there is no way you’ll be able to get long inductions off (which are 1-2s long) while being focused
7) Inductions
- defiler needs some kind of mechanics that allows it to use skills without inductions and reduce inductions temporarily
- if you are not planning to add some mechanics that ‘reduce inductions’/’make next skill require no induction’ to defiler then just reduce the inductions dramatically (mainly on Efflo, FR, Bloom)
8) Class traits
- there are too many good class traits
- Herb-tender: idk where to add 2 new Boons traits and FR cd reduction trait; you already need all 7 – 1) armour and morale are needed for defence (defiler is squishy) 2) Blight and Sticky Feet are needed for offence 3) bubble, Spores and Efflo for healing
- so defiler can’t take advantage of new traits: you either lose stats, skills or important skill improvements
- some of the buffs from traits should be available by default without the traits
9) Power

- reduce the power cost on the majority of expensive skills
- the power dynamics just doesn’t work: I understand that you want to make power consumption interesting but I suggest to scrap this idea until some big defiler rework comes, because defiler just runs out of power fast and that’s it, it’s not fun or challenging
- creeps can’t rely on 30m regen food

WL (general issues)
1) Command Post and Point-defence
- group PvP is very mobile, you move from one spot to another really often and fast so this fact makes Banners of any kind with long duration and small radius kinda useless because your group won’t be able to benefit from them as you'll have to move out from them (that is especially true for offensive banners): in terms of defense - to kite/use LoS with walls, stones, etc.; in terms of offence – to reach the freep when it runs away from you (it, obiously, won’t stay in the banner for long)
- there are 2 components of 2 Banners: 1) short group buff and 2) long banner buff; the short group buff is very good but the long one should be changed
- both the duration of long banner buff and skill CD should be much shorter;
out of 45s banner duration you would realistically benefit from 5-10s max (because your group moves)
- if this is not done significant portion of banners will just be useless (the only folks that will benefit from them are bad creeps that don’t move throughout the whole fight; it should be the other way around – difficult coordination should be rewarding)
- increasing the radius of banners will help as well (but it’s not enough by itself)
2) Banner of Horror and Banner of Terror
- these banners have the same problem as the one I described above: the targetted short debuff is good as it is but the long debuff from banners is not because of mobility problem
3) Get a Grip

- this skill is EXTREMELY weak both in Brawler and Commander stances (the healing is small and CD is ridiculously long)
- I suggest to add something more to it: self buff/group buff/targetted buff/something to do with class mechanics
-
example:
(Brawler) it does 3 things aside from heal: 1) 3 tiers of PoF, 2) a short damage/crit group-buff, 3) 5s sprint self-buff; [90s CD]
(Commander) it does 3 things aside from heal: 1) 3 tiers of PoF, 2) a short defensive group-buff, 3) 5s sprint buff to 1 target [90s CD]
- another example:
GaG makes several next skills do some new effects (like the Ancient Master on yLM)
4) Imposing Presence
- healing is very small
- I suggest to add some additional effect to it (self-buff/group-buff or whatever)
5) Animation
- a lot of skills should have faster animation (especially 1. Menacing Roar 2. Black Speech 3. Intimidation Shout 4. Whip)
6) Power of Fear
- the fact that you rely on crits for PoF is very bad because it’s rng
- if you are not planning to change PoF mechanics from crit to something else then at least add internal crit chance buff to Black Speech and Intimidating Shout so that you could reliably get PoF from them more often (like +30% crit chance)
7) Class traits
- some of the buffs from traits should be available by default without the traits; there aren't enough slots

Brawler WL
1) Snap Out of It
- this skill is almost completely useless in Brawler for several reasons: 1) the heal with the trait is tiny; also WL’s not gonna use the trait because you need other traits 2) the CC removal from 1 target sounds good on paper but realistically you are not gonna pay attention to CC (which is usually short, 1-3s) on the members of your group/raid because it requires EXTREME awareness which you should spend on other things that are WAY more important; also, let’s say you pay attention to CC on morale bars of all your fellow creeps, how are you gonna know whether the CC which you are about to remove is long or short? If it’s short, then the time that you spend on using SOoT is just not worth it because you could have done something else instead
- so make this skill do something else in Bralwer, something useful (maybe even turn it into dps skill) – it can be whatever
- if it’s not done – this skill will be useless in Brawler
2) Quit Whining and Fight

- this skill doesn’t bring much to the table (the heal is weak)
- I suggest to add something to it (a group buff or whatever)
3) Cleave
- add aoe slow to it (-30%, 10s duration)
- creeps need more aoe slows (there are literally just 2: spider webs which are good and BA Snare which is really bad because of it’s design)
4) Field Promotion and Condemned
- Field Promotion should be an active skill in Brawler (note: I don't mean that it should be a bubble)
- I suggest to move Condemned from On Your Feet to Field Promotion and make On Your Feet usable in Brawler stance (with a longer CD and 2 targets instead of 3)
5) Ambush
- make the speed buff unremovable by damage (like in Commander stance)
- either turn the crit buff into corruption or make it non removable by damage for at least some period of time (most of the creeps will be hit with aoe damage fast so the crit buff just won’t last)
6) DPS rotation and new mechanics
6.1) Clinging Fear

- currently the application chance is way too small
- in order to improve the dynamics between melee skills and shouts you need to increase the application chance (either in general or individually for each shout, I prefer the latter)
- it is crucial that you make Clinging Fear stackable (so that you could consume multiple CFs with melee skills)
6.2) Unrelenting Curses
- it is crucial that you make it stackable (so that you could apply multiple DOTs with melee skills)
- the dynamics with only 1 Clinging Fear and only 1 Unrelenting Curse is dull, if both of them could stack multiple times the rotation would become way more interesting and engaging
6.3) DPS skills
- the biggest problem is that most shouts and melee skills don’t have their own identity: they do the same thing
- there are 5 shouts and 6 melee skills, 5 of which have their own identity:
Fracture – 1 tier of PoF
Menacing Roar – mit debuff
Shield Bash – stun
Crushing Shield – dmg self-buff
Quitters Die – big dmg skill
(Intimidating Shout can slow but only on crit so it’s kinda meh)
- but other 6 skills do not
- there are a lot of ways this problem can be fixed, I suggest 2 things:
1) add unique effects
(debuff/self-buff/group-buff/skill reduces CD of other skill/additional damage) to 4 shouts - Black Speech, Intimidating Shout, Petty Criticism, Scorn so that there is a reason to use them all in your rotation for these new effects
2) all melee skills get unique effects (each skill has a different effect) from PoF, so PoF does not only give damage/crit buff but also some kind of identity to melee skills
- for example: Whip applies a debuff with PoF (but without PoF it doesn’t), Quitters does bigger dmg, etc.
6.4) damage distribution
- damage disctribution is good except for Petty Criticism because currently it is almost not worth using (ever)
7) Support role

- Brawler WL should bring a bit more support to the group
- currently most of support comes from skills with very long CD and there is almost no support with high uptime
- my suggestions at point #6.3 above (about unique effects to shouts and melee skills with PoF) can fix this problem
8) Dps role

- here is one example of how Brawler WL compares to other dps classes:
Brawler - 20k dps
BA - 38,8k dps
Conditions: Both had WH blessing, 4 mastery, racial mastery
WL – I didn’t use any aoe damage buffs and debuffs because BA can benefit from them as well (NO: 1. Command Post, 2. Banner of Horror, 3. Condemned, 4. Marching Orders, 5. Ambush, 6. dps aura), the only debuff that I used was Menacing Roar
BA – I didn’t use Fire Trap and Snare because in real fights they are not used, I didn’t use Revenge because I can’t use it on a dummy, I used Punctured Target mit debuff
Menacing Roar and Punctured Target are more or less the same so the conditions are equal.
So if you add dps from Revenge to BA parse it will be something like 42k. So Brawler does about 2 times less damage than BA (and reaver/warg do more damage than BA).
- if my ideas from point #6 come true Bralwer dps will be increased to some degree (which is enough); we don’t need to put Brawler dps on the same lvl as other creep dps classes because it is an offensive-support class
9) Bugs
- Fracture is bugged and does not give 1 tier of PoF (in Brawler)
- Whip can consume Clinging Fear but it doesn’t benefit from PoF dmg buff (because it’s a tactical skill)
- Quitters Die does not consume Clinging Fear

Commander WL
1) Black Speech and Intimidating Shout
- shouts in Commander stance are used for PoF and you get most of your PoF tiers from Fracture and Menacing Roar; Black speech and Intimidating Shout, on the other hand, are very underwhelming
- as I suggested at point #6 (Wl general issues) add internal crit chance to these 2 shouts (like +30% crit chance)
- also add some additional effect to it (buff/debuff/CD reduction of something/etc.)
- possibly make them a targeted heal instead of a dps skill, the main function of which is a single target buff with a chance of PoF tier
2) Petty Criticism
- this skill lacks identity (because of that you don’t need to use it very often)
- add some additional effect to it (buff or whatever)
3) Roaring Shield
- it is hard to take advantage of aoe component of this skill because the radius is too small (you usually will be able to apply it to 1-2 freeps max; situations when freeps are grouped up within ~5m radius are rare)
- a bigger radius would be nice (8-10 meters)
- add 2-3 more targets as well
4) Power
- reduce the power cost on the majority of expensive skills (especially on Scorn, Field Promotion, On Your Feet)
5) Bugs
- Snap out of it never crits (on Live servers as well)
6) Healing distribution
- this is how SINGLE TARGET hps looks like:
Scorn - 37%
Whip - 19%
Snap - 14%
QWaF - 14%
Quitters - 6%
Petty Criticism - 4%
Cleave - 4%
GaG - 1.1%
IP – 0.7%
- it can differ a bit due to RNG of PoF
- it is good that most of single target HPS comes from single target skills because that means that you don’t lose tons of hps when you heal creeps that are not in your group (only ~20% of your single target hps comes from aoe heals that are applied only to your group – which is very good)
- as you can see some skills are underwhelming in terms of heal
7) Comparison to healing Defiler
- WL (WH blessing, 4 crit, 25% class trait) does about 47k single target HPS
- Defiler (Blogmal blessing, no crit or mastery [because other corruptions are better, but WL needs 4 crit for PoF], no +10% heal class trait [because it gives ~4% and other traits are better]) does about 37k single target HPS
- so WL does ~27% more single targe HPS than defiler
- if you add +15% inc heal from Spores and 5% from Invigorated to the calculations then the difference becomes even higher

Conslusion
WL received fantastic rework which made creeps in groups way stronger (not stronger than freeps or even on the same level with them but still much better). Defiler changes are nice too but they are not enough.

Currently, I don’t see any reason to get healing defiler over healing WL in your group.
There are 3 reasons for that:
1) WL brings better heals
2) WL brings better debuffs and buffs

3) WL can heal itself while being focused with PoF; defiler can not reliably heal itself because ~75% of your single target HPS comes from induction skills (Efflo, FR, Bloom), there is NO way you will get these long inductions off while being focused. Which means that defiler can use about 25% of its hps while being focused.
 
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