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  1. #51
    Join Date
    Oct 2007
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    I think its okay for a solo instance to rely on interrupts, provided all classes can meet the base requirements to interrupt as needed.

    The problem is not all classes are equitable balanced with interrupt potential (not to mention corruption removal or harmful effect removal)

  2. #52
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    Can we please have an official statement that SSG is looking into difficulty and bugs of the new instances? At the moment my hope is gone that I will ever complete these solo instances and that's frustrating.

  3. #53
    Quote Originally Posted by scorrp10 View Post
    Yet another instance that obviously not a single dev played through before release. (Same goes for Bar Nirnaeth)
    On the plus side, if one just grinds relics, they can enter the instance, do the quests, and leave without triggering the bosses.
    Then again, why would anyone grind relics now? New blue ember gear completely kicks to the curb anything we might want to craft. And it got slots galore so anyone with a shred of common sense will hold on to their shards to make/upgrade essences.
    Agreed. So just do enough to complete weekly wrappers for embers, which have the added benefit of giving you enough sigils to hand in sigils for ember quest. Lot less grindy but still prefer the old Hultvis quests at least they had the benefit of being fun
    Wal's Army on Evernight - Walred (Champ), Walmur (RK), Walbert-2 (Cappy), Walori (Guard), Walrandir (LM), Walora (Warden), Walmo (Burg)

  4. #54
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    Quote Originally Posted by Once_of_Bree View Post
    Agreed. So just do enough to complete weekly wrappers for embers, which have the added benefit of giving you enough sigils to hand in sigils for ember quest. Lot less grindy but still prefer the old Hultvis quests at least they had the benefit of being fun
    I really LOVED the hultvis daily quests!

    Pro:

    - not too long
    - open instances, so other people showed up and worked together
    - a lot of fun because the bosses were located in the deep and you had to fight your way through the different floors
    - very good populated because the rewards have been great and almost every player wanted to do them on a daily basis
    - really good rewards (Embers, tokens for good gear, virtue XP, consumable items, crafting items, cool cosmetics and great pets like bees)
    - they added a third one after a couple of weeks and this kept them fresh and new

    I really hope, SSG will bring back open instances to Minas Morgul like the hultvis dailys. I played them almost every day for many months.

  5. #55
    Quote Originally Posted by Thurinuor View Post
    Can we please have an official statement that SSG is looking into difficulty and bugs of the new instances? At the moment my hope is gone that I will ever complete these solo instances and that's frustrating.
    From another thread about the bugs in the Bar Nirnaeth - House of Lamentation. instance, posted by Cordovan;
    The solo and duo versions of this instance currently cannot be completed due to a bug with Agath-Kali as described in this thread. We are working on a game update for the near future to correct this issue. There is a separate bug that can happen in this Instance regardless of party size as well, in which if the party wipes during the fight with the gaunt woman, they cannot continue progress. This too will be corrected.
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  6. #56
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    Jun 2011
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    Quote Originally Posted by mrplaneswalker View Post
    The problem is not all classes are equitable balanced with interrupt potential (not to mention corruption removal or harmful effect removal)
    In addition lags play a role...

    IMO interruptions, corruptions and effects are overused anyway. I would want a few deadly ones, but not a wagonload of uncritical ones. This would be more like the old landscape/T1 game. If you don't react, you're defeated - but you usually have the option to react.
    Today reaction is optional and it can only be optional, simply because we get more than we can react to.
    Last edited by thinx; Jan 24 2020 at 09:52 AM.

  7. #57
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    Quote Originally Posted by GarethB View Post
    From another thread about the bugs in the Bar Nirnaeth - House of Lamentation. instance, posted by Cordovan;
    Thanks a lot.

  8. #58
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    Apr 2015
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    Quote Originally Posted by thinx View Post
    In addition lags play a role...

    IMO interruptions, corruptions and effects are overused anyway. I would want a few deadly ones, but not a wagonload of uncritical ones. This would be more like the old landscape/T1 game. If you don't react, you're defeated - but you usually have the option to react.
    Today reaction is optional and it can only be optional, simply because we get more than we can react to.
    Even if you use interruptions and boss have 1 million morale left, one mistake and you get huge amount of knockbacks, when fell spirits deal 60-70K damage to you.

  9. #59
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    Sep 2016
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    We have been reading your feedback on this fight, and will be looking into it.
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  10. #60
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    Quote Originally Posted by Cordovan View Post
    We have been reading your feedback on this fight, and will be looking into it.
    Great news. That gives hope to me. Thanks, Cord! <3

  11. #61
    Join Date
    Jan 2007
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    Wisconsin
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    362

    Another issue with this instance - The Gurvand fight

    The Gurvand will punt you and the rangers around (solo version). When I tried the instance, he kept punting both rangers into one corner of the "arena" and they couldn't get out. I had to dismiss them (/pet releaseall - I made a "button" for that) and resummon, all the while tryng to survive. Then, he took to punting ONLY Rhadrog into the corner of no return, leaving Faeron at least to tank him, while I used Rhadog's "pet menu" to release just him, and then resummon him. Doable (since I was testing it out on lvl 122) but we shouldn't have this issue at all. Resummoning does not "dissolve" any that are still there, so you must dismiss first. Their pathing is fairly horrible too.
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  12. #62
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    Quote Originally Posted by greendarner View Post
    The Gurvand will punt you and the rangers around (solo version). When I tried the instance, he kept punting both rangers into one corner of the "arena" and they couldn't get out. I had to dismiss them (/pet releaseall - I made a "button" for that) and resummon, all the while tryng to survive. Then, he took to punting ONLY Rhadrog into the corner of no return, leaving Faeron at least to tank him, while I used Rhadog's "pet menu" to release just him, and then resummon him. Doable (since I was testing it out on lvl 122) but we shouldn't have this issue at all. Resummoning does not "dissolve" any that are still there, so you must dismiss first. Their pathing is fairly horrible too.
    There are a lot of pathing issues in this instance from the two rangers. And like you say, if you cant dismiss both, you cannot re-summon either.
    Treat others as you do your best pictures, and place them in their best light.


  13. #63
    Quote Originally Posted by Arnenna View Post
    There are a lot of pathing issues in this instance from the two rangers. And like you say, if you cant dismiss both, you cannot re-summon either.
    /pet releaseall


  14. #64
    Quote Originally Posted by Cordovan View Post
    We have been reading your feedback on this fight, and will be looking into it.
    Also the last boss for the barrows or (skorgrim instance) is quite hard for solo that usually im 130 killing it at level 125 level 124

  15. #65
    Who are the bosses today? Do they alternate every other day?

  16. #66
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    Quote Originally Posted by CloudCastle View Post
    Who are the bosses today? Do they alternate every other day?
    I think they alternate per week, because since 2 days I got the same bosses.

  17. #67
    Quote Originally Posted by Thurinuor View Post
    I think they alternate per week, because since 2 days I got the same bosses.
    Ok, thanks for the info. I ran the instance Wednesday and Thursday so I caught it during the transition from one week to the next. I got a different set of bosses each day.

  18. #68
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    Jun 2019
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    Solo Hunter chiming in to say Skorgrim can bite me.

  19. #69
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    May 2007
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    This instance solo mode is a complete joke. I don't know what they were thinking, as a hunter it's virtually impossible to get past the dwarf. The rewards in solo instances are always garbage too, sigils for hours of dying over and over again?

    It's a damn shame because the idea of fighting old bosses as terrors is really cool, they really botched the execution though and created a horrible experience.
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  20. #70
    Join Date
    Jun 2019
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    107
    After thinking about it (and failing to hire an Irish sailor to properly describe the fight ), I figured I should offer some actual constructive feedback, speaking from the position of a player that actually *likes* difficult fights.

    For solo, Skorgrim is just too damned much too damned fast. Take *something* out of it. Remove a couple of the debuffs (the speed debuff is *really frustrating* when you're already getting pinballed all over the damned place). Slow down his shade spawning a little. Or lower the morale on his spawns so single target classes can keep up. Needing to carve a hole in the dwarf ring is fine; but when it means you're already behind because Skorgrim's summoned a shade and the Rangers can't keep its attention...then more and more and more...

    Anyway...it looks hard but possible for a class with a lot of solid AoE. Unfortunately, this is not a game where every character gets a lot of solid AoE!

  21. #71
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    May 2007
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    Quote Originally Posted by Starsmith View Post
    After thinking about it (and failing to hire an Irish sailor to properly describe the fight ), I figured I should offer some actual constructive feedback, speaking from the position of a player that actually *likes* difficult fights.

    For solo, Skorgrim is just too damned much too damned fast. Take *something* out of it. Remove a couple of the debuffs (the speed debuff is *really frustrating* when you're already getting pinballed all over the damned place). Slow down his shade spawning a little. Or lower the morale on his spawns so single target classes can keep up. Needing to carve a hole in the dwarf ring is fine; but when it means you're already behind because Skorgrim's summoned a shade and the Rangers can't keep its attention...then more and more and more...

    Anyway...it looks hard but possible for a class with a lot of solid AoE. Unfortunately, this is not a game where every character gets a lot of solid AoE!
    I agree, and realized my first comment (above yours) was in the moment after I wasted 2 hours and several gold on repairs so I may have been a bit over the top angry.

    For hunters trying to figure Skorgrim out, I finally got past it by doing this:

    Just completely ignore all the adds, let them multiply, let them go nuts. Once you get knocked out into the side back into a corner where the dwarves can't hit you. Focus single target DPS On the boss the whole time. You need to be in red line and have some decent gear but it's possible if you can kill the boss before the rangers go down. Once there are like 10 ghosts though, you pretty much have to only use focus skills since all your inductions will get interrupted by so many attacks at once. I'm not saying the instance is working right, but just pointing out that I was able to kill Skorgrim as a solo hunter by purely focusing on DPSing him and nothing else.
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  22. #72
    Join Date
    Jun 2011
    Location
    Finland
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    161
    I tried everything with yellow champ, but then I noticed that those icy pads in the middle of the room do huge damage.

    I lured skorgrim to the corner, and I was able to easily dps him and his spirits down. Funnily, when skorgrim died, I ran back to the middle of the circle and died instantly. Luckily game already registered his defeat, so dying there didnt reset the dwarf.

    But dont like this instance at all. Any further goes can wait some kind of balancing first.

    Here's log:

    Faeron scored a hit with a melee double attack on Skorgrím Dourhand for 26,836 Common damage to Morale.
    Faeron defeated Skorgrím Dourhand.
    Fight On applied a heal to Beleriana restoring 5,407 points to Morale.
    The attacker scored a hit with Punishment - 10 on Beleriana for 96,188 Common damage to Morale.
    Beleriana applied a heal with Bond of the Rangers to Rhadrog restoring 22,447 points to Morale.
    Bond of the Rangers applied a heal to Beleriana restoring 24,680 points to Morale.
    Fight On applied a heal to Beleriana restoring 5,407 points to Morale.
    Bond of the Rangers applied a heal to Beleriana restoring 24,680 points to Morale.
    Skorgrím Dourhand scored a hit with Chilling Wind on Beleriana for 32,038 Frost damage to Morale.
    Skorgrím Dourhand scored a hit with Chilling Wind on Rhadrog for 24,733 Frost damage to Morale.
    Skorgrím Dourhand scored a hit with Chilling Wind on Faeron for 24,675 Frost damage to Morale.
    The attacker scored a hit with Punishment - 10 on Beleriana for 96,188 Common damage to Morale.
    Beleriana applied a heal with Bond of the Rangers to Rhadrog restoring 22,447 points to Morale.
    Skorgrím Dourhand scored a hit with Spiteful Words on Beleriana for 52,102 Shadow damage to Morale.
    Bond of the Rangers applied a heal to Beleriana restoring 24,600 points to Morale.
    Skorgrím Dourhand incapacitated you.
    You succumb to your wounds.



  23. #73
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    Jun 2011
    Location
    Finland
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    161
    Tried the same tactic as with my champ and did it with yellow 2h guard this time. Succeeded in the first try.

    I just went to one corner, force taunted skorgrim to follow and then killed him there. His punts did nothing to me either, just short flight straight upwards and back to the fight. I dont think I went ever below 200k morale, not even once. Half of his dwarves were still standing there in circle when he went down.

  24. #74
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    Jun 2011
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    It's still impossible for me as a blue, red or yellow captain.

  25. #75
    Join Date
    Aug 2012
    Location
    The Shire
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    164
    I have dabbled around a bit in the Ghashan-Kutot, The Halls of Black Lore instance today with my blue hunter, and this is what I noticed.

    I think the reason why the solo version of this instance on tier 1 at level 130 feels broken, is because there is something odd going on with the mob morale numbers.

    I believe the solo version of the tier 1 instance actually loads the intended mob morale numbers of the duo version, and vice versa.

    That, or there is another issue causing too high mob morale numbers in the solo version of this instance.

    Here are the mob morale numbers for both the solo and duo versions of the instance at level 130, with the bosses that were in today's rotation:

    Tier 1 level 130, SOLO version:

    General mobs:
    Bound Protector: 351.840
    Shade of Dark Knowledge: 835.620
    Dark Curator: 278.540
    Dark Cataloguer: 293.200
    Shade of the Past: 293.200
    Warden of the Archive: 1.013.299

    Bosses:
    Orc Chef: 9.675.600
    Moria Soldier: 1.319.400

    Udunion: 6.450.400

    Ring Forge: 1.477.728
    Ghashanuz and Penrith: 985.152

    Skorgrim: 16.888.322
    Murderous Dourhand: 293.200
    Fell Spirit: 835.600 (Forgot to write down the correct number, but somewhere close to this)

    Dark Archivist: 3.377.664

    Debuff example:
    Terror of the Nazgul: 22.266 shadow damage every 3 seconds


    Tier 1 level 130, DUO version:

    General mobs:
    Bound Protector: 232.214 morale
    Shade of Dark Knowledge: 551.509 morale
    Dark Curator: 183.836 morale
    Dark Cataloguer: 193.512 morale
    Shade of the Past: 193.512 morale
    Warden of the Archive: 668.778

    Bosses:
    Orc Chef: 6.385.987
    Moria Soldier: 870.804

    Udunion: 4.257.264

    Ring Forge: 975.301
    Ghashanuz and Penrith: 650.200

    Skorgrim: 11.146.293
    Murderous Dourhand: 193.512
    Fell Spirit: 551.509

    Dark Archivist: 2.229.259

    Debuff example:
    Terror of the Nazgul: 11.133 shadow damage every 3 seconds


    As you can see all mobs in the solo version currently have higher morale numbers than the ones in the duo version. All approximately 1.5 times more morale.

    Not only that, but debuffs in the solo version, like Terror of the Nazgul, are also twice as strong.

    If you want to complete this instance alone, then you are better off trying the DUO version right now.

    I finally did manage to complete the solo version of Skorgrim with my not too impressively geared blueline hunter, by standing in a corner and just focussing on hitting Skorgrim, as someone in this thread suggested, but that hardly seems the intended way to complete that fight. All other attempts failed!

    Another observation with regards to the duo version of this instance. I did run it with a kinmate yesterday, and we ended up running around with two Faerons and Rhadrogs, which seems unintended as well.

    Also I fully agree with the people who say the number of interrupts and knockbacks in this instance seems way too high. And it's almost not worth it removing debuffs either, simply because as soon as you do so, the same debuff you just removed will be applied again almost immediately, this time with your removal skill on cooldown.

    If you as a player are forced to ignore most of these, simply because it's impossible to deal with the majority of them, they are a broken mechanic!

    Lastly one other thing I noticed was that the boss chests in the duo version of the six man instances won't drop any additional rewards, like the yellow gear drops that the boss chests in the three man instances do reward. SSG please add at least those rewards to the duo versions of the six man instances.
    Last edited by Elwenwing; Feb 02 2020 at 08:07 PM.

 

 
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