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  1. #1
    Tybur's Avatar
    Tybur is offline Quality Assurance - Standing Stone Games
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    Bullroarer Update 21.2 - Beta 1 Take 2 - Preview and Release Notes

    Welcome to take number two of our first open preview of Update 21.2. These notes are for Bullroarer, released on Thursday September 14th. Both the notes and the update are a work in progress, so you should expect things will change over time. Bullroarer was updated to a new build Friday afternoon to resolve some issues with “The Dungeons of Naerband” and “The Court of Seregost”. If you disabled combat music in your options panel to work around the client crash, please remember to re-enable that option. This Beta preview session will continue through the weekend. We look forward to hearing your feedback and receiving your bug reports.

    Please feel free to copy your current live character to Bullroarer using the LIVE transfer wizard.

    Known Issues:

    • The Filter Panel UI is using placeholder buttons, panel appearance, and icons.
    • The mount collection has many incorrect links to the LOTRO Store.
    • The new instances do not yet have the new rewards hooked up to the Tier 1, Tier 2, or Challenge chests.
    • Some voice-overs are not yet present for the new content. Neither are German or French localized text.


    Focus for this Beta:

    During this beta session, we want to encourage all of you to try out the new instances: “The Dungeons of Naerband” and “The Court of Seregost”. We would particularly appreciate any feedback you may have on the difficulty of the instances at level 115 (tier 1 or tier 2). On Saturday (9/16) members of the QA team will be looking for full groups running those instances (in particular the 6-person “The Dungeons of Naerband”) and will offer a lotro points code to a randomly selected player from those full groups a few times throughout the day. We plan to encourage instance runs and feedback in the same way next weekend (9/22 - 9/24) after our designers have a chance to act on the feedback.

    • To enter “The Dungeons of Naerband”, you will need to complete the discovery deed. Find the sewer culvert at the base of Naerband in Talath Urui at approximately 62.0S x 19.7E.
    • To enter “The Court of Seregost”, you will need to complete the discovery deed. Find the door up on the ramparts of Seregost around 49.0S x 33.0E. To climb Seregost, you will need to complete the Seregost quest line, or speak to Lansu in the Eyes & Guard tavern.
    • If you are making a new character on Bullroarer, or have not completed your Gorgoroth allegiance gear sets on your live copied character, please visit Vastin in the Eyes & Guard tavern and pick up packages labeled Last Alliance and Towers appropriate for your class. You may also want to select a few pieces from the "Mordor I <type> Abyssal" and "Mordor I <type> Wyrm" packages.


    New in this build:
    • Combat music will no longer cause your client to crash in The Dungeons of Naerband.
    • Monsters in The Court of Seregost should now be more challenging.
    • The Court of Seregost Challenge should now work, as should the doors at the first boss when running in tier 2.
    • The Deed Log Instances Tab now has a Plateau of Gorgoroth panel.
    • Lootbox equipment items have been returned to data. Newly copied characters will no longer be missing various pieces of gear. Characters that you copied and logged in on the previous build will still be missing their stuff.
    • Filters - You can now filter quests directly from the Quest Log. Pressing either the character filter or account filter button will filter the quest accordingly, and then attempt to abandon the quest which requires user confirmation. Quests that cannot be abandoned also cannot be filtered.
    • Filters - You can now filter loot directly from the Remote Loot panel.
    • The Throne in The Court of Seregost has been updated from its placeholder appearance.
    • Some voice-overs have been added to The Dungeons of Naerband and The Court of Seregost.


    Of Special Note:
    Plateau of Gorgoroth Instances
    Bring a full fellowship with you when you enter "The Dungeons of Naerband", a place of fire and anguish. Prepare to encounter the Maiden of Flame and face her ally, the chief torturer, in the prison of Direhold.
    You will need a small fellowship to aid the rangers as they penetrate "The Court of Seregost" and struggle to thwart Lhaereth in her attempts to unleash a second Great Plague.

    Filters
    There is a new main menu item - Filters (alt+r default key mapping). This new panel has three tabs that let you filter out sounds, quests, and items (for the current player, or for your entire account) that you never want to receive or hear again.
    Anything that you add to the Loot filtered list will not be awarded to you again (will not appear in your inventory or pending loot). To add an item, drag it from your inventory to the filtered list, or use the filter buttons in your Pending Loot panel. To remove an item drag it from the filtered list to anywhere else.
    Anything you add to the Quests filtered list will no longer attempt to auto-bestow, will not appear as a quest ring on the mini-map radar, and will not appear as a quest ring over npc or mob heads. To filter a quest, in the bestowal dialog or the quest log, click the filter or account filter button at the bottom left. To remove filtering of that quest, simply drag it off of your filtered list. Quests that cannot be abandoned also cannot be filtered.
    Anything you add to the Sounds filtered list will no longer play as audio in your game client. To add a sound, go to a place/situation in game where you hear the sound. Click the record button to see a list of all sounds currently playing (this list will keep updating until you click stop or close the UI). You can play any sound on this list by right or double clicking it. Drag any sound to the character or account filtered list.

    Mounts Collection
    The mount collection has been revamped to match the style of the emote and pet collections and list every mount available.
    Because we have many mounts that can no longer be acquired (such as pre-order and special event mounts), the mount collection has a unique feature that will cause every character to have their own mount collection maximum. If a mount is no longer available, it will not appear in the mount collection panel unless you already have that mount. So while a newly created character on a new account might only see a mount collection with 144 possible mounts, a player who has the Dusky Nimblefoot Goat for example will see a mount collection with 145 possible mounts.

    Daily requests from the Expedition Organizers
    There are new repeatable Daily Requests available from the Expedition Organizers in each of the Allegiance halls. Speak to Vórthi, Tancram, Glórellas, and Aster Hayward each day to accept these quests.


    News and Notes:
    Quests and Adventure Areas

    • Talath Urui - Shackles have been excavated from the rubble and can now be reached for the quest "Breaking the Chains".
    • Talath Urui - The hiding spot should now be more obvious in the quest instance "Borangos the Horror".
    • Gorgoroth Resource Dungeons - Allegiance bonus quests no longer go away after completing an Allegiance. If you have already completed one or more Allegiances, the bonus quests will return for you.
    • Gorgoroth Resource Dungeons - Barad-dur: Lore of the Past no longer has an Ancient Tome hidden in rubble. Barad-dur: Gathering Relics no longer has a relic hiding in a wall.
    • Gorgoroth Resource Dungeons - Durthang: Gathering Relics Durthang is no longer missing a Relic.
    • Gorgoroth Resource Instances: The following deeds are now available: Resources of Gorgoroth, Gathering of Resources, Gathering of Resources (Intermediate), Gathering of Resources (Advanced).
    • The Tales of Gorgoroth Deed is now visible in your deed log as soon as at least one objectives has been completed.
    • Some actors in Udun region instances now have the correct species/race listed.
    • Some minor typos in the Elf Allegiance storyline have been corrrected.


    Items

    • The Aria of the Valar now includes a Class Deed Tome that will automatically complete trait point granting class deeds. If you have already used an Aria of the Valar, visit your class trainer and get your Class Deed Tome.
    • A large selection of armour that was previously invisible on your High Elf now has its proper appearance.
    • The Unidentified Third Age Legendary Item Box that can be acquired via barter once again correctly delivers a level 100 legendary item.
    • When running the Pelennor Instances: Blood of the Black Serpent, The Quays of the Harlond, and The Silent Street, at level 115, you can now receive equipment that scales up to Item Level 315.
    • Crafting - Doomfold Healing, Milkthistle, Conhuith, and Lhinestad Draughts now remove negative effects up to a maximum strength of level 120.
    • Crafting - Captain Crest and Warden Carving recipes may be executed with Universal Ingredient Packs.
    • Crafting - Food produced from Doomfold Cooking now has a stack size up to 100.
    • Crafting - Woodworkers are now able to craft Strong Boards of Doomfold Wood, Weaponsmiths are now able to craft Quality Doomfold Ingots, and Tailors are now able to craft Well-treated Doomfold Leather.
    • Crafting - Doomfold Jewellery recipes now only require 1 Refined Black Adamant instead of three.
    • Allegiances - Daily repeatable, weekly repeatable, and Resource Instances in Mordor now give a new type of Allegiance Point item. The value of allegiance points from these sources results in the same point grant, but the new AP items can be used to barter for a new tier of Allegiance Gear.
    • Allegiance point granting items now stack to 100.

    PvMP

    • Ettenmoors - High Elves can now use the back doors of keeps.
    • Level 115 Audacity gear has been added to barter vendors in the Moors.
    • The Glan Vraig training dummies are now level 115.

    UI

    • Fixed raid vital background sizes.
    • Scourge-slayer of Mordor deeds will no longer incorrectly show the accelerate button since these deeds cannot be accelerated.
    • The Barbershop camera now zooms farther out for better visibility of Body Type option changes.

    Misc

    • In game voice chat: Party member voice volume can be adjusted individually. Party volume control visibility can be toggled by clicking on the party voice chat icon for party members. Default Group Volume preference has been added to the Voice section of Audio options. Use this volume slider to set the default voice volume level of new group members. This setting is 75% volume by default.
    • Mordor Lost Lore dialog is now affected by the Voice-Over sound volume setting.
    • Lua - We recently changed the way LOTRO ListBoxes work to fix a category of UI bugs. This may have side-effects for Lua scripts dependent on the broken behavior. If you encounter issues with your existing Lua plugins, you may want to change the ListBox orientation from Horizontal to Vertical and remove the SetMaxItemsPerLine limitation setter.
      • The Lua interface is being updated to provide four new functions for the ListBox control. They should be used in the place of SetMaxItemsPerLine( value ) and GetMaxItemsPerLine() which are being deprecated:
        • number GetMaxColumns();
        • void SetMaxColumns( number );
        • number GetMaxRows();
        • void SetMaxRows( number );
    Last edited by Tybur; Sep 18 2017 at 11:54 AM.

  2. #2
    Tybur's Avatar
    Tybur is offline Quality Assurance - Standing Stone Games
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    Bullroarer is up and open for the weekend. Thank you for your patience!

  3. #3
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    To enter “The Court of Seregost”, you will need to complete the discovery deed. Find the door up on the ramparts of Seregost around 49.0S x 33.0E. To climb Seregost, you will need to complete the Seregost quest line, or speak to Lansu in the Eyes & Guard tavern.
    Please change the requirement of completing the Seregost questline. This is hostile towards alts. Endgame instances should be easily accessible without requiring you spend a few hours completing quests simply to enter the instance. Location deeds are fine, and help the understanding of the context of the instance in the game. I understand it makes sense from a story perspective, but please don't gate an instance behind a decent sized quest-chain. Especially considering there will just be one type of each (3/6/12).

    ---

    Re: Instances

    There was a lot of feedback about the fact that this will be one of the smallest instance clusters in the game (the smallest, really). If there's any plans to develop instances later on and switch to more of a smaller cluster release but more often that feedback would be huge to quell people's frustrations with the lack of an extra instance in this cluster.

    Honestly, a lot of us love this game, and that's why some of us are much more harsh and unfair than you deserve, but if you have any plans like that you'd garner a lot more sympathy from the endgame players.

    ---

    Re: Class Balance

    I understand if class balance is something you guys are looking into but can't devote the resources to quite yet -- it would be handy to have a more general idea of your plans for this, though. Also, I'd like to make an important note that scaling tactical DPS LI damage (Tactical Damage Rating) like you did for Physical DPS classes would be a huge help to some of the problems with class balance currently. It's not a one size fits all fix but would make a huge difference to the viability of classes, and would seem like one of the easier potential adjustments to make.

    Wardens also need their Light damage scaling (which scales largely by level bonuses) adjusted to give them higher damage at 115. These two fixes would go a long way towards addressing some class balance issues in the meantime until you have the time to devote resources to more significant adjustments and PvP balance.

    It would make a large difference to those of us who play at endgame for you to implement fixes like the above before you release these instances so as to make the instances more welcoming to varied class combinations.

    --

    Re: New Allegiance Barterables

    Allegiance point granting items now stack to 100.
    Much needed change, thank you. The costs for the new items are still much too high. Worth noting the new cloak is easily BIS for all classes, and having it require 120 Relics of Last Alliance (2000 reputation) items is very frustrating for people who wish to cap multiple allegiances or allegiances on multiple characters. Especially if they're new or returning! Please consider reducing the costs, and if you wish to give us more reasons for acquiring large amounts of Relics of Last Alliance please consider adding Anfalas Scrolls of Empowerments, and Anfalas Star-Lit Crystal barter options.

    --

    Re: Class Deed Tome

    The Aria of the Valar now includes a Class Deed Tome that will automatically complete trait point granting class deeds. If you have already used an Aria of the Valar, visit your class trainer and get your Class Deed Tome.
    Thank you for this, it's a big help to the value of Aria of the Valar and reducing the grind on new, returning, and alt characters. Completing Moria Book deed, pages deeds, class quest deeds and even the Moria Reputation deed is a nice touch of attention to detail. Appreciated.

    Would love it if this could be added to the store, too, as something that didn't require the use of an Aria of the Valar.
    Last edited by canyouaddcolour; Sep 15 2017 at 06:22 PM.

  4. #4
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    Quote Originally Posted by canyouaddcolour View Post
    Please change the requirement of completing the Seregost questline. This is hostile towards alts. Endgame instances should be easily accessible without requiring you spend a few hours completing quests simply to enter the instance. Location deeds are fine, and help the understanding of the context of the instance in the game. I understand it makes sense from a story perspective, but please don't gate an instance behind a decent sized quest-chain. Especially considering there will just be one type of each (3/6/12).
    You can still discover it if you haven't done the quest line - you just need a friend with a summoning horn (who has done the quest line) to summon you to the entrance. Doing the quest line unlocks the watching stone that lets you through.

  5. #5
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    Quote Originally Posted by Daaehl View Post
    You can still discover it if you haven't done the quest line - you just need a friend with a summoning horn (who has done the quest line) to summon you to the entrance. Doing the quest line unlocks the watching stone that lets you through.
    Good to know! Thank you! I'd still prefer it weren't gated by the quest line like that.
    Last edited by canyouaddcolour; Sep 15 2017 at 06:45 PM.

  6. #6
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    I would very much appreciate if the dye bug on the Ithilien-weave Coat of the Ambusher could be remedied. Inexplicably, when the item is dyed the area below mid-bicep on both arms and the last few inches on the bottom of the coat do not dye, instead leaving the area a stark white. This is completely unacceptable. A bug was submitted some time ago, but naught has been done thus far.
    Faërie is a perilous land, and in it are pitfalls for the unwary and dungeons for the overbold. – J.R.R. Tolkien, ‘On Fairy-Stories’.

  7. #7
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    Court of Seregost 3 man feedback

    Did the Seregost 3 man after the changes - some feedback.

    trash: In general everything still doesn't hit hard enough. The plague bats deal notably more dps than anything else but are still easy to tank / outheal.

    Bossfights:

    Boss 1: Didn't really understand this fight - the doors seem to open / close on a time interval that lets you into different sides where the merrevail bosses have buffs that tier up / down depending on which side they are on. Most of the time the doors just trap the merrevail / fellowship members when you run through and are generally just a cause for annoyance, I would suggest removing the doors and buffing the damage of the bosses to be much higher (at least 3x as much or so)

    Boss 2: A pretty simple fight but I can understand the premise of this one. basically just a tank and spank but if you miss the induction you wipe. bit boring really, needs more mechanics and a LOT more damage to make this fun.

    Boss 3 + Challenge: This is a cool idea and I think I understand whats meant to happen here but again, it is way too easy, nothing deals enough damage. On our first try we spent about 5 minutes waiting for C mode boss to spawn killing bats (which was insanely boring since there was no way anyone could die, essentially not taking any noticeable amount of damage), when the C mode boss did spawn, we killed it, then nothing happened so we wiped. After that we went back and then bats would no longer spawn so we just killed the cauldrons and then we got the T2 and C mode chest but the challenge quest did not complete.

    @SSG It would be really cool to know what the principles of the fights are meant to work before telling us to test them - that way instead of guessing how the fight is meant to work we can actually tell you if it is working correctly and then feedback appropriately - there's no point in giving feedback of the diffciulty of something that isn't working properly anyway.
    Last edited by Daaehl; Sep 15 2017 at 08:03 PM.

  8. #8
    I would suggest that the developers go on your instincts with the difficulty. Lots of hard core elite pvp-ers enjoy running these balance threads with the updates by running the casuals into the ground with their ability to do these instances once adjusted by the hard core raiding community. It should be difficult enough without requiring a specialized class setup of only 1 type of dpser for example being recommended. It should allow a wider range of flexibility for class builds as to not exclude certain classes from completing these instance clusters. I don't care if you make it challenging but at least allow the opportunity for all classes to participate in their listed roles effectively. Aka: Don't make it so difficult you have to have a hard set of classes just to have a chance at completing it. For goodness sake the 12 man raid you guys set up was nigh impossible for your average player trying to complete the raids.

  9. #9
    Quote Originally Posted by NeoPromethious View Post
    I would suggest that the developers go on your instincts with the difficulty. Lots of hard core elite pvp-ers enjoy running these balance threads with the updates by running the casuals into the ground with their ability to do these instances once adjusted by the hard core raiding community. It should be difficult enough without requiring a specialized class setup of only 1 type of dpser for example being recommended. It should allow a wider range of flexibility for class builds as to not exclude certain classes from completing these instance clusters. I don't care if you make it challenging but at least allow the opportunity for all classes to participate in their listed roles effectively. Aka: Don't make it so difficult you have to have a hard set of classes just to have a chance at completing it. For goodness sake the 12 man raid you guys set up was nigh impossible for your average player trying to complete the raids.
    Basing difficulty of instance in this game off the average player sets the bar very low.

    As I said in a previous thread
    The issue is the average player of anything in this game is downright awful and completely inept at playing their class. T1 instances are completely trivial and yet pugs in world/LFF still somehow wipe on them. Questing babies you from the start, and SSG has even nerfed Mordor, the most difficult landscape content in years, because people can't handle it. It's sad, but it's the truth.
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  10. #10
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    Quote Originally Posted by NeoPromethious View Post
    I would suggest that the developers go on your instincts with the difficulty. Lots of hard core elite pvp-ers enjoy running these balance threads with the updates by running the casuals into the ground with their ability to do these instances once adjusted by the hard core raiding community. It should be difficult enough without requiring a specialized class setup of only 1 type of dpser for example being recommended. It should allow a wider range of flexibility for class builds as to not exclude certain classes from completing these instance clusters. I don't care if you make it challenging but at least allow the opportunity for all classes to participate in their listed roles effectively. Aka: Don't make it so difficult you have to have a hard set of classes just to have a chance at completing it. For goodness sake the 12 man raid you guys set up was nigh impossible for your average player trying to complete the raids.
    That's what T1 is for - take whatever and get it done. The people saying it's not difficult enough are talking about T2.

    The issue you bring up about certain classes being required or favored over others is a class balance issue which is completely separate from this. Many things have been said and the glaring issue of tactical not scaling as physical has been is still yet to be addressed.

    Sorry to hear that you think Throne was too hard. Perhaps transfer servers? Arkenstone was pugging T1 Throne from the release (and tons of T2 pugging as well).

  11. #11
    Quote Originally Posted by Tybur View Post



    Items

    • Allegiance point granting items now stack to 100.

    I can not believe you're actually going through with this. This needs to be removed as a barter item and only stay as an item to increase the allegiance reputation.
    The added Tokens of Service to Weekly and Daily quest should be the barter items for the allegiance gear. I don't see any sense in making them obsolete this soon.

  12. #12
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    Quote Originally Posted by NeoPromethious View Post
    I would suggest that the developers go on your instincts with the difficulty. Lots of hard core elite pvp-ers enjoy running these balance threads with the updates by running the casuals into the ground with their ability to do these instances once adjusted by the hard core raiding community. It should be difficult enough without requiring a specialized class setup of only 1 type of dpser for example being recommended. It should allow a wider range of flexibility for class builds as to not exclude certain classes from completing these instance clusters. I don't care if you make it challenging but at least allow the opportunity for all classes to participate in their listed roles effectively. Aka: Don't make it so difficult you have to have a hard set of classes just to have a chance at completing it. For goodness sake the 12 man raid you guys set up was nigh impossible for your average player trying to complete the raids.
    Lets also add all BIS gear to barters, make a mundane system where you have to prance around the landscape with 0 effort and winning best gear.
    Let's also reduce all morale and damage pools to 20k max, cause mobs are hitting too hard and it's really difficult to run and fight.
    "Not all those who wander are lost....some are so stubborn that they always think they're going in the right direction."

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    Quote Originally Posted by Starkorm View Post
    Basing difficulty of instance in this game off the average player sets the bar very low.

    As I said in a previous thread
    I really doubt that someone could really wipe in Seregost...even the most casual player of the game.

    I tried it before the fix and probably cleaning a camp in mordor was way harder than running Seregost on t1. Ill try it soon again to test the fix...but it seems still buggy as hell.
    Rialtan - Rk - Ascensio Kin - Legit Challenger of Gothmog
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  14. #14
    Please add this option for exchange.

    There is no possibility of exchanging 2000 Allegiance points to 1000 Allegiance points for the acquisition of a new cloak.




    p.s 2000 Allegiance points we get for the current quests and they also need to use
    Last edited by HeallBilly; Sep 16 2017 at 02:47 AM.

  15. #15
    No mention of a fix to Runekeeper/LM tactical damage rating? Why has tactical damage been slashed and yet raw physical damage been doubled??

  16. #16
    Q : I can not detach item from my mail, is that bug also fixed ?

    *What I faced : I bid Sturdy Steel Key on AH and won the bid. I received mail which says "You win the bid for that much of gold etc. " and item in it. However when I click Detach Item, I just can't detach the item. And it doesn't show up and Error either.

  17. #17
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    Quote Originally Posted by Tybur View Post
    Tailors are now able to craft Well-treated Doomfold Leather
    Why has this been given to Tailors?

    It's a Forester crafting ability already along with all other hide processing.

    There's no other crafting skill that's doubled up this way that I'm aware of, why this one?

  18. #18
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    Tactical damage is still incredibly weak compared to physical damage - although RKs were overpowered up until Mordor, LMs were not and as such have suffered greatly from this tactical damage nerf - please fix this asap!

    Also, the fact that there's a new post for 'Take 2' doesn't mean we've forgotten the fact that there are only two instances (three if you include the raid) in this 'cluster'.
    - Taravan, R12 Captain - Tirian, Tanking Guardian - Telperon, Completionist LM -
    - Afranius, R9 WL - Tolobain, R7 Weaver - Vargan, R6 Stalker -

    Ex-Leader of Lost Realm of Imladris - Evernight - Co-Founder of Beauty and the Beasts

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    Wrong incentive. Offer a points reward to people who find anything exploitable.
    Last time saw people running to boss and flopping - and when that was disabled it was endless one boss rerun.
    Make the incentive right and you might get the feedback right.

    IF - big if - if that is important.
    Reports on exploitability of lag rhuven helped.

  20. #20
    Quote Originally Posted by WBS View Post
    Why has this been given to Tailors?

    It's a Forester crafting ability already along with all other hide processing.

    There's no other crafting skill that's doubled up this way that I'm aware of, why this one?
    It has been doubled up for all professions, currently all prospectors can make Quality Doomfold Ingots, but before this bullroarer build, also, ONLY metalsmiths, could make them, not weaponsmiths, which has been added in the notes. I also believe woodworkers could make Strong Doomfold Boards, which is also a forester thing, so it's my belief they've just made it so each craft is capable of crafting its professions item (Except cook it would seem)...

  21. #21
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    Tactical Dmg is broken.

    I have 375% on rk, very close to the cap and dmg isnt comparable to any melee class. Got 33k on ST with 165k mastery on live server and only 35k with 200k mastery (t3 gear and essences) and more crit rat on Bullroarer.

    I think they should fix spell formulas/tiers or algorythms cause atm rk is weaker than any other dps class.

    PS: blue rk need a boost aswel. It's time to scale those useless shields potency on target morale % or at least increase the tier. Same for HoTs. It's useless to have a 8k shield (with full attunements) on a 150k+ morale tank.
    Last edited by Rialtan; Sep 16 2017 at 06:25 PM.
    Rialtan - Rk - Ascensio Kin - Legit Challenger of Gothmog
    Stragnokka - Champ - Ascensio Kin - Legit Challenger of Gothmog

  22. #22
    1:Scale tact dmg on LI
    2:Scale pvp creep stats(Base mits,bpe,FINESSE)
    3:Pls do the class balance with instances or at least before the raid,but not with u22+....
    EN Evernight:Drizzels Burgler R12(Main),Mellartach Hunter r12,Drizzels-1 Burgler R15,Khasi Guardian R9,Killiandi Captain r10,Silvior LM R10.Challenger of Gothmog
    NA Gladden:Drizzeld Minstrel R7(Main),Drizzels Burgler R4.Challenger of Gothmog
    Creeps:Luraer Reaver r14,Apfelwarg-1 Warg r11,Drizzeld Wl r9

  23. #23
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    Quote Originally Posted by Gandalphor View Post
    I can not believe you're actually going through with this. This needs to be removed as a barter item and only stay as an item to increase the allegiance reputation.
    The added Tokens of Service to Weekly and Daily quest should be the barter items for the allegiance gear. I don't see any sense in making them obsolete this soon.

    I echo this sentiment. But maybe do add a trade for AP items -> Tokens of Service (low rate), for people who don't need/want them anymore. But please don't punish alts.

    Quote Originally Posted by canyouaddcolour View Post

    Re: New Allegiance Barterables



    Much needed change, thank you. The costs for the new items are still much too high. Worth noting the new cloak is easily BIS for all classes, and having it require 120 Relics of Last Alliance (2000 reputation) items is very frustrating for people who wish to cap multiple allegiances or allegiances on multiple characters. Especially if they're new or returning! Please consider reducing the costs, and if you wish to give us more reasons for acquiring large amounts of Relics of Last Alliance please consider adding Anfalas Scrolls of Empowerments, and Anfalas Star-Lit Crystal barter options.

    But I also agree with this. Would like a trade for Scrolls/Starlits from the Tokens of Service, at least after some deed is complete or something.
    Last edited by pittcrew1; Sep 16 2017 at 11:29 PM.
    Baldigar, 105 Burglar on Landroval

  24. #24
    Join Date
    Sep 2010
    Location
    Brazil
    Posts
    98
    Quote Originally Posted by Tybur View Post
    News and Notes:

    Items
    • Crafting - Doomfold Healing, Milkthistle, Conhuith, and Lhinestad Draughts now remove negative effects up to a maximum strength of level 120.
    • Crafting - Captain Crest and Warden Carving recipes may be executed with Universal Ingredient Packs.
    • Crafting - Food produced from Doomfold Cooking now has a stack size up to 100.
    • Crafting - Woodworkers are now able to craft Strong Boards of Doomfold Wood, Weaponsmiths are now able to craft Quality Doomfold Ingots, and Tailors are now able to craft Well-treated Doomfold Leather.
    Please can you fix Jewellers? They are currently using 3 Refined Black Adamants per crafted jewelry piece, making it a prohibitive cost of 21 Refined Adamants (for all 7 slots, and normally we use more due to critical failures) per toon. Jewellers can only craft 1 Refined Black Adamant per day as it is. Some of the crafted jewelry is important for tanking, since the BiS is only currently available from lootboxes (and that's too much RNG).

  25. #25
    Join Date
    Jan 2017
    Location
    Czech republic
    Posts
    113
    PAY ATTENTION DEVS - SSG must lower amount of trash pull in dungeons of naerband

    https://www.lotro.com/forums/showthr...oth-completed)
    Faded Youtube Channel

    Elzex Rank 15 Minstrel l Meaning Rank 15 Reaver

 

 
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