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  1. #1
    Tybur's Avatar
    Tybur is offline Quality Assurance - Standing Stone Games
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    Bullroarer Update 21.3 - Beta #2 - Preview and Release Notes

    Welcome to our second open preview of Update 21.3. These notes are for Bullroarer, released on Friday November 3rd. Both the notes and the update are a work in progress, so you should expect things will change over time. 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. Any characters created or copied last weekend remain intact. Please remember that deleting a character will not allow you to re-copy from live worlds.

    Focus for this Beta:
    Please Join us this weekend and provide feedback on Monster Player changes that are underway. The base Creep stats are being reworked from the ground up. This should help in the endless quest to balance Monster Player offensive and defensive power with their Free Player opponents. Please keep in mind that these changes are still very much in progress (not complete).

    Known Issues
    :
    • The second boss in The Abyss of Mordath has not yet been placed, so you cannot proceed beyond that point in the raid.
    • The Abyss of Mordath chests have not yet been completely hooked up to the raid loot mechanics.

    New in this build:
    • Preview - PvMP: Many Monster Player stats and attributes have been adjusted as a start to achieving better balance in the Ettenmoors and Osgiliath. THIS WORK IS NOT DONE and needs your feedback!
    • Abyss of Mordath raid - Various bug fixes for the first boss and trash mobs. We would love your feedback on the flow through the first boss.
    • Dungeons of Naerband - Voice over and dialogue text was added to major Boss attacks. Dialogue text has been added to Orc and Uruk mobs for some of their attacks.
    • Dungeons of Naerband - The door to Thraknûl's area should reset more reliably when the fight resets.
    • Skills - Lore-master - Inner Flame - Duration halved from 10s to 5s. Fire Damage buff increases at an accelerated pace to compensate. Healing increased.
    • Portions of Agarnaith should no longer be overrun with limitless cave claws.
    • 'Daily Request: An Errand for Frodo' has been restructured. Now the random spawns of Imprisoned Nurnhoth in Naerband have been replaced with static spawns, and should be a less frustrating experience.
    • Additional quest guide info has been added to Mordor quests: The Caretaker, Treasures Forgotten.
    • During the quest 'Stolen Supplies' Viznak and the Ranger will no longer occasionally disappear before you can interact with them.
    • Inn League members should once again be able to obtain the Inn League Notable and Senior Inn League Member deeds/titles.
    • The 2017 Festival Steed deed has been added.
    • Minor texture adjustments have been made to the Autumn Leafmail Dress.
    • The background image for the credits has been updated and the credits music updated to 'Ever On'.
    • All Gorgoroth leg armour pieces now have the correct light or medium armour values for their weight.
    • Corrected the icon for Mordor's Bane and Expedition's Vanguard leg armour.
    • Preview - In order to test the functionality of the system, this Bullroarer build includes a currency cap on Ash of Gorgoroth in addition to having Ash automatically go into the Barter Wallet. This functionality has not been approved for an update, but we want to test versioning and other parts of the change.
    • Preview - Eyes & Guard: 'Cursed' gear in the "Mordor I <armour type> Abyssal" & "Mordor I <armour type> Wyrm" boxes available from Vastin has been replaced with non-cursed pieces.
    • Preview - Large Wall versions of the stained glass windows were made in response to player feedback. Both small and large wall versions are available on the barter vendor. Binding status was also fixed for some Gorgoroth housing items.
    • Preview - New quests in the Eyes & Guard tavern:
      • Ransroth in the tavern now has 'Mordor - Conquest of Gorgoroth' reputation quests.
      • Karst in the tavern now completes the Throne of the Dread Terror deeds and grants Throne of the Dread Terror tokens.
      • Rock in the tavern basement now has quests for Silver Signets of the Thandrim and North Ithilien barter items.

    Previous U21.3 Notes:
    • To enter the new Raid, you will need to Discover the Abyss of Mordath. Find the door in the Chamber of the Watchers in the lower levels of Barad-dur (Western edge of the Barad-dur map on the lower corridor branching).
    • Abyss of Mordath - For testing purposes, the quests that allow you to bypass a boss that you have already defeated have been set to daily rather than weekly reset. Note that this is a new mechanic to allow for a new, less prohibitive, style of raid locks. The raid group will be able to skip past the the bosses defeated by the first member of the party to cross the line at the beginning of the instance.
    • The npc "Dust" in the Eyes & Guard tavern stairwell offers a quest that rewards Ash of Gorgoroth.
    • Eyes & Guard tavern: Vastin's Mordor Relics T1 box now has Rare and Incomparable Vanguard Runes of Force, Healing, and Power.
    • North Ithilien Essences are now bound to account by default.
    • Missing farming ingredients were added to some Crafting Suppliers.
    • Steed of the Moon Moth naming inconsistencies are cleaned up.
    • The mount collections that previously granted titles have been replaced with deeds. To advance one of the mount collection deeds, you must use that mount skill (from the mount collections panel or from skill panel, mounts tab.) New mount collection deeds/titles have also been added for the 2015 & 2016 Festival steeds, Goat mounts, and Gondor mounts!
    • Loremaster Class Items "Book of Beasts", class items at level 20, level 30, and level 40, now give minor bonuses to pet stats.
    • Tier 10 Captain Armaments may now be bartered for exchange receipts.
    • Crafting - Universal Ingredient Packs may now be used on select Westemnet Guild Recipes.
    • Crafting - Certain Jeweller recipes which did not allow you to inscribe critical outputs now allow it.
    • Crafting - Westemnet and Doomfold Captain Armaments now provide significantly more armour to heralds.
    • Crafting - The Anorien Expertise Token may now be consumed in a recipe also available from skirmish barterers.
    • The stable travel route to the First Hall should now drop you off in the correct spot in front of the stable master.
    • The first door in The Court of Seregost can now be opened in combat (but remains locked during the boss fight) to prevent players from getting stuck inside.
    • The quest "Lost Lore of Gorgoroth: Agarnaith" now rewards the correct reputation.
    • Human female mood animations have been updated.
    • Players who have logged out in the Vales of Anduin may be sent to Archet upon logging in. This is because the absolute location of the Beorning starting area has been moved. Other than this possible teleport, you should notice no difference in the Vales of Anduin.
    • Equipment - Level 105 Featured Instance Armour sets will once again be item level 222.
    • Crafting - Fragments of Gorgoroth Dungeons will have the proper plural name when stacked.
    • Instance: A Trap for the Creature should no longer break when using the flat stone too soon.
    • The Court of Seregost: Black Númenórean-slayer deed now indicates how many need to be defeated.
    • The Weeping Reeds in Agarnaith for the quest Flora Investigation are now visible above ground.
    • Coldan and Hithgol in Dor Amarth have been cosmetically adjusted to better suit their role and surroundings.
    • Camp site fires in Taur Druadan, Lossarnach, and the Wastes now allow Burglars to Contact Pedlar.
    • The Lossarnach quest "The Smoke Lures" no longer requires Orcs to be defeated.
    • Recent mounts such as Steed of Elessar's Host, Sunflower Steed, Rescued Steed of Agarnaith, Goat of the Harvest Sky, and Steed of Eldar Autumn have been added to the Mounts Collection display.
    • The Lossoth Steed and Steed of the Dusk-watch now have correct source information in the Mounts Collection panel.
    • The Skeleton Steed Rider Bundle can now be used (opened) even if you already have the Riding trait.
    • Minor performance improvements were made to the loading of the mounts collection page. Please let us know if you notice anything failing to load properly.
    • The Quartermaster "Conquest of Gorgoroth Rewards" now carries a slate of new housing items including statues, stained glass, and decorative flower garlands.
    • The character panel no longer hides equipped items that are in the loot filter.
    • The cat wander sequence plays smoothly now.
    • When a quest is filtered but underway, characters can still interact, advance, and turn in the quest.
    • Players should no longer see a Free Hobbit Present button immediately following the redemption of a free present.
    • To fix an issue that could prevent their use, the Poorly Hidden Chest, Out-of-Place Strongbox, Out-of-Place Lockbox, and Out-of-Place Chest in the haunted burrow will now disappear and respawn after each opening.
    • Gorgoroth Scourge Spoils boxes no longer include Gondor Silver Pieces or Anórien Sealed Wax.
    • Dungeons of Naerband - Thraknul's and Flame-spirits' area-of-effect attacks have had their damage lowered.
      [*Dungeons of Naerband - Some monster skills were adjusted to affect Lore-master pets and Captain heralds.
    • All bosses in the Tier 2 Dungeons of Naerband and Tier 2 Court of Seregost instances have an increased chance of dropping incomparable gear.
    • Rare spawns have been added in Agarnaith and Dor Amarth. This allows Hidden Threats of Gorgoroth to be able to be completed.
    • Captain Skills - Dropping power cost from motivating speech and improved motivating speech.
    • Items - Took in the Hole Hobnanigans recipe now properly provides +5% incoming healing.
    • Lore-master pets and Captain soldiers were collecting mobs from a greater area of landscape than desired. Their aggro radius has been halved.
    • Collections panel model views are now slightly bigger.
    • Kinship leaders are no longer required to abandon a premium kinship house to receive housing writs prior to disbanding a kinship.
    • Various small bug fixes for Ilex branches spawned in tree, the exit to Boffin Manor, two patrons in a Bree auction house are sitting on nothing, an invisible water volume, Ralthat's awkwardly positioned shield, floating planks of wood, a floating bush, an oddly misshapen rock formation, and an npc floating over bench.
    • The quest bestowal UI in German should now correctly fit the indicators for solo, small fellowship, fellowship, and raid quests.
    Last edited by Tybur; Nov 03 2017 at 09:45 PM.

  2. #2
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    So you jumped from unfinished raid, to fix PvP?

    This has to be a joke right?
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  3. #3
    Quote Originally Posted by elzeqq View Post
    So you jumped from unfinished raid, to fix PvP?

    That has to be a joke right?
    Vastin is working a few weeks on the adjustments so you can't say they "jumped" from one project to the next.

    https://www.lotro.com/forums/showthr...98#post7779698

    He also spent his last development cycle on gear raid set bonuses (so you know now that those will coming).

    https://www.lotro.com/forums/showthr...81#post7785981

  4. #4
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    Quote Originally Posted by Esterian View Post
    Vastin is working a few weeks on the adjustments so you can't say they "jumped" from one project to the next.

    https://www.lotro.com/forums/showthr...98#post7779698

    He also spent his last development cycle on gear raid set bonuses (so you know now that those will coming).

    https://www.lotro.com/forums/showthr...81#post7785981

    I guess you are blind but last week, we had boss 1 and week later we still have boss 1 with absolutely 0 changes instead working on PvP that barely anyone cares about.
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  5. #5
    Quote Originally Posted by elzeqq View Post
    I guess you are blind but last week, we had boss 1 and week later we still have boss 1 with absolutely 0 changes instead working on PvP that barely anyone cares about.
    I absolutly don't care about your raid boss xy but I do care about pvmp.

  6. #6
    Vastin is working on PvP, set bonuses and stuff like that and Pinion on the raid and other content. What's so hard to understand they have more than one dev working on different parts of the game? Stuff like this is why we can't have nice things explained on forums. There can't always be big progress from week to week basis.

  7. #7
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    Well you don't need to but SSG showing no respect towards people who bought the expansion is quite sad.

    It's been many months since release and all we have to run is 3 man, 6man is broken for almost a MONTH now and SSG does absolutely nothing to fix it and now when they have chance to, they decide to focus on something else, well I guess they will get more money from VIP, so they rather fix moors instead of releasing raid because people already paid for mordor, so why would they care right? Keep milking

    Just to clarify:

    *Note: The instance cluster and raid will follow in a patch soon after launch.


    soon
    s o o n
    S
    O
    O
    N

    Shall we expect 2018 or 2019?
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  8. #8
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    Quote Originally Posted by elzeqq View Post
    I guess you are blind but last week, we had boss 1 and week later we still have boss 1 with absolutely 0 changes instead working on PvP that barely anyone cares about.
    Vastin is working on the pvp balance while Pinion is the one working on the raid.

    Ever consider that the 2nd boss just isnt ready yet?

    Despite the focus changing to pvmp this week (as its the majority of what was changed this build), there was still tweaks to the Abyss beyond the implementation of boss 2.

  9. #9
    I'll be posting a full summary of what's been changed for Creep stats and attributes later, along with my commentary. So far I haven't spotted any specific class or skill changes, so if anyone spots any (or if Vastin can clarify if any have occurred), please let me know.
    ~Rank 11 Loremaster, Arkenstone~

    ~Rank 13 Warg, Arkenstone~

  10. #10
    Well I guess there is no point to update BR since i wont get vip ever again and dont care about pvp anymore.

    This has got to be a joke, Im not saying dont focus on pvp but there should be updates for both raid and pvp, last week we coudlnt really test anything, one boss w/o any mecanics at all, no chests, just trash to clear and permacombat before even engaging first boss.

    Its been months since release and we still didnt get the raid; the "instance cluster" ended up being a joke and focusing on the 6 man to fix it its a waste of time at this point, since nobody cares because you can get the same loot at CoS t2c. The raiders are leaving out of boredome everyday and its hard to even bring back our kinnies to play because there is nothing to do atm, why gear now if you are going to do what u did for the instance cluster? rendered our hard earned gear useless because 200 light, so we had to farm again.

    Im tired of asking people in kin to be patient and wait for the raid, because that day is not even close by now.

    As elzex said, we already paid for them, so why rush rite? better focus on pvp cuz you need vip so the ppl get hyped and resuscribe once more over empty promises.

  11. #11
    Quote Originally Posted by elzeqq View Post
    Well you don't need to but SSG showing no respect towards people who bought the expansion is quite sad.

    It's been many months since release and all we have to run is 3 man, 6man is broken for almost a MONTH now and SSG does absolutely nothing to fix it and now when they have chance to, they decide to focus on something else, well I guess they will get more money from VIP, so they rather fix moors instead of releasing raid because people already paid for mordor, so why would they care right? Keep milking

    Just to clarify:

    *Note: The instance cluster and raid will follow in a patch soon after launch.


    soon
    s o o n
    S
    O
    O
    N

    Shall we expect 2018 or 2019?
    ´

    Vastin FINISHED his development cycle (exclusive for the raid) and probably did this pvmp change in his free- or overtime. Get yourself together and you can also show some respect for pvmp players who suffering since mordor release with this sorry state the ettenmoors are in.

  12. #12
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    Quote Originally Posted by elzeqq View Post
    I guess you are blind but last week, we had boss 1 and week later we still have boss 1 with absolutely 0 changes instead working on PvP that barely anyone cares about.
    Vastin is a system designer, he works on the loot and the classes. Balancing the raid mobs and mechanics is a work for Pinion, who is a Content Designer, not Vastin. People still haven't learnt... -_-'

  13. #13
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    Quote Originally Posted by Esterian View Post
    ´

    Vastin FINISHED his development cycle (exclusive for the raid) and probably did this pvmp change in his free- or overtime. Get yourself together and you can also show some respect for pvmp players who suffering since mordor release with this sorry state the ettenmoors are in.

    I couldn't care less about you or PvPers.

    I'm stating facts - since SSG got this game, this game is 200% worse then before.

    They promised us cluster and raid shortly after mordor release, we got absolutely nothing, this is a JOKE
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  14. #14
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    Quote Originally Posted by Tybur View Post
    Welcome to our second open preview of Update 21.3. These notes are for Bullroarer, released on Friday November 3rd.
    Focus for this Beta:
    Please Join us this weekend and provide feedback on Monster Player changes that are underway. The base Creep stats are being reworked from the ground up. This should help in the endless quest to balance Monster Player offensive and defensive power with their Free Player opponents. Please keep in mind that these changes are still very much in progress (not complete).
    New in this build:
    [LIST][*]Preview - PvMP: Many Monster Player stats and attributes have been adjusted as a start to achieving better balance in the Ettenmoors and Osgiliath. THIS WORK IS NOT DONE and needs your feedback!
    What exactly were the changes done? More details would be nice so that players can actually look for differences or impact on gameplay for specific attributes.

    Quote Originally Posted by Tybur View Post
    [*]Preview - New quests in the Eyes & Guard tavern:
    • Ransroth in the tavern now has 'Mordor - Conquest of Gorgoroth' reputation quests.
    • Karst in the tavern now completes the Throne of the Dread Terror deeds and grants Throne of the Dread Terror tokens.
    • Rock in the tavern basement now has quests for Silver Signets of the Thandrim and North Ithilien barter items.
    Good to know these were added. Many thanks - a shame the second boss couldn't be set up in time for this build, but I'll happily test whatever is being offered .

    Thanks,
    fmac81
    Gladden (formerly of Dwarrowdelf):
    Freeps: Throllo (R7 burg), Torrolo (R4 warden) And many other not listed here...
    Creeps: Grimmtail (R9 warg), Grimmweaver/bow/uruk/urkh, Hogspit
    Long live Dwarrowdelf server! You shall be missed...

  15. #15
    Tybur's Avatar
    Tybur is offline Quality Assurance - Standing Stone Games
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    Quote Originally Posted by Spilo View Post
    I'll be posting a full summary of what's been changed for Creep stats and attributes later, along with my commentary. So far I haven't spotted any specific class or skill changes, so if anyone spots any (or if Vastin can clarify if any have occurred), please let me know.
    To the best of my knowledge, no individual monster play skills were altered for this build. Rather, for all Creep classes, the base numbers and the way that they feed into morale, power, regen, damage, finesse, block, parry, evade, crit, crit defence, resistance, warband manoeuvres, stat buff ratings (many of which are applied by skills), and the characteristics which vary by class were altered. I am not sure whether this also carried into the corruptions.

  16. #16
    Quote Originally Posted by fmac81 View Post
    What exactly were the changes done? More details would be nice so that players can actually look for differences or impact on gameplay for specific attributes.




    Thanks,
    fmac81
    Compare HP, Resists, Mitigations, Avoidance and Finesse and you will see a difference.

  17. #17
    Quote Originally Posted by Tybur View Post
    • Preview - In order to test the functionality of the system, this Bullroarer build includes a currency cap on Ash of Gorgoroth in addition to having Ash automatically go into the Barter Wallet. This functionality has not been approved for an update, but we want to test versioning and other parts.
    What is the proposed currency cap? I have 4 Raid toons all geared up atm and I still have 50-60k ash simply from opening loot boxes (a mixture of free black steel keys and those that cost real money), dailies and hitting Court of Seregost T2c pretty hard (over 550 bosss kills). I have been stockpiling it on the assumption that ash will hopefully be a long term currency to counterbalance RNG.

    Since you are looking at around 12k ash (inc. gold rings) to fully gear a toon, before considering swap pieces or multiple specs players should be able to store at least 250k - 500k ash in my opinion. If this is not posssible for some technical reason then we should be given the ability to convert ash to storable tokens at our Bank Vaults like we can do with gold.

    Also what is the reason for introducing a cap in the first place for a currency that is already account bound? I am guessing there is some hidden cap already so just something to formalise it? If not, it seems a bit dubious that we can have the reward for our grind, not to mention real money invested, taken away from us.
    Last edited by Knight.Arkenstone; Nov 03 2017 at 10:33 PM.
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  18. #18
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    Quote Originally Posted by Tybur View Post
    To the best of my knowledge, no individual monster play skills were altered for this build. Rather, for all Creep classes, the base numbers and the way that they feed into morale, power, regen, damage, finesse, block, parry, evade, crit, crit defence, resistance, warband manoeuvres, stat buff ratings (many of which are applied by skills), and the characteristics which vary by class were altered. I am not sure whether this also carried into the corruptions.
    Thank you for the response Tybur.

    For what its worth, (and perhaps this belongs in its own thread) WL damage is still abysmal even with these changes. The Black Speech bleed has a tooltip of under 500 base to 986 max when fully traited for damage. This is the damage without taking into account mitigations of an opponent. The WL bleed should also be longer than 4 pulses (1 every 3s for 12s). Would love to see it be able to:
    A) Stack 2 times per WL
    B) apply the DoT on all shout skills if they crit in Brawler
    C) have a duration of 24s (8 pulses - which is still less than the typical bleed).

    I also feel like WL is in need of another melee skill - we only have 1 with a short cooldown, but our other 2 melee skills have 10s cooldowns. Perhaps one with a 4s cooldown?

    Other than that, I am thrilled to see base stats increased. I still took a couple big crits against the one beorning I sparred... but seeing as I was all damage, that's to be expected. I think that could be avoided by traiting a few crit defence.

    WLs dont need to become Champs overnight, but being unable to solo most things without a group is frustrating. Outpost CGs should also have their level reduced to 115

    Thanks,
    fmac81
    Gladden (formerly of Dwarrowdelf):
    Freeps: Throllo (R7 burg), Torrolo (R4 warden) And many other not listed here...
    Creeps: Grimmtail (R9 warg), Grimmweaver/bow/uruk/urkh, Hogspit
    Long live Dwarrowdelf server! You shall be missed...

  19. #19
    First off thanks for taking a real look at monster pvp it is sorely needed. Interested in seeing what you do in the coming weeks.

    Also, as a few have asked, what exactly do you mean about ash currency cap? Why is it even needed? Many have tons of ash from opening lootboxes they bought with money. They aren't going to lose what they have?

  20. #20
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    Quite a few people said that ash cap is 2k, but I did not check it myself yet. Would be great if someone can confirm it.

  21. #21
    Quote Originally Posted by Tybur View Post
    To the best of my knowledge, no individual monster play skills were altered for this build. Rather, for all Creep classes, the base numbers and the way that they feed into morale, power, regen, damage, finesse, block, parry, evade, crit, crit defence, resistance, warband manoeuvres, stat buff ratings (many of which are applied by skills), and the characteristics which vary by class were altered. I am not sure whether this also carried into the corruptions.
    Hmm, I noticed I only noticed 2 changes outside of stats, so if anything else was modified, I hope it's brought to light and we don't have any unexpected surprises. Thanks for the response.
    ~Rank 11 Loremaster, Arkenstone~

    ~Rank 13 Warg, Arkenstone~

  22. #22
    WL heals seem to have been nerfed by about 20%. Dear lord don't make this class more useless than it already is.
    Landy Redrighthand WL 13, Pawpatrol Stalker 7, Horrorbuisness BA 7
    Landy Tridis LM 6, Barnabras Warden 4

  23. #23
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    Quote Originally Posted by Hilawolf View Post
    WL heals seem to have been nerfed by about 20%. Dear lord don't make this class more useless than it already is.
    Possibly changes to incoming healing gained by ranks?


    Even my Signature is trolling!

  24. #24
    VASTIN:

    I'm sure I echo all the PvPers by saying "thank you" for the time put into PvP, and while these changes were only minor adjustments, it was definitely a step in the right direction.

    Please check your Private Messages, Vastin!


    As for feedback, here's a brief summation of changes (the boring math and balance discussion is at the bottom for those interested:

    All stat changes were calculated by a Warg with no buffs, no corruptions of any kind slotted. Stats will vary depending on class. Most numbers are rounded. It appears that the buffs originated from passives depending on the class. However, these numbers will be similar amongst all Creep classes (see more below).

    CRITICAL RATING: Base stat decreased from 7000 to 0. % decreased from 7.8% to 4.4%

    FINESSE: Base stat increased from 11k to 20k. % increase from 3.6% to 5.9%
    Notes: Finesse has been removed as a Rank bonus. Commentary on this below.

    CRITICAL DEFENSE: Base stat increased from 3000 to 4000. % increased from 6.7% to 8.7%

    BASE RESISTANCE: Base stat increase from 4800 to 20,000. % increased from 3% to 11.4%

    BLOCK: Base stat increased from 2400 to 13,700. % increased from 1.4% to 5.8%

    EVADE: Base stat increased from 13,400 to 27,400. % increased from 5.8% to 9%

    PARRY: Base stat increased from 10,000 to 21,500. % increased from 4.7% to 7.8%

    SPECIFIC RESISTANCE (CRY): Base stat increased from 11,000 to 45,000. % increased from 6.6% to 22.4%

    PHYSICAL MITIGATION: Base stat increased from 36,000 to 48,000. % increased from 38.1% to 44.2%

    TACTICAL MITIGATION: Base stat increased from 6400 to 18,300. % increased from 11% to 26.3%

    MORALE: Increased from 127k to 136k. Increase of 7%

    INCOMING HEALING: Stat is completely removed. It is removed from Rank gain, and removed from Creep stats in general.

    ---


    BALANCE DISCUSSION

    Overall, this is a step in the right direction. Defensive stats have received major and minor buffs. Also some interesting changes in terms of incoming healing and Finesse, more on that below.

    CRITICAL RATING BALANCE: Crit Rating did NOT need a nerf- in fact, 3 crit corruptions slotted should cap critical rating at 30%. Critical MAGNITUDE is the issue with Creeps (specifically with Wargs), NOT crit rating/percentage. Currently 3 Critical Rating corruptions puts Crit Rating at 38,000 base stat. 65,000 base stat seems to be approximately the Critical Rating required to cap %, so base Critical Rating for Creeps needs to be scaled up by 25,000. This will put base Creep critical rating at 15%.

    More on Crit Rating and overall Creep DPS below

    FINESSE BALANCE: Taking Finesse off of Rank was an interesting change. However, with the number of corruptions slots Creeps have, slotting Finesse corruptions is still not an option. [B] I think we need to revert Finesse back to Rank contribution, however base Finesse must be increased across the board. I have the exact numbers needed to add for Rank bonus and base for Rank 0 Creeps.
    Across the Board, Creeps need 17k more Finesse. This will put Base Finesse at Rank 0 at 10%. At Rank 15, Base Finesse needs to be 89k, which is 19%. 89--17= 72k. This means Rank will contribute a maximum of 72k Finesse spread out across 15 ranks. The simple math is 4.8k Finesse needs to be contributed per rank, 1-15.

    CRITICAL DEFENSE BALANCE: The 1k increase of Critical Defense is almost irrelevant. Base Critical Defense for Wargs used to be 20%, it is now 8.7% on BR. Insult to injury is the increased Critical Magnitude Freeps have with their ILIs.
    The critical defense stat is calculated a little different, so I don't have any hard numbers. However, my best estimation is that Creeps need an additional 15k base Critical defense to bring it back to a reasonable level. Critical Magnitude has exploded since Base Crit D was established for Creeps, and this will help compensate by increasing base Critical Defense from what it was on 105 to 115 by around 9-10%.

    RESISTANCE BALANCE: I'm unsure as to what Resist was prior update, but from a relatively uneducated standpoint, I think Resist is fine. It received a significant buff.

    BPE BALANCE: Echoed what was said for Resist. Major buffs, and I'm relatively unsure as to what they were at 105 cap. I say if it ain't broke, don't fix it. These buffs are probably enough.

    PHYSICAL MITIGATION: The buff to base stat was pretty good, but it could be more. Keep in mind, that with both this and Tact Mit need to be buffed in terms of base stat, but the corruptions could use nerfs. Math below:
    I'd suggest a buff of 10k to base stat (ON BULLROARER) and a reduction of 1200 on each Physical Mitigation Corruption (reducing the contribution from 7636 to 6436). This will slightly reduce the effectiveness of over-stacking against a certain damage type, but buff balanced defensive builds.

    TACTICAL MITIGATION: The stat seems to be in a slightly better position with the buffs than Physical Mitigation. Math below:
    I'd suggest a buff of 8k to base stat (ON BULLROARER) and a reduction of 1000 on each Tactical Mitigation Corruption (reducing the contribution from 7636 to 6636). This will slightly reduce the effectiveness of over-stacking against a certain damage type, but buff balanced defensive builds.

    MORALE: Seems fine.

    INCOMING HEALING: There is no visible stat for Incoming Healing, but removing this from Rank, I believe, was a mistake. Even if Vastin would like to see it removed from rank, removing it Creepside overall is a mistake. Please revert all things done to this stat.

    GLOBAL INCOMING DAMAGE: Currrently set at 40% from Audacity, able to be further reduced by Tome of Defense, Gift of Carrock buff, and -4% incoming damage food. I suggest increase base Audacity damage reduction to 45%/

    ---

    CRITICAL MAGNITUDE vs MASTERY

    At the moment, Creeps relying heavily off of Criticals, and the Critical Magnitude overly helping Wargs in comparison to other Creeps is an issue. I vouch for removing the Critical Magnitude entirely from the Critical Corruptions, and significantly buffing Mastery across the board for Creeps.

    The goal for slower fights across the board means Creep damage overall might dip slightly, but this is being compensated by significantly increased defensives.

    I will do my best to give some rough estimates on what this should look like.

    Currently, with 1 Creep Outpost, 5 Mastery slotted increased base damage by about 30.6% (an increase of 38,180). I suggest for next round of Bullroarer completely removing Critical Magnitude from Corruptions, and adding 35k Mastery to Creeps. To prevent from Mastery stacking too high, reduce Mastery Corruptions by 1000 (from 7636 to 6636).

    It'd be incredibly complicated to find out just exactly what hard numbers will work to keep Creep damage relevant, but preventing it from too bursty. Perhaps attempting a change along these lines will provide some useful testing info.

    ---

    WHERE THESE BUFFS CAME FROM

    OK, so thanks to my friend Boogiiman (Lioncourt on the forums), it seems these Creeps buffs originated from Creep Base attributes (Damage, Health, Power, Armor, Avoidance, Resistance)



    So Creep Classes that have higher or lower stats based on that standard will have a different experience. For example, WLs/Defilers/Reavers received slightly more Critical Defense/Mitigations than Wargs did. However, it's still not enough, and the discrepancies between the base stat contributions isn't that crazy. For example, a Warg is Tier 2 in the Armor Category, and received 1k additional Critical Defense. Defiler is Tier 3, and only received 500 more (1500). My original post is still relevant with the buffs required, it may just need to be modified slightly for each class, with the minor discrepancies between what each Class received in terms of stat buffs.


    ETC. Thoughts:

    1. Racial Traits for Creeps are still not scaled. When these are scaled, keep in mind that they should be relevant but minor in terms of what they add. Currently they are irrelevant, but we don't want them to add too much.

    2. I'm sure several things like Warleader Banner Debuffs/Buffs aren't scaled. Can anyone who plays any class in need of better scaled buffs/debuffs please speak up?

    3. Burglar/Hunter possibly will still need Moors-specific nerfs.

    4. Still need to examine the possibility of standardization for Freeps, whether that's Stat Caps or Mandatory Audacity armor. This may also resolve some issues with BPE/Resist for Creeps being "too high," when the reality is that it's just too difficult to get decent amount of certain stats (Finesse in this instance) for Freeps.

    Hope this helps, Vastin. Keep up the good work.
    Last edited by Spilo; Nov 05 2017 at 10:20 AM.
    ~Rank 11 Loremaster, Arkenstone~

    ~Rank 13 Warg, Arkenstone~

  25. #25
    Quote Originally Posted by Knight.Arkenstone View Post
    What is the proposed currency cap? ... I still have 50-60k ash simply from opening loot boxes ....
    Also what is the reason for introducing a cap in the first place for a currency that is already account bound?
    ... it seems a bit dubious that we can have the reward for our grind, not to mention real money invested, taken away from us.
    I echo this. I've opened HUNDREDS of boxes using store-bought keys. I have always supported this game monetarily - but if you seriously think it's okay to remove ALL of our ash when we log in to the next update by capping at 2k, (Yes, the cap IS 2k on Bullroarer - ridiculous!) when some of us have thousands from opening boxes - regardless of how they got the keys, in game or store - that's absolutely unacceptable.

    What valid reason is there to cap a barter currency like Ash (or any other PVE barter currency)? In fact, since you made Ash account-bound, why are the drops from mobs still character bound - it makes no sense.

    (And if you let the ash remain on login, but require it be spent before you can earn any... again, what possible reason could you have for doing such a thing? it means none of us can unravel any item without spending thousands of ash first... and since the items that drop aren't account bound - which they SHOULD be - it means it's all going to waste - who has the room to store "junk" ash items you can't use for a class you're not on, just so that you can later get the ash from it...)

    I'd really like to see fixes for some of the many issues that have existed since Mordor was released, rather than trying to change systems that don't need changing. Like the marks in instances not scaling past 105... like crafted Doomfold items being worse than Anorien... like tooltips not matching what consumables actually do... like outputs for light armor being identical, despite having more than one output option... like invisible mobs that can hit you but you can't target them... the list goes on of problems that have continued to be ignored by the devs even after multiple bug reports and forum posts... please fix these issues before putting out more content with even more issues.
    Last edited by Anjuli; Nov 04 2017 at 01:32 AM.
    Asheron's Call (1999-2017) - Ling Mei
    Lord of the Rings Online (Since Alpha F&F)
    Every class at 115

 

 
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