We have detected that cookies are not enabled on your browser. Please enable cookies to ensure the proper experience.
Results 1 to 25 of 44

Hybrid View

  1. #1
    Sapience is offline Former Community Manager & Harbinger of Soon
    Join Date
    Aug 2008
    Posts
    9,519

    Developer Diary : Warden Class Changes in Helm’s Deep

    “Hail and well met my friends!” as the Rohirrim are wont to say. It’s time for the Warden dev diary! For the upcoming expansion, the Warden is getting some snazzy new abilities, but we’ve also made a concerted effort to trim down the number of Gambits and skills you’ll have to memorise and store on your hotbars. We want to present a more streamlined, engaging experience that still rewards mastering the Gambit system.

    http://www.lotro.com/en/game/article...E2%80%99s-deep

  2. #2
    so basically we lose the ability to dynamically change between roles in combat by changing gear and stances, but keep the essence of warden and no longer have the annoying min range issue in assailment. I can live with that. Looks good.
    Welleg - brandywine, Kelleg/Gelleg - Landroval
    WARNING: leveling a warden may cause you to neglect your other characters.

  3. #3
    Quote Originally Posted by gelleg View Post
    so basically we lose the ability to dynamically change between roles in combat by changing gear and stances, but keep the essence of warden and no longer have the annoying min range issue in assailment. I can live with that. Looks good.
    The only thing I feel is missing is some kind of number regarding the reduction in Gambits. Yes, there are a lot and yes, some can definitely go away. Are we looking at 25%? 40%?

    Nothing here screams diminished fun, which is good. The Recklessness/Determination stance roll-up into In the Fray is theoretically a welcome thing. I'm very curious to see how things pan out in actual play.

  4. #4
    What I want to know is if this means we are losing gambit riders or if they will be something we need to trait for. Conviction is a skill I use in all three stances and will change stance to use based on the current situation, but with only one melee stance will it lose the threat leech, the physical mastery buff or both or will we be able to trait for both effects? Will it still maintain its current rider in assailment or is that something we'll need to trait for or will that rider be going away? Only one example, but the list here is very long and while I'm not complaining (much), I don't want to have to completely relearn the most complex class in the game again or have it become a true easy mode class. Learning what each gambit does three times (four if you count no stance) was a bit of a pain to do, but worth the effort and it would have been nice to know more details about whats happening to 1/3 or more of the riders on our gambits.

    I love that the minimum range is going away in assailment, but think the melee attack debuff should apply to all ranged classes. Bwahahaha :P

    Also, applause for saying all this is subject to change based upon further review. I like it when someone that is affecting changes thoroughly tests them before full implementation, this seems to be an all too rare occurrence.

  5. #5
    Very skeptical. Removing gambits? absurd! two stances instead of 3? I loved stance dancing depending on what needed to be done..
    Kudos for removing minimum range on assailment however!

    P.S. Wardens are NOT JUST AOE TANKS!! We are also rather spectacular tanks on boss fights!! (at least we were.)

    Im skeptical and missing Graal and Orion. seems like someone ripped the heart out of the warden and they are all cooky cutter now.

    Still no ferrets???
    [charsig=http://lotrosigs.level3.turbine.com/032020000003bfae5/01008/signature.png]undefined[/charsig]

  6. #6
    Anyone know which developer wrote the diary?
    Adaaon (Minstrel), Gwydionn (Hunter), Tarrann (Burglar)
    [url]http://thenoldor.guildlaunch.com[/url]

  7. #7
    Quote Originally Posted by gelleg View Post
    so basically we lose the ability to dynamically change between roles in combat by changing gear and stances, but keep the essence of warden and no longer have the annoying min range issue in assailment. I can live with that. Looks good.
    This essentially encompasses my opinion on the dev diary. I was VERY worried that we would lose gambits completley, and very worried that we would no longer be able to switch between Recklessness and Determination (as you can't heal in recklessness :P)

    It seems like with "In the Frey" i can still heal, and still deal damage. Sure, each will be worse as i may not be traited for it, but it should be enough to get by on in battle.

    Certainly, the changes could have been TERRIBLE, but they weren't , they look livable.
    Zacharr -- 100 -- Hunter -- Firefoot. I guess that's the new character signature :P

  8. #8
    Join Date
    Jul 2011
    Posts
    327
    At least you don't have ridiculous Pokemon sounding move pools like "Sic'em" or "Bombastic Inspiration".

    or we'll let's hope.

    No minimum range assailmaint let the creeps rage !

  9. #9
    Join Date
    Dec 2007
    Posts
    8,695
    Quote Originally Posted by Cunaith View Post
    In a solo situation it will be a problem as creeps will know that all they have to do it close to melee range and our DPS is greatly diminished, allowing them to fight without the worry of getting hit back.
    Nothing said that changing stances in combat is disallowed, but nothing said it is allowed either. So technically once could switch stances in the middle of a fight if someone gets in range (if it is like Guardian that means an uninterruptible induction instead of being immediate). The description implied that you had the debuff on you due to a melee enemy while continuing to fight a ranged enemy with assailment, and though it didn't say it I was imagining swapping stance once the ranged enemy was defeated (maybe not as high damage as Recklessness but at least you wont' have the debuff on you).

  10. #10
    Join Date
    Dec 2007
    Posts
    8,695
    Quote Originally Posted by gelleg View Post
    so basically we lose the ability to dynamically change between roles in combat by changing gear and stances,
    I never did my Warden after Isengard, so I never did any stance changing just to get in some different gambits or effects. I used to solo and tank in the same build and stance always. In groups where I didn't need extra mitigations I would use lots of damage gambits without losing aggro and contribute a lot to overall group damage (compared to my guardian who was high threat and low damage). So the play style I liked previously was threat, plus mitigations, plus stacking the heavy bleeds, and that would have required stance changing. All my traits were essentially to increase mitigation or number of heal ticks, none for extra threat that I remember (Granted this was all before they removed the stat cap which gave DPS classes a huge boost).

    Overall, I really liked the original Warden. Never saw a reason why they would change what gambits did based on your stance, which made it even more complex to remember the gambits, much simpler just to remember the description on the stance itself.

    So with the heavy bleeds now in Recklessness, this feels like it makes the warden in groups more like my guardian: high threat but low damage, not as readily able to switch roles without retraiting and maybe regearing. At least new trait trees allow quick changing between two trait builds, but I'm not hard core enough to carry multiple sets of gear.

  11. #11
    Join Date
    Jun 2011
    Location
    Belgium
    Posts
    6

    Thumbs down

    Quote Originally Posted by Sapience View Post
    “Hail and well met my friends!” as the Rohirrim are wont to say. It’s time for the Warden dev diary! For the upcoming expansion, the Warden is getting some snazzy new abilities, but we’ve also made a concerted effort to trim down the number of Gambits and skills you’ll have to memorise and store on your hotbars. We want to present a more streamlined, engaging experience that still rewards mastering the Gambit system.

    http://www.lotro.com/en/game/article...E2%80%99s-deep

    Please tell me this is a joke!!!!! please!!!!!

  12. #12
    As someone who primarily PvPs, here are a few impressions: 1. Assailment will only work in the Moors if you are in a group and are very careful to stay in the middle or back of the group where a charging/over-extending creep will get blown up. In a solo situation it will be a problem as creeps will know that all they have to do it close to melee range and our DPS is greatly diminished, allowing them to fight without the worry of getting hit back. 2. Determination will work as it always has- food for PvEing (flipping keeps amd such- hooray), but for real PvP, not so much. Survivability is fine, but if you can't dissh out damage you won't comtribute much to killing the enemy when grouped and will just be worn down until the inevitable call-out arrives when solo. 3. Recklessness may be ok, provided DPS is not nerfed. We will have a harder time versus CD popping reavers, weavers, etc, (aka most of them) since it sounds like DC is getting nerfed and our heals in recklessness are either gone or limited (I think this is the case), leaving us kind of like hunters (medium armor), but without the reliable stuns to buy time and less DPS to blow stuff up nefore it gets us first. We'll see...

  13. #13
    Quote Originally Posted by Cunaith View Post
    As someone who primarily PvPs, here are a few impressions: 1. Assailment will only work in the Moors if you are in a group and are very careful to stay in the middle or back of the group where a charging/over-extending creep will get blown up. In a solo situation it will be a problem as creeps will know that all they have to do it close to melee range and our DPS is greatly diminished, allowing them to fight without the worry of getting hit back. 2. Determination will work as it always has- food for PvEing (flipping keeps amd such- hooray), but for real PvP, not so much. Survivability is fine, but if you can't dissh out damage you won't comtribute much to killing the enemy when grouped and will just be worn down until the inevitable call-out arrives when solo. 3. Recklessness may be ok, provided DPS is not nerfed. We will have a harder time versus CD popping reavers, weavers, etc, (aka most of them) since it sounds like DC is getting nerfed and our heals in recklessness are either gone or limited (I think this is the case), leaving us kind of like hunters (medium armor), but without the reliable stuns to buy time and less DPS to blow stuff up nefore it gets us first. We'll see...
    If you trait for Melee DPS, but start in Assailment stance, then when a creep runs up to you, you simply switch stances and do even more damage then you were before. While the creep is running back from the graveyard, you click a few buttons to switch your traits to Assailment. This time the creep tries to kill you at range, only to discover that now your Assailment stance does more damage then Melee. This time the creep gathers some friends before running back from the graveyard. However, you've already spent some TP to maintain a third trait line, and you switch to your tanking traits. The mob of creeps charges in thinking they've got a squishy DPS warden only to discover he's fully tank traited and can deal with them all.

    Given the diary never mentioned the word heal, what makes you think heals in DPS are gone or limited? And since no numbers have been given for DPS of ANY of the DPS classes, how is it you know the Warden will be doing less DPS then anybody else that traits for DPS? There is nothing in the dev diary to indicate we are getting nerfed, that our healing or DPS is being lowered, or that we will no longer be effective in the Moors. Until the NDA is lifted, or you get a Beta invite, there is simply no way that you can accurately make your doom and gloom predictions based on a diary that didn't mention any of the points you claim to be true.

    Now if you want to complain about the lack of a ferret, I'll back you 100%...

  14. #14
    Meh, so with HD I'll just do the same as before. "Spec" Determination and Recklessness, wear some tank gear and happily whittle away on pulls of 5-10 mobs.
    Now pl[b]a[/b]ying : Br[b]a[/b]hmiel, Level 100 Elf LM and so h[b]a[/b]ppy my pet lets me t[b]a[/b]g [b]a[/b]long !
    Olmfred, Level 86 M[b]a[/b]n W[b]a[/b]rden - boring | V[b]a[/b]bo, Level 85 Hobbit Minstrel - meh
    Svell[b]a[/b], Level 61 Elf Hunter - retired | Crome[b]a[/b], Level 58 M[b]a[/b]n C[b]a[/b]pt[b]a[/b]in - retired
    Free-del[b]a[/b]s !

  15. #15
    Join Date
    Jun 2011
    Posts
    124
    The melee-range stacking debuff is a terrible idea, there is already the to-hit movement penalty, so if you are kiting and keeping a small gap to the target you will be getting two penalties (damage reduction and to-hit), do the devs even playtest their ideas before putting them out there.

    Retaining stance dancing between melee and ranged is an uninspired solution, wardens don't need the stances, what with talents trees to separate ranged and melee potency, and it should be one of their unique calling cards to be able to swap fluidly between ranged and melee, they have a spear and javelin equipped at all times after all. Swapping stance to go from melee to ranged is a terrible mechanic and it should have been removed.

  16. #16
    Quote Originally Posted by Cunaith View Post
    As someone who primarily PvPs, here are a few impressions: 1. Assailment will only work in the Moors if you are in a group and are very careful to stay in the middle or back of the group where a charging/over-extending creep will get blown up. In a solo situation it will be a problem as creeps will know that all they have to do it close to melee range and our DPS is greatly diminished, allowing them to fight without the worry of getting hit back. 2. Determination will work as it always has- food for PvEing (flipping keeps amd such- hooray), but for real PvP, not so much. Survivability is fine, but if you can't dissh out damage you won't comtribute much to killing the enemy when grouped and will just be worn down until the inevitable call-out arrives when solo. 3. Recklessness may be ok, provided DPS is not nerfed. We will have a harder time versus CD popping reavers, weavers, etc, (aka most of them) since it sounds like DC is getting nerfed and our heals in recklessness are either gone or limited (I think this is the case), leaving us kind of like hunters (medium armor), but without the reliable stuns to buy time and less DPS to blow stuff up nefore it gets us first. We'll see...
    well... I guess wardens will stop being on "god mode" in the moors...

    let's be honest, someday would have to happen, don't u think??

    my main freep is a warden (well, 3 of them to be honest) and it is absurd the potency of wardens in PvMP... if well played they are impossible to kill on 1x1, 1x2 or even 1x3... this class can defeat every creep class with no problem at all...

    I'm playing creep side exclusively since RoR and fighting wardens is a p.i.t.a., is a lose/lose situations almost every time, even with lower ranked ones...

    for the pve part... I think the class is great, and will continue great... the best class of the game, and one of the most enjoyable to play with...
    [IMG]http://i62.tinypic.com/24fcljm.jpg[/IMG]

  17. #17
    Quote Originally Posted by Mycconos View Post
    well... I guess wardens will stop being on "god mode" in the moors...

    let's be honest, someday would have to happen, don't u think??

    my main freep is a warden (well, 3 of them to be honest) and it is absurd the potency of wardens in PvMP... if well played they are impossible to kill on 1x1, 1x2 or even 1x3... this class can defeat every creep class with no problem at all...

    I'm playing creep side exclusively since RoR and fighting wardens is a p.i.t.a., is a lose/lose situations almost every time, even with lower ranked ones...

    for the pve part... I think the class is great, and will continue great... the best class of the game, and one of the most enjoyable to play with...
    but i've taken on a tank specced r9-10 warden with my r5 warg, so when played wrong, they are worse than a bad hunter. it's the same with any class, i've seen a RK take on 3 mid-high rank creeps and take em out. same with hunters, LMs, Guards, Burgs Etc. so should we take the wind out of their sails too? what people don't understand, is that yes, wardens are a littl more powerful when played right, but they are the absolute weakest and most worthless class in the wrong hands.
    [charsig=http://lotrosigs.level3.turbine.com/01203000000263626/01005/signature.png]undefined[/charsig]

  18. #18

    Thumbs down

    my main freep is a warden (well, 3 of them to be honest) and it is absurd the potency of wardens in PvMP... if well played they are impossible to kill on 1x1, 1x2 or even 1x3... this class can defeat every creep class with no problem at all...

    I'm playing creep side exclusively since RoR and fighting wardens is a p.i.t.a., is a lose/lose situations almost every time, even with lower ranked ones...



    lol sure all those unbeatable wardens out there chasing creepgroups down... never saw a vid a warden take out a highranked healing warleader or a small group with a wl/defiler
    maybe you can trait and equip to survive a high ranked warg pack but without getting kills

    op warden vids mostly chasing fleeing lowbies ... i have to admit wardens are by far the most dangerous freep if you want to flee but thats all
    if you want to deny this post pls show me a vid of you chasing a small fellow of non greenies i`m willing to learn from a godmode warden

 

 

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload