Combat Effectiveness, Pacing, and Responsiveness Improvements
Originally, the LOTRO combat system was designed with a slower rate of decision and pacing than you usually see in other MMORPG games. While this allowed us to have improved animation quality and provided more room for tactical decisions during battle, the overall feel of combat was described as “laggy” by many players.
One reason combat felt slower and/or unresponsive to some was the fact that we only allow one skill to execute at a time. This improved overall animation quality but at the cost of speed and responsiveness; for example, Guardians would have to wait to finish executing their current skill before Stamp could execute and interrupt a monster preparing a stronger attack. Since you can only have one skill executing at a time, we support queuing a skill to be executed as soon as the previous skill is finished.
Another reason that combat may have seemed “laggy” at times is that it does not always rely on the animations themselves to limit the pacing of skill executions. There is an underlying factor called the “action duration” which determines how long a skill execution lasts, which is independent of and longer than any animation for a given skill. This provided us with a consistency to enforce game balance while allowing the animators to provide some variations in pacing where it was appropriate without breaking the game. For example, Hunters may have noticed that the crossbow animation for Swift Bow seems to deliver damage faster than the animation for a regular bow. While the crossbow animation delivered the damage earlier in the attack than the bow animation, the skill duration is the same, regardless of the weapon, and you can’t execute your next skill until that duration expires. Since the crossbow animation finished sooner, however, it seems as though your character pauses for no reason before the next skill executes. That extra delay is the amount of the skill duration that was remaining after the animation completed; the skill queue UI illustrates this timing (see “Show Skill Queue” in the Panels section of the UI Settings tab of the Options UI). The bow and crossbow animations have been adjusted for Siege of Mirkwood, and this is no longer an issue thanks to the new combat system.
Powerful Creatures
Players aren’t the only ones to receive enhanced combat effectiveness. As the power of Sauron increases, the most evil creatures throughout Middle-earth grow in might. Care should be taken when fighting powerful creatures; they are now much more dangerous than you may remember.
What does this mean for me?
The change above will affect Elite, Elite Master, Nemesis, and Arch-nemesis creature types from level 30 and above. These powerful creatures will do more damage and have bonuses to their critical ratings.
Take Care!