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  1. #1
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    New Class: Morgul Sorcerer


    What is this?

    For the past few days there have been various ideas for new Monster Play classes in the thread http://forums.lotro.com/showthread.p...ew-Creep-Class . I too am one of the contributors there, more specifically for a Sorcerer or Sorceress class à la Angmarim. I've gathered my thoughts and ideas more carefully, and decided to give it a go in a seperate thread of my own. It is highly unlikely that this idea will ever be implemented into the game, but I think it's worth a try anyway. If you have any ideas you'd wish to share that might seem fitting for this class, feel free to share them.

    It gives me great joy to present my first attempt at the Morgul Sorcerer.
    /bow




    Why a new Monster Play class?
    Three reasons, really.
    Firstly, because I find that currently the Monster Play side is lacking in variety. The roles that are missing are tanks, which aren't needed in PvMP anyway, true buff classes such as Captain, and Tactical DPS classes.
    The second reason is because the LOTRO population has a very high percentage of female players, especially compared to other MMORPGs. And yet there isn't really a Monster Play class to which women can relate as an avatar. It is true that the Spider Weaver is a "female" character-class, but science tells us 102% of all women are terrified of spiders. With a 2% margin of error. Okay, so that was tongue in cheek, but I have been told by some of my female kinnies and friends that they don't like Monster Play because of the big, ugly Orcs and Uruks that they have to be. Sexist? Most certainly. Untrue? No.
    The Sorcerer class would do away with that problem, seeing as one can choose between various skins to play as a Sorcerer or a Sorceress.
    Thirdly, the ammount of badassery emanating from Sorcerers cannot be denied. They just look cool.

    I am aware that currently the PvMP playing field is in favour of the Free Peoples and that some, maybe most, Monsters Players would rather see the current classes being tweaked for better balance. But perhaps adding a new class on one side also weighs in the scale of this imbalance.
    Furthermore nearly all of the skins, animations and skills already exist in the game, and there is even a playable Angmarim Priest during session play. So creating the class would not mean making it from scratch and wouldn't require vast amounts of developer's resources; it would be a great deal of copy/paste coding.



    What does the Morgul Sorcerer do?
    The role of this class is --like most classes-- a double-role and not restricted to only 1 single field. It is a light-armoured tactical DPS class, but also has a variety of debuffs to weaken his targets, thus enabling his/her allies to do more damage. To ensure that the Sorcerer does not become overly powerful, its DPS skills work mostly via removable DoTs, and the DPS has been kept on average lower than that of a Blackarrow or Weaver. As compensation for that lessened DPS, it will rely on its debuffs and a small amount of self-healing and CC to survive and continue to do damage. To further avoid the class becoming a Tactical-clone of the Blackarrow, some of the skills do not have inductions but instead have their range reduced as a penalty, somewhat akin to a Rune-keeper's Lightning skills.
    The Sorcerer's weapon is naturally a staff, but I'm considering adding a crossbow to their arsenal for a ranged auto-attack (and auto-attack only). Throwing magic shadow-balls for an auto-attack looks a bit cheap , imho.
    One feature to the class is the ability to become more powerful as enemies around it die, much in the likeness of the Orc Reaver class. When surrounded by death, a Sorcerer can call upon a number of on-defeat skills to temporarily increase his/her own strength, or embolden allies, or even dabble in necromancy. Starting off their battles with moderate damage but becoming more powerful as the fight continues will make them a fine addition to any raid, and they can stand strong on their own by focussing debuffs on their victim.



    The Morgul Sorcerer


    Base R0 stats
    Morale: ~13000
    Power: ~3500
    Armour value: ~5000
    Critical Hit chance: ~6000
    Finesse: ~2000
    Block/Parry/Evade chance: ~1500 each
    Resistances: ~8000 each


    Appearance

    Rank skins first. As mentioned before, the rank skins have both a male and a female version, giving the player the choice to play as either Sorcerer or Sorceress. Some of the female ones are still missing as I haven't found any more in the game. However, they can be created by mixing and matching pre-existing helms, shoulders and robes. And heck, maybe even a completely new one.












    Here are also some ideas for Token skins. Right click and View Image to enlarge.








    Skills
    (please note, Power Costs not included)

    Initial skills:

    March!
    Induction: 0.5s
    To the front!
    +25% Out of Combat Run Speed
    Unable to Evade.
    Unable to Parry.
    Unable to Block.

    Toggle Skill

    Cimmerian
    Tactical Skill
    40m Range
    Resistance: Fear (85)

    You possess some sway over the darkness.
    438 Shadow Damage

    Sweep the Leg
    Melee Skill
    2.5m Range
    Max. Targets: 2
    Radius: 5m

    Even a quick swipe from your staff bears result.
    402 Common Damage
    -25% Run Speed
    Duration: 20s
    Cooldown: 10s


    Terrifying Wound
    40m Range
    Resistance: Fear (85)
    Your power is terrifying and will sap your target's Morale.
    207-289 Shadow Damage initially.
    207-289 Shadow Damage every 2 seconds for 20 seconds.

    Duration: 20s
    Cooldown: 20s


    Susceptibility
    40m Range
    Resistance: Fear (85)
    Your foes are full of openings, use them!
    Lowers Resistance by 15%
    Duration: 1m
    Cooldown: 30s


    Blood Pact
    40m Range
    Seal a blood pact with an ally to cure dazed, knockdown, knock-out, silence, and stunned effects. It will provide temporary immunity to dazed, knockdown, knock-out, and stunned effects. This skill has no effect on cowering or full disables.
    Duration: 45s
    Removes Dazed, Stunned, Knocked Down, and Knocked Out effects.
    Cooldown: 5s

    Chosen of the Eye
    Induction: 1s
    Channeled skill

    Take pride in being worth more than a lowly Orc, Mordor sees you as a useful maggot.
    But you are still a maggot.
    Heals 284-362 Morale initially.
    Heals 284-362 Morale every 1 second.

    Channel duration: 6s
    Cooldown: 3m


    Reap
    You gain power from those who fell to shadow. Each use of this skill improves your damage and critical hit chance, up to 5 uses.
    Requires a defeat response
    +2% Tactical Damage
    +1% Critical Hit Chance
    Duration: 1m
    Cooldown: 10s

    (This effect may tier up to Tier 5.
    Tier 5: +10% Tactical Damage and +5% Critical Hit Chance
    Tiering up refreshes the duration timer.
    Timer expiration makes it disappear? Or Maybe tier down? -- not sure yet)


    Rank 1:

    Blemish
    Melee Skill
    2.5m Range
    You channel the shadow through your staff and attack your foes to great effect.
    647 Shadow Damage initially
    150-225 Shadow Damage every 2 seconds for 10 seconds

    Cooldown: 20s

    Death's Grip
    30m Range
    Spirits clasp at your enemy's feet, holding them in place.
    10s Root
    50% Break chance on harm after 2s

    Cooldown: 1m


    Rank 2:

    To the Abyss
    30m Range
    Resistance: Fear (85)
    You are destined to bring doom to those who oppose The Eye. Knowing this provides you with a greater determination in your actions.
    703 Shadow Damage

    10% chance to apply
    +15% Tactical Damage

    Duration: 15s
    Cooldown: 5s


    Fear's Mark
    You make your enemies suffer at your hand, testing their strength.
    Range: 30m
    Resistance: Fear (85)

    +25% Skill Power Cost
    Duration: 15s
    Cooldown: 30s


    Rank 3:

    Improved Terrifying Wound
    40m Range
    Max. Targets: 3
    Radius: 5m

    Resistance: Fear (85)
    Your power is terrifying and will sap your target's Morale.
    197-279 Shadow Damage initially.
    197-279 Shadow Damage every 2 seconds for 20 seconds.

    Duration: 20s
    Cooldown: 20s

    (replaces Terrifying Wound)

    Flipside

    30m Range
    Reistance: Wound (85)

    Induction: 1s

    You face your enemy with a terrible choice lest they first cower away from battle.
    +5% Run Speed
    Duration: 15s
    Applied on expiration if in combat:
    -40% Outgoing Healing Modifier

    Duration: 15s
    Applied on removal if in combat:
    -40% Incoming Healing Modifier

    Duration: 15s
    Cooldown: 1m 30s
    (Basically this skill gives the opponent +5% run speed which they can use to flee and get out of combat OR to use it and chase you down instead. However, both the removal and expiration (in combat) have a negative effect, effectively forcing the opponent to choose between 3 outcomes: flee, reduce incoming healing or reduce outgoing healing. Obviously some classes will not or barely be affected by this, but the heavy self-healing classes will need to think carefully. This is a skill meant as a counter against for example Wardens and Lore-masters in 1v1, but it can also be used in raids as a sort of single-target Blight. Whatever the use, the target will need to choose the outcome of the buff/debuff that fits their class and situation best)


    Rank 4:

    Shadow's Touch
    40m Range
    Resistance: Fear (85)
    The Enemy is weak, weaken them further!
    +10% Incoming Damage
    Duration: 1m
    Cooldown: 30s


    Necromancer's Contract
    Induction: 1s
    After defeating an enemy, you may summon a Fell Spirit to aid your purpose.
    Requires a defeat response
    Cooldown: 1m
    (Fell Spirit is Normal and disappears after 30 seconds if not defeated.
    skill 1: Evil Presence: Fell Spirit gains a damaging aura around it. 142 Shadow Damage every 4 seconds to nearby enemies. Duration 28s.
    skill 2: Shadow of Doubt: Increases an enemy's incoming damage by 10% for 10s.
    skill 3: Midnight Shroud: +75% Evade Chance for 10s)


    Rank 5:

    Adumbration
    30m Range

    Resistance: Fear (85)
    Induction: 0.5s
    You have gained deeper knowledge of the darkness, bypassing some of your foe's defenses.
    Ignores 30% of your target's Mitigations.
    942 Shadow Damage
    Cooldown: 15s

    Night Terror
    30m Range
    Resistance: Fear (85)
    Seek out your enemy and sanction their demise.
    462-652 Shadow Damage initially

    209-303 Shadow Damage every 3 seconds for 15 seconds.
    Applied on expiration if in combat:
    5s Stun

    Cooldown: 15s


    Rank 6:

    Thrust!
    Immediate
    Melee Skill

    2.5m Range
    You thrust your staff forward at your enemy, knocking the breath out of them.
    604 Shadow damage
    Interrupts inductions
    Silences target for 10 seconds

    Cooldown: 45s

    Invoke the Eye
    You call upon the Dark Lord to aid you.
    +15% Tactical Damage
    -15% Attack Duration.

    Duration: 30m
    Cooldown: 1m



    Rank 7:

    Scorched Earth
    20m Range
    Resistance: Wound (85)

    Induction: 1s
    You leave burning cracks under your foe's feet.
    Enemies near the Scorched Earth suffer damage
    200-400 Fire damage every 2 seconds
    Duration: 30s
    Cooldown: 2m


    Fueled by Fear
    Range: 30m
    Resistance: Wound (85)
    Induction: 1s
    Using the fear of your enemy, you burn through their core.
    878 Fire Damage.
    Cooldown: 2m


    Rank 8:

    Fright
    40m Range
    Max. Targets: 3
    Radius: 7m
    Resistance: Fear (85)
    They will learn to fear you.
    -365 Will
    -365 Fate

    Duration: 1m
    Cooldown: 1m


    Cry of the Fallen
    Max. Targets: 6
    Radius: 20m
    Induction: 1s
    When an enemy is defeated, you may rouse the Morale of nearby allies with a victory cry.
    Requires a defeat response
    Heals 345-423 Morale initially.
    Heals 345-423 Morale every 3 seconds for 15 seconds.

    Cooldown: 45s


    Rank 9:

    Gift of Umbar
    10m Range
    Max. Targets: 3
    Radius: 5m
    Resistance: Wound (85)
    Induction: 1.5s

    The Black Numenorians have long studied under Sauron, and you have long studied under them.
    724 Fire damage
    6s stun
    Cooldown: 2m


    Mortal Terror
    Range: 20m
    Resistance: Fear (85)
    Induction: 2s

    Friend or foe, all have reason to fear you.
    742-812 Shadow Damage initially.
    742-812 Shadow Damage every 4 seconds for 32 seconds.

    Cooldown: 2m


    Rank 10:

    Fire of Udûn
    30m Range
    Channeled skill

    Induction: 1s
    Resistance: Wound (85)
    Burn the fools who dare stand against you!
    522-590 Fire Damage initially
    522-590 Fire Damage every 1 second

    Channel duration: 6s
    Cooldown: 30s



    Traits

    Racial Traits

    Rank 5:

    Sent by the Tower
    Your favour of the Eye gives you confidence in battle.
    +10% Morale.


    Rank 6:

    Cunning of Man
    Men serving the Dark Lord are not as strong as their Orcish brethren, but they are far more resourceful.
    +340 Physical Mastery
    +340 Tactical Mastery


    Rank 7:

    Racial Skill - Thrall of the Eye
    Your standing in the army of Mordor makes your presence a welcome one.
    Grants skill: Thrall of the Eye
    Increases damage of nearby allies.
    Max. Targets: 6
    Radius: 15m
    +5% Melee Damage
    +5% Ranged Damage
    +5% Tactical Damage

    Duration: 30m
    Requires: Racial Skill - Thrall of the Eye Trait Equipped
    Cooldown: 1m



    Rank 8:

    Knowledge through Death
    Your prowess in battle and dealings with the Dead have provided you with an eerily extensive knowledge of where to hit your enemies -- and where not to get hit yourself.
    +1717 Critical Rating
    +1730 Evade Rating


    Rank 9:

    Swirling Shadows
    Shrouded in shadows, you make for a difficult target.
    +1730 Resistance Rating
    +2125 Armour Value



    Rank 10:

    Subtelty
    Within the slavering ranks of Orcs and foul beasts, you can make yourself seem of little importance.
    -10% Threat from skills
    +1717 Finesse Rating



    Rank 13:

    There is Power in the Dark
    Decreases all skill power costs by 15%
    -15% Power Cost
    +343 In-combat Power Regeneration



    Class Traits

    Initial Traits:

    Avoidance Boost
    +687 Parry Rating
    +687 Evade Rating
    +687 Block Rating


    Armour Boost
    +1417 Armour Value

    Shadow Master
    Increases the effects of Susceptibility by 10%


    Rank 1:

    Resistance Boost
    +1030 Resistance Rating


    Rank 2:

    Fearmonger
    Increases the damage of Terrifying Wound, Night Terror and Mortal Terror by 10%


    Rank 3:

    Morgul Weaponry
    Your Melee skills have a chance to drain your target's power.
    50% chance to apply
    5% Maximum Power drained every 2 seconds for 10 seconds.


    Rank 4:

    Enhanced Skill - To the Abyss
    To The Abyss receives 10% chance to increase your tactical critical magnitude.
    10% chance to apply
    +15% Tactical Critical Multiplier


    Rank 5:

    Enhanced Skill - Fear's Mark
    You make your enemies suffer at your hand, testing their strength. If they cannot shake off this dreaded mark, they will soon lose heart while you bolster your own morale.
    Range: 30m
    Resistance: Fear (85)

    +25% Skill Power Cost
    Duration: 15s
    Applied on expiration if in combat: Fear's Mark becomes Fear's Grasp**
    Cooldown: 30s
    **Fear's Grasp
    You have suffered the consequences of 'Fear's Mark'.
    You will lose health as your enemy gains health.
    196 Morale drained every 2 seconds for 20 seconds.
    Enemy gains 196 Morale every 2 seconds for 20 seconds.



    Rank 7:

    Enhanced Skill - Necromancer's Contract
    You have become more adept at summoning spirits. Your spirits have increased Morale and damage, and will remain with you for longer.
    Fell Spirit is Signature
    Fell Spirit adds +1 Dread to nearby enemies
    +30s Fell Spirit duration


    Rank 11:

    Enhanced Skill - Gift of Umbar
    Removes Gift of Umbar induction time and increases Max. Targets by 2.


    Rank 12:

    Enhanced Skill - Mortal Terror
    Each time Mortal Terror damages your enemy, you regain some of your Power.
    +74 Power per damage tick from Mortal Terror


    Rank 14:

    Morgul Dark-fire
    Scorched Earth, Gift of Umbar, Fire of Udûn and Fueled by Fear will put the Dark Fire buff on you, which increases the critical hit chance for your next Shadow damage skill by 15%.
    (does not stack)


    Rank 15:

    Enhanced Skill - Fueled by Fear
    Fueled by Fear will deal additional damage for every active Fear on the target.
    Does 25% additional damage per Fear



    Animation examples
    Right click and View Image to enlarge.









    I hope you like the idea, and although it is unlikely it will get implemented, one can dream and hope. Enough positive feedback might make Turbine think about it, as F2Ps may want to dig in their pockets to play this. Not only that, but the removable fears would mean extra income from non-Captain players buying store Cure-potions. (Gee. Ain't I a stinker?)
    Last edited by BirdofHermes; Jul 10 2015 at 05:59 AM.

  2. #2
    Join Date
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    Really, really good idea, thats why it wont be added, cause it wasnt Turbine who came up with it >.> can dream though. this idea was so niiiiiiiiiiiiiice, me want!!!
    just a question, how much time did you put into this suggestion? cause its possible the best ive seen for a new class.
    Last edited by Witch0King; Jul 12 2012 at 09:32 PM.

  3. #3
    Join Date
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    You are awesome. I love this. Hope Turbine actually thinks for once and does it.
    R6 Blackarrow, Sentry Savemepls Crykid

  4. #4
    Love the details, although I have been talking about exactly the same class in landroval's moors ooc many times but you have really worked out the details well.

    I am a life timer but even I would pay for this class.

    and why not make it a bit OP like RKs or Minis? for god sake Turbine, implement it!!

  5. #5
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    Quote Originally Posted by Witch0King View Post
    just a question, how much time did you put into this suggestion? cause its possible the best ive seen for a new class.
    I have no idea. A few hours anyway, for finding all the pictures and then making my own to fill the gaps.
    (I had to let my Dwarf get burned many times for some of the snapshots :P )


    Quote Originally Posted by Lady_Ash View Post
    and why not make it a bit OP like RKs or Minis? for god sake Turbine, implement it!!
    Yeah...I suppose the damage is a little low, I have to keep reminding myself that Mitigations and Audacity combined soak up anywhere between 50% (lights) and 80% (tanks) of all damage. I might up them a little.

  6. #6
    Join Date
    Jun 2008
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    11
    This idea is awesome and I do believe creep side could use some extra variety. Your suggestion seems long and well thought out. I wouldn't be surprised if turbine gave you +rep I know I did

  7. #7
    /signed

    wow..

  8. #8
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    Very nice ideas, altho it will never happen. Turbine stated that theres no room for other classes on the game, several times... They could do the pvp on this game ubah! They just dont care anymore, and we need to realise and deal with it

    All they will do is fixing bugs and exploits after they already exist for 6 months or so... maybe never.

    Edit: Also making a new class atm with the current pvp status, for a big amount of time all we'd see from creepside would be sorcerer's
    Last edited by Yelloweyedemon; Jul 13 2012 at 10:19 AM.

  9. #9
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    Love it. edit: here's hoping someone is listening.
    Last edited by MummyLord; Jul 13 2012 at 01:49 PM.

  10. #10
    Awesome! I would pay for this class! If Turbine ignores this then they don't know what their doing. Awesome class idea!

  11. #11
    Quote Originally Posted by BirdofHermes View Post

    What is this?

    For the past few days there have been various ideas for new Monster Play classes in the thread http://forums.lotro.com/showthread.p...ew-Creep-Class . I too am one of the contributors there, more specifically for a Sorcerer or Sorceress class à la Angmarim. I've gathered my thoughts and ideas more carefully, and decided to give it a go in a seperate thread of my own. It is highly unlikely that this idea will ever be implemented into the game, but I think it's worth a try anyway. If you have any ideas you'd wish to share that might seem fitting for this class, feel free to share them.

    It gives me great joy to present my first attempt at the Morgul Sorcerer.
    /bow




    Why a new Monster Play class?
    Three reasons, really.
    Firstly, because I find that currently the Monster Play side is lacking in variety. The roles that are missing are tanks, which aren't needed in PvMP anyway, true buff classes such as Captain, and Tactical DPS classes.
    The second reason is because the LOTRO population has a very high percentage of female players, especially compared to other MMORPGs. And yet there isn't really a Monster Play class to which women can relate as an avatar. It is true that the Spider Weaver is a "female" character-class, but science tells us 102% of all women are terrified of spiders. With a 2% margin of error. Okay, so that was tongue in cheek, but I have been told by some of my female kinnies and friends that they don't like Monster Play because of the big, ugly Orcs and Uruks that they have to be. Sexist? Most certainly. Untrue? No.
    The Sorcerer class would do away with that problem, seeing as one can choose between various skins to play as a Sorcerer or a Sorceress.
    Thirdly, the ammount of badassery emanating from Sorcerers cannot be denied. They just look cool.

    I am aware that currently the PvMP playing field is in favour of the Free Peoples and that some, maybe most, Monsters Players would rather see the current classes being tweaked for better balance. But perhaps adding a new class on one side also weighs in the scale of this imbalance.
    Furthermore nearly all of the skins, animations and skills already exist in the game, and there is even a playable Angmarim Priest during session play. So creating the class would not mean making it from scratch and wouldn't require vast amounts of developer's resources; it would be a great deal of copy/paste coding.



    What does the Morgul Sorcerer do?
    The role of this class is --like most classes-- a double-role and not restricted to only 1 single field. It is a light-armoured tactical DPS class, but also has a variety of debuffs to weaken his targets, thus enabling his/her allies to do more damage. To ensure that the Sorcerer does not become overly powerful, its DPS skills work mostly via removable DoTs, and the DPS has been kept on average lower than that of a Blackarrow or Weaver. As compensation for that lessened DPS, it will rely on its debuffs and a small amount of self-healing and CC to survive and continue to do damage. To further avoid the class becoming a Tactical-clone of the Blackarrow, some of the skills do not have inductions but instead have their range reduced as a penalty, somewhat akin to a Rune-keeper's Lightning skills.
    The Sorcerer's weapon is naturally a staff, but I'm considering adding a crossbow to their arsenal for a ranged auto-attack (and auto-attack only). Throwing magic shadow-balls for an auto-attack looks a bit cheap , imho.
    One feature to the class is the ability to become more powerful as enemies around it die, much in the likeness of the Orc Reaver class. When surrounded by death, a Sorcerer can call upon a number of on-defeat skills to temporarily increase his/her own strength, or embolden allies, or even dabble in necromancy. Starting off their battles with moderate damage but becoming more powerful as the fight continues will make them a fine addition to any raid, and they can stand strong on their own by focussing debuffs on their victim.
    I support this intensely as a creep.

  12. #12
    Love this idea, along with goblins, wights, and Merrevail as Monster Play classes.

    /signed

  13. #13
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    Thank you for the kind words and support, but I've sort of given up on this idea. It's possible we might get something similar one day but I don't think it'll be here for Osgiliath.

  14. #14
    Join Date
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    Never say never. Two of the 2014 council members did the entire work (like you did) for the PvMP new Moors map coming out eventually. Turbine had nothing to do other than
    the software stuff.

    I like it - hope they use it!
    [charsig=http://lotrosigs.level3.turbine.com/0a20b0000000c031c/01006/signature.png]Ridka[/charsig]

  15. #15
    Quote Originally Posted by Cassie4486 View Post
    Never say never. Two of the 2014 council members did the entire work (like you did) for the PvMP new Moors map coming out eventually. Turbine had nothing to do other than
    the software stuff.

    I like it - hope they use it!
    You mean... That map that has merely been hinted at, at most? Don't you think that if we would be getting a new PvP map, a dev or Frelorn would've announced it by now? I don't want to sound pessimistic, but those are the facts. It is highly likely we'll never see any major updates to PvP again (even though I pray I'm wrong in this).

    After seeing Osgiliath, I have come to realise I don't really want it as a PvP map, though. It's far too chaotic. I would much rather keep the Ettenmoors.

  16. #16
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    Quote Originally Posted by Giliodor View Post
    You mean... That map that has merely been hinted at, at most? Don't you think that if we would be getting a new PvP map, a dev or Frelorn would've announced it by now? I don't want to sound pessimistic, but those are the facts. It is highly likely we'll never see any major updates to PvP again (even though I pray I'm wrong in this).

    After seeing Osgiliath, I have come to realise I don't really want it as a PvP map, though. It's far too chaotic. I would much rather keep the Ettenmoors.
    A tiny map, similar to Trestlebridge would suit your zerg style of play.

    You could forever zerg on the bridge with instant respawns at either end

 

 

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