We have detected that cookies are not enabled on your browser. Please enable cookies to ensure the proper experience.
Page 7 of 8 FirstFirst ... 3 4 5 6 7 8 LastLast
Results 151 to 175 of 200

Thread: @Jinjaah

  1. #151
    Join Date
    Jun 2011
    Location
    Sweden
    Posts
    1,456
    Quote Originally Posted by Jinjaah View Post
    We tried to make the rotation more interesting by making the durations lower and forcing the RK to stay on their toes, but I think we swung too far in that direction where it feels rather frustrating to manage.
    I think this this is at the core of the issue. Healing is only partially about "rotation" and so much more about being aware of the fellowship and the encounter and reacting to the flow of action. Yes, to some degree you have a "rotation" on the tank who should be soaking up most of the damage but almost all group encounters include some degree of AoE damage alternatively players messing up. The "rotation" is what you fall back to when things are unexciting
    [I]A small cog in a big machine.
    [/I]
    Life has no "Undo" button, only "I'm sorry". Thinking before doing is a good thing.

  2. #152
    Join Date
    Jun 2011
    Location
    UK
    Posts
    91
    I think your key focus areas sound just right. I have fallen back in love with Fire-DPS on my Rune-keeper because there is such a great balance between traits/legacies/skills so that I can either pump out sustained AoE or sustained single-target DPS, and where necessary blend AoE and single-target seamlessly. What I'd love to see is the same happen for healing. Previously some skills like mending verse and EotA were our 'response' heals, while p2h and WoH were maintenance heals, where as now everything has such short HoTs that it is feels like a healing spam fest of relatively unexciting skills, with use of bubbles in emergencies. I also find that I rarely if ever use MV now. If we look at fire-DPS as a good model, then ideally I'd like to see traits/legacies blend to allow for a split of AoE/single-target heals with more synergy between skills. For example, Essay of Fire is 10 s CD with 10 s effect, but insta-cast allowing a "free" use of long induction skill like Essence of Flame or the AOE Scathering Mockery; if healing followed this skill structure, then I'd love to see Prelude to Hope become like EssayoF, EotA match with EssenceoF (with trait allowing for 3 targets), and an AoE heal other than a group bubble or rousing words (perhaps Bombastic Inspiration). Meanwhile mending Verse could do with a boost to healing.

    Two other things I'd love to be considered are:

    1- Legacies. It feels like they could do with an overhaul. For example the balance between major and minor satchel legacies between healing and dps related legacies is imbalanced. The need for Frost-DPS/duration feels unnecessary with current skill set. Would much rather see +bubble duration/potency, +skill range, +AOE targets for example.
    2- Defensive auras. I really miss Armor of Frost/Flame, and while Armor of Storm is great, I wish we could get the affinity variants back on these. As balancing issues are rolled out RKs have also been singled out as an increasingly squishy class. While I think this in balance in group content, when soloing I propose that RKs have melee-range always active auras: in fire traits, a fire aura (3 m range) which punishes melee attackers with damage and reduced tactical mitigation; in lightning traits a lightning aura (3 m range) which punishes melee attackers with reduced increases attack duration and has a 5% chance to stun for 2s; in healing traits a healing aura (10 m range) which increases incoming heals of allies.
    Aisya [Gilrain]

  3. #153
    Quote Originally Posted by Raven-EU View Post
    I think this this is at the core of the issue. Healing is only partially about "rotation" and so much more about being aware of the fellowship and the encounter and reacting to the flow of action. Yes, to some degree you have a "rotation" on the tank who should be soaking up most of the damage but almost all group encounters include some degree of AoE damage alternatively players messing up. The "rotation" is what you fall back to when things are unexciting
    I completely agree on that, we could have a rotation, like WoH and prelude and maybe bombastic for tanks or so just to keep HoT effects, but main healing should not be spamming rousing words everytime you can with insane group healing, and yet have issue in single target damage. Healing should have a big part of HoT in rks at least that we should keep up but I liked it more before, when you could keep up HoT in group but only if you didn't have to heal a lot in tank, now I just feel Mending verse got a bad new design, it was our no cd spam 3 healing when someone receives a huge hit and an EftA 1 hit single healing for tanks mainly, while keeping mending verse. We got now a rotation that is just boring because it lost the essence of healing, now we just do the same as dpsing but clicking healing skills. Healing was much more interesting with mending verse spam and not that much AOE healing (and group had to be more careful because healers would not be up for healing a kamikaze champion or hunter).

  4. #154
    Jinjaah, can you do something about the insanely OP Smouldering Wrath bonus (+100% damage), pls reduce it to atleast 50%, the skill does insane ammounts of damage (crits for 15000).

  5. #155
    Join Date
    Jun 2011
    Location
    UK
    Posts
    216
    Quote Originally Posted by Pacata View Post
    Jinjaah, can you do something about the insanely OP Smouldering Wrath bonus (+100% damage), pls reduce it to atleast 50%, the skill does insane ammounts of damage (crits for 15000).
    The damage is already fine , the class is already more squishy as it is at the moment.

    - [Aryola rank 13 Rune Keeper ] [Luitenant Rank 11 War Leader]
    Laurelin

  6. #156
    Join Date
    Feb 2007
    Location
    Florida
    Posts
    4,242
    Anyone else find static surge very limited? It does great damage when I can manage to get someone within that small 5m range in that small cone but timing that is terrible it seems. Half the time I find it misses unless I use it against people that have no pots (in PvP) after using VI. Honestly, as a capstone skill to be within 5ms as squishy as RKs can be, it seems pointless. Maybe that it just me though. When it hits, its GREAT. However, I'm finding success rate on it hitting unless its something stunnable or predictable not great. If I run up to the target and someone doesn't yank the mobs aggro away, it is great. But most of the time, in PvE, I am using fire. And in PvP, this skill is near useless. Please either increase the range, make a max number of targets on it if you do or increase the cone space so its not so easy to run through. Ideally, as a light armour increasing the range and limiting the max targets would be best. But I understand the power behind the skill and think that an increased range would work as well.
    Amestoplease, Rk
    Ambusher, Warg

  7. #157
    While making all these great suggestions, let me ask you..... Can you think of a single suggestion for an improvement that's been implemented in the last 5 months? Even one?

    Casinoari - Rank 15 RK
    Malakorou - Rank 10 Defiler
    Casinari - Original Challenger of Saruman Minstrel

  8. #158
    Join Date
    Feb 2007
    Location
    Elgin, IL
    Posts
    272
    Quote Originally Posted by Ames View Post
    Anyone else find static surge very limited? It does great damage when I can manage to get someone within that small 5m range in that small cone but timing that is terrible it seems. Half the time I find it misses unless I use it against people that have no pots (in PvP) after using VI. Honestly, as a capstone skill to be within 5ms as squishy as RKs can be, it seems pointless. Maybe that it just me though. When it hits, its GREAT. However, I'm finding success rate on it hitting unless its something stunnable or predictable not great. If I run up to the target and someone doesn't yank the mobs aggro away, it is great. But most of the time, in PvE, I am using fire. And in PvP, this skill is near useless. Please either increase the range, make a max number of targets on it if you do or increase the cone space so its not so easy to run through. Ideally, as a light armour increasing the range and limiting the max targets would be best. But I understand the power behind the skill and think that an increased range would work as well.
    I don't mind the range so much, but the cone is REALLY tight! Champions have a similar skill that cashes out fervour and hits all targets in a frontal arc, but it has a MUCH wider arc. Please make the arc for Static Surge like the one the Champs have.
    Thiranigor (CPT) - Alyshia (CHN) - Thangoril (RK) - Menthol (GRD) - Eccentrica (MIN) - Ederoth (HNT)
    Gladden - Shadows of Elendilmir

  9. #159
    Quote Originally Posted by MeSoHappy View Post
    I don't mind the range so much, but the cone is REALLY tight! Champions have a similar skill that cashes out fervour and hits all targets in a frontal arc, but it has a MUCH wider arc. Please make the arc for Static Surge like the one the Champs have.
    An arc like fury of blades (melee skill) might be an improvement to static surge but I think the concept is wrong. I dont like to charge my target randomly on a proc skill. My rk prefers to stay out of harms way rather than charge into it. I would like static surge to be a no induction 20m targeted aoe skill like chill of winter.

    If the skill has to stay as is, I think it needs greater range and arc. I really want greater range even if it means less damage output. If a wider arc is all that is improved then at least give the skill a speed boost on use so that I can flee back to a safe distance.
    Aut inveniam viam aut faciam

  10. #160
    Join Date
    Apr 2014
    Location
    United Kingdom
    Posts
    14
    Quote Originally Posted by DMagius View Post
    An arc like fury of blades (melee skill) might be an improvement to static surge but I think the concept is wrong. I dont like to charge my target randomly on a proc skill. My rk prefers to stay out of harms way rather than charge into it. I would like static surge to be a no induction 20m targeted aoe skill like chill of winter.

    If the skill has to stay as is, I think it needs greater range and arc. I really want greater range even if it means less damage output. If a wider arc is all that is improved then at least give the skill a speed boost on use so that I can flee back to a safe distance.
    I have to completely agree with you, at present the 5m range is simply too short. It either ends up failing as the opposition is moving around and the other down side is that you'd have to run right next to them... and with the current state of our "squishy" characters, it's not wise. 20m would be a good range and shouldn't affect the balance of things, even though we've been nerfed again and again lol.

  11. #161
    Join Date
    Jun 2011
    Location
    UK
    Posts
    216
    Jinjaah if you have time, can you scale prelude of hope to a decent amount, especially for moors might be useful for prelude to have HoTs ticking at a reasonable amount for rks. On live its set between 51- 70 heals per 8 seconds which is too weak for moors also with legacy which has slightly few increase.

    Thanks

    - [Aryola rank 13 Rune Keeper ] [Luitenant Rank 11 War Leader]
    Laurelin

  12. #162
    Join Date
    Apr 2014
    Posts
    122
    Quote Originally Posted by Eryolan View Post
    Jinjaah if you have time, can you scale prelude of hope to a decent amount, especially for moors might be useful for prelude to have HoTs ticking at a reasonable amount for rks. On live its set between 51- 70 heals per 8 seconds which is too weak for moors also with legacy which has slightly few increase.

    Thanks
    Id just like a HoT as good as an LM or an Mini or even a cappy. We have lowest morale pool, lowest survivability and a HoT that tics for 70?? This game is becoming laughable.

  13. #163
    In favor of survivability, I would like to see Scribe a New Ending and Steady Hands being usable on the move. I know both of these skills used to have an induction a very long time ago, but I don't understand why I have to stand still to use a fast skill. Since kiting is our main mode of survival in Ettenmoors, having to stand still to remove PDFW or try and bubble yourself actually only hurts us more.

    I would also like to see Scribe a New Ending not requiring a weapon. RKs lose access to all of their skills when disarmed, so when I get disarmed I have to hope there aren't any other wounds so I can use a wound pot reliably, or hope that it randomly removes the disarm instead of another wound, or use a Lainedhal's Insignia. And those things are on a pretty long cooldown unless you are a high rank in Ettens. I would like to be competitive every time I get into a fight, not once every 16-something minutes.
    I don't think Scribe a New Ending removing disarms would make us instantly OP, since (depending on the amount of effects on the RK) it might still take 6 seconds to remove the disarm, or might not remove it at all. But at least it'll be better than being almost powerless against disarms. Standing around getting murdered while not being able to do anything about it isn't exactly fun.

    I've also noticed some strange behaviour when using skills that consume attunement.
    If you get stunned/dazed/knocked down while trying to use an attunement consuming skill, the skill won't go off (which is good) but the attunement will still be consumed.
    So, say I'm at low health in Lightning spec, pop Steady Hands and while in the initial animation of Word of Exaltation, I get stunned. WoE won't go on cooldown, but my healing attunement is gone. With no way of quickly building up a decent amount of attunement again, I'm gonna die really fast.
    It seems to me that skills that consume attunement will first consume, then trigger. Meaning that if the skill gets cancelled by way of crowd control, the skill won't go on cooldown, but the attunement won't be refunded.
    It would make more sense to me to only consume attunement directly after the skill triggers.
    Characters: Tindillin (100 Rank 7 Rune-keeper), Arnillion (95 Rank 4 Hunter) on Evernight

  14. #164
    Join Date
    Sep 2010
    Posts
    712
    From the 13.1 Release Notes: Nestad Infused Parchments were no longer working after the class revamp. The attunement effect has been replaced with an effect that guarantees Epic for the Ages will critically hit


    I don't know what is meant by 'Attunement Effect', but Epic for the Ages still doesn't work for a DPS traited RK. I used a Parchment and EftA still remains grey'd out. I just tested this on BR and there is still an attunement restriction to using EftA. [any use of the work 'You' means 'You' the Game and not 'You' any particular person]. Nestad Parchments are Still not working in 13.1.

    I'm sure giving EftA as a basic skill looked good on paper, but it Fails in application. Why are you giving players a skill that they can't use. Sure, higher level RKs can spend points on Mending Verse to be able to reach attunement, but lower level players are really hurt. If a lower level RK (EftA is a level 18 skill) wants to use this skill, they have to spend 2 of their 6 skill points in BoP to get Mending Verse to be able to use a skill that is Basic?

    It is as obvious as the smoke plume out of Mount Doom, Epic for the Ages is a massive failure as a basic skill. Writ of Health should be the replacement skill.

    Member of the Vocal Minority

  15. #165
    Quote Originally Posted by JeauxLOTR View Post
    It is as obvious as the smoke plume out of Mount Doom, Epic for the Ages is a massive failure as a basic skill. Writ of Health should be the replacement skill.[/FONT]
    Taking away WoH as a basic skill, and the ability to use it on the move, really hurt DPS RKs' survivability in the Moors.

    Casinoari - Rank 15 RK
    Malakorou - Rank 10 Defiler
    Casinari - Original Challenger of Saruman Minstrel

  16. #166
    nothing to rks in update 13.1

    13.1 - Preliminary Notes
    https://www.lotro.com/forums/showthr...ULLROARER-ONLY
    Githain , Rune Keeper of Meneldor

  17. #167
    Join Date
    Aug 2009
    Location
    Timisoara
    Posts
    77
    Yep. But, to be fair, Jinjaah was honest with us last week and indicated that we'd not see any changes to the RK with 13.1 other than parchments. If I didn't misunderstand him, I fully expect very little changes to the class until update 14. I'm disappointed we won't see much until then, but happy to have gotten an honest and upfront answer as to when we can expect to see changes.

    Quote Originally Posted by LorenNell View Post
    nothing to rks in update 13.1

    13.1 - Preliminary Notes
    https://www.lotro.com/forums/showthr...ULLROARER-ONLY

  18. #168
    Quote Originally Posted by Thymelody View Post
    Yep. But, to be fair, Jinjaah was honest with us last week and indicated that we'd not see any changes to the RK with 13.1 other than parchments. If I didn't misunderstand him, I fully expect very little changes to the class until update 14. I'm disappointed we won't see much until then, but happy to have gotten an honest and upfront answer as to when we can expect to see changes.
    I'd hate to see you be disappointed, yet again, but please point me to any post where Jinjaah has promised anything, or said anything more than something like "neat idea!" or "great suggestion." Remember the requests for a fix to BB DPS jewelry set bonuses and "I will sit down with itemization and talk to them about it" back in January? Well it's May.

    Casinoari - Rank 15 RK
    Malakorou - Rank 10 Defiler
    Casinari - Original Challenger of Saruman Minstrel

  19. #169
    Join Date
    Aug 2009
    Location
    Timisoara
    Posts
    77
    Quote Originally Posted by Nouri View Post
    I'd hate to see you be disappointed, yet again, but please point me to any post where Jinjaah has promised anything, or said anything more than something like "neat idea!" or "great suggestion." Remember the requests for a fix to BB DPS jewelry set bonuses and "I will sit down with itemization and talk to them about it" back in January? Well it's May.
    Yes, you're right. He, nor anyone else at this point, has made any specific promises. And words mean nothing without action/results, absolutely.. and, up until now, there's been a whole lot of words without any results. But, I do feel his post from last week was the most honest in terms of outlining where his focus is and when we can expect to see changes, and so I don't want to malign him unfairly -- yet!. I do see your standpoint, but I will try to remain optimistic for now (perhaps I should be more cautiously optimistic).

    If the next major update comes/goes, and very little is done nor a single idea of the many great ideas that has been mentioned here isn't implemented, then I'll lose any remaining optimism/faith I have in him or the other developers, and once lost, won't likely be regained. Until then, let's hope for the best, shall we?
    Maybe Jinjaah will visit us in the coming weeks and provide us specific details/changes that will happen similar to what he offered for Champions.

  20. #170
    Join Date
    Jun 2011
    Location
    UK
    Posts
    91
    Quote Originally Posted by Ames View Post
    Anyone else find static surge very limited? It does great damage when I can manage to get someone within that small 5m range in that small cone but timing that is terrible it seems. Half the time I find it misses unless I use it against people that have no pots (in PvP) after using VI. Honestly, as a capstone skill to be within 5ms as squishy as RKs can be, it seems pointless. Maybe that it just me though. When it hits, its GREAT. However, I'm finding success rate on it hitting unless its something stunnable or predictable not great. If I run up to the target and someone doesn't yank the mobs aggro away, it is great. But most of the time, in PvE, I am using fire. And in PvP, this skill is near useless. Please either increase the range, make a max number of targets on it if you do or increase the cone space so its not so easy to run through. Ideally, as a light armour increasing the range and limiting the max targets would be best. But I understand the power behind the skill and think that an increased range would work as well.
    I've recently been trying out lightning again, and there are a few skills that perhaps need to be reconsidered:

    STATIC SURGE
    - please consider having this skill always available (not just when 'charged') as very often the moment I *need* the skill, the skill is unavailable, only to be active a few seconds later! For balance, I would then suggest extending the cooldown instead. I'd rather have the skill "on hand" with a 20s cooldown, then near instant cooldown but randomly available.
    - please consider extending the arc and range; at present mobs that you would expect to be hit (i.e. they're in front of you and relatively close) are not effected by the skill

    FULGURITE RUNESTONE
    - please consider being able to use the skill while moving, to fit in with the kiting nature of a lightning RK

    SCRIBE'S SPARK
    - most of the single target lightning skills have a strong or clear function: CA is quick and high finesse, WoL debuffs, EoS has high crit, cashout skills are high dps (with DoT), stun (with slow) or self-heal. However, Scribe's Spark is very plain and serves little purpose other than fleshing out a rotation. Perhaps consider adding a secondary effect like a speed boost to the RK (5% speed boost for 10s?).
    Aisya [Gilrain]

  21. #171
    Quote Originally Posted by Thymelody View Post
    Yes, you're right. He, nor anyone else at this point, has made any specific promises. And words mean nothing without action/results, absolutely.. and, up until now, there's been a whole lot of words without any results. But, I do feel his post from last week was the most honest in terms of outlining where his focus is and when we can expect to see changes, and so I don't want to malign him unfairly -- yet!. I do see your standpoint, but I will try to remain optimistic for now (perhaps I should be more cautiously optimistic).

    If the next major update comes/goes, and very little is done nor a single idea of the many great ideas that has been mentioned here isn't implemented, then I'll lose any remaining optimism/faith I have in him or the other developers, and once lost, won't likely be regained. Until then, let's hope for the best, shall we?
    Maybe Jinjaah will visit us in the coming weeks and provide us specific details/changes that will happen similar to what he offered for Champions.
    My expectation for u14 is we'll see a few very underwhelming enhancements. A good example of what I think we're likely to see? Remember after months of the Sustenance heal being broken and not scaling? When I saw they were finally going to fix/scale this, I had faith that it was going to be a meaningful change. Then I looked at the scaling. You get a whopping 300 to 400 extra morale for cashing out full attunement over what you would get from cashing out 1 attunement. If that's Jinjaah's idea on an "attunement redux" for "meaningful" scaling, well, you can draw your own conclusions from that.

    Casinoari - Rank 15 RK
    Malakorou - Rank 10 Defiler
    Casinari - Original Challenger of Saruman Minstrel

  22. #172
    Quote Originally Posted by Kortaan View Post
    In favor of survivability, I would like to see Scribe a New Ending and Steady Hands being usable on the move. I know both of these skills used to have an induction a very long time ago, but I don't understand why I have to stand still to use a fast skill. Since kiting is our main mode of survival in Ettenmoors, having to stand still to remove PDFW or try and bubble yourself actually only hurts us more.

    I would also like to see Scribe a New Ending not requiring a weapon. RKs lose access to all of their skills when disarmed, so when I get disarmed I have to hope there aren't any other wounds so I can use a wound pot reliably, or hope that it randomly removes the disarm instead of another wound, or use a Lainedhal's Insignia. And those things are on a pretty long cooldown unless you are a high rank in Ettens. I would like to be competitive every time I get into a fight, not once every 16-something minutes.
    I don't think Scribe a New Ending removing disarms would make us instantly OP, since (depending on the amount of effects on the RK) it might still take 6 seconds to remove the disarm, or might not remove it at all. But at least it'll be better than being almost powerless against disarms. Standing around getting murdered while not being able to do anything about it isn't exactly fun.

    I've also noticed some strange behaviour when using skills that consume attunement.
    If you get stunned/dazed/knocked down while trying to use an attunement consuming skill, the skill won't go off (which is good) but the attunement will still be consumed.
    So, say I'm at low health in Lightning spec, pop Steady Hands and while in the initial animation of Word of Exaltation, I get stunned. WoE won't go on cooldown, but my healing attunement is gone. With no way of quickly building up a decent amount of attunement again, I'm gonna die really fast.
    It seems to me that skills that consume attunement will first consume, then trigger. Meaning that if the skill gets cancelled by way of crowd control, the skill won't go on cooldown, but the attunement won't be refunded.
    It would make more sense to me to only consume attunement directly after the skill triggers.
    1. Agree and have voiced that same request.
    2. A counter to disarms would be nice but I'd rather get #1 and see how things go first.
    3. Yep

    The painful lag especially when casting EC, sometimes 2 or 3 looooooooooong seconds before it fires. Same with SH and bubble, please make those faster, quicker?. I know Jinjaah mentioned the lag on EC as being known and something he'd like to see fixed. While we're at it yes please on WoH being a core or basic skill


    Attended by Coldaen

  23. #173
    **bump

    Anything coming our way in the next update?


    Attended by Coldaen

  24. #174
    Quote Originally Posted by Ghosttaker View Post
    **bump

    Anything coming our way in the next update?
    I hope so. Rowan said that he was had something for wardens in the Belegar stream when he was being pushed about it in the chat. However he did not give any details. You guys could ask in an upcoming stream (with guests) about it.
    Withywindle characters-Caesaran (warden), Dernudan (Lore master)
    Brandywine characters- Dernudan (champion), Denthur (guardian), Delphinianic(captain)

  25. #175
    Quote Originally Posted by Dernudan View Post
    I hope so. Rowan said that he was had something for wardens in the Belegar stream when he was being pushed about it in the chat. However he did not give any details. You guys could ask in an upcoming stream (with guests) about it.
    as a rk i hope jinjaah come to us , with some news soon , but all we have seen so far are promises since HD was released: (
    Githain , Rune Keeper of Meneldor

 

 
Page 7 of 8 FirstFirst ... 3 4 5 6 7 8 LastLast

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