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  1. #1
    Join Date
    Jun 2018
    Posts
    200

    Bullroarer Update 29 - Preview #3 - CLOSED

    Bullroarer is CLOSED.
    Server Closing Time: Thursday, 03/11 5:00 PM EST

    Report A Bug
    Guide to the Eyes and Guard Tavern
    Character Copy is AVAILABLE. This can be accessed through the 'Transfer' button on the Bullroarer Launcher.
    Please note: If the 'Remember Me' option is checked on the LOTRO launcher your copy attempt will not work. Please assure this option is not checked when when applying to copy.

    Bullroarer is available for an another early look at Update 29.

    Beyond the Bree-fields lies the lightly travelled wilderness of the Wildwood. This heavily forested area has drawn the attention of two groups of Free Peoples who vie for its resources. The League of the Axe, a group of game hunters and miners down on their fortunes, seek to tap the land's resources and ferry their bounty down the Brandywine from Trader's Wharf to markets abroad. Meanwhile, a group of villagers in Trestlebridge have formed the Woodcutter’s Brotherhood, with the goal of taking advantage of the Wildwood to benefit the folk of Bree-land and rebuild Trestlebridge to its former glory. Both factions must decide the fate of the Wildwood as they work against unsavory Brigands and the Tarkrîp Orcs. The update also includes two new 3-player scaling instances set in Eriador, "Woe of the Willow" & "Agoroth, the Narrowdelve".

    Wildwood:
    Visit Enid Nettlesting at the Trader's Wharf in Evendim or Aran Greenwith at the Trestlebridge Gate in North Downs to start the Wildwood questline
    • These quests unlock as you finish various reputation tiers for the two factions in Wildwood.
    • Missions, Landscape and Repeatable quests are available for testing.
    • Quests have a Challenge level of 45.
    • Wildwood Deeds can be found on the Bree-land tab of the Deed Log.

    Instances:
    NOTE: An intro questline for these instances is available from Aragorn in Rivendell after completing 'Book 13, Chapter 10: A Triumphant Return' and from Hob Hayward at the Buckland Gate. These quests are not required to enter the instances.
    • Agoroth, the Narrowdelve
    • Woe of the Willow

    Spring Festival:
    • Boss from the Vaults: Naruhel the Red-maid
    • Bee's Big Business

    Release Notes
    Classes:
    • Warden Skills Shield-slam, The Boot, and Ranged Boot now apply their interrupt at the start of the skill animation instead of at the end.
    • Warden Trait "Shattered Javelins" is undergoing a few changes. Right now it can affect a high number of targets. If this ability is triggered on multiple nearby targets at once, the amount of bonus damage generated is more aggressive than we'd like. To address this, we're increasing the per-target damage of Shattered Javelins while decreasing the number of targets a single burst of Shattered Javelins can hit.
      • The burst damage from Warden Trait "Shattered Javelins" now affects 4 enemies down from 12.
      • The weapon damage multiplier for "Shattered Javelins" has been increased by 25%.
    • The Warden trait Indefatigable gives a larger bonus now. The tooltip has been slightly reworded to say "base block rating" instead of "block rating" to reflect the way multiple sources of bonuses interact with a base buff.
    • Warden Trait Aggravating Wounds should now work on all DoTs.
    • The Warden skills The Boot, Onslaught, and Wall of Steel used to have an invisible internal cooldown on their ability to apply their Interrupt. We are removing this internal cooldown with Update 29. This cooldown created some confusion when an expected interrupt effect wouldn't fire correctly. The time it takes to build and deploy a gambit is sufficient to prevent Wardens from becoming unstoppable interrupt-machines.

    Crafting:
    • Recipes to make Ember-worthy crafts are now available in the Minas Ithil crafting tier. These recipes have been automatically added to your crafting panels.

    Items:
    • The icons for the Ill Omens Portent, usable inventory items, have been recolored according to their benefit, making them easier to distinguish from each other in inventory or quickslots.
    • You can now upgrade Remmorchant set armour pieces. Speak to the Remmorchant Quartermasters in Estolad Lân and trade in your existing set pieces along with Tokens of Resolution, earned in Agoroth, the Narrowdelve and Woe of the Willow, to receive upgraded greater Remmorchant set armour pieces.
    • The Dol Amroth and Central Gondor reputation granting tokens now require completion of 'Volume IV, Book 1, Chapter 1: The Muster of the Rohirrim' instead of the 'Dol Amroth City Guard' or 'Introduction: Central Gondor', so that the minimum level required for the quest matches the minimum usage level on the tokens.
    • Individual Steed items purchased from the LOTRO Store will no longer auto-consume, making it easier to use on any character on your account.
    • The Anfalas Star-lit Crystal granted when opening the Aria of the Valar item Pack will now be bound to account instead of character.
    • The Imbued Legacy Replacement Scrolls granted when opening the Valar Level Boost - 120 Item Pack will now be bound to account instead of character.
    • The Steed of the Citadel item granted when opening the Blessing of the Valar, Aria of the Valar, or Valar Level Boost - 120 Item Packs will now be bound to account instead of character.
    • The Dusky Nimblefoot Goat item granted when opening the Gift of the Valar Item Pack will now be bound to account instead of character.
    • The Piles of Silver Scraps found in Gift and Blessing of the Valar packages now correctly bind to account.
    • The Tomes of Extraordinary Experience granted when opening the Aria of the Valar package now correctly bind to account.
    • The Aria of the Valar item Pack and Valar Level Boost - 120 Item Pack no longer have a required minimum level to open.

    Quests & Adventure Areas:
    • The correct music should once again play during the "Interlude: No Other Way" session play.
    • Floating Rubble in Epic 2, Bk. 4, Ch. 7 Instance has been grounded.
    • Stuck spot in Skarhald has been fixed.
    • Beorning NPCs will no longer become invisible after shifting out of bear form.
    • Fixed an issue with quest Retribution of the Trees not being able to complete if Cultivating the Wildwood advances too far.
    • Moved Thornmane deeper into the central Wildwood for part of his quest chain so he doesn't ask you to quest in areas you already passed through.
    • Removed the quest prerequisite for The Easterling Menace bestowed by Náin the Slakeless in Járnfast.
    • The object to teleport from Minas Tirith (After-battle) to the Hall of the King has become a banner and slightly moved position.
    • As long as you do not have 'Crannog's Challenge' currently underway, you should now be able to accept and complete 'Present Yourself to the Chieftain', even if you have previously completed 'Crannog's Challenge'. This resolves issues with usability of Bone Amulets and Wicked Daggers.

    PREVIEW ONLY:
    • Rock, in the Eyes and Guard Tavern, now has a quest for Wildwood tokens, including the Tokens of Resolution required to upgrade Remmorchant set pieces.
    Last edited by LordOfTheSquids; Mar 11 2021 at 05:02 PM.

  2. #2
    Just to check, these set bonuses aren't final right? They're laughable for a lot of classes.

    Yellow RK does not need or use -10% induction times. Yellow line is not induction based, that's red!
    Yellow captain does not need -10% attack duration. This is a useless stat for a tank
    LM is kinda odd, surely the damage bonus should be on the red line set? and the OH buff onto the set that buffs waterlore?
    Mits for yburg is odd but not the worst offender
    attack duration on wardens is quite sad but again not the worst offender
    attack duration for ychamp when it's already hard into diminishing returns with cappy buff and flurry



    These set bonuses seem like you spent all of 30 minutes thinking about them :/ Also great to see that the "unfinished itemisation" was in fact the finished itemisation like usual.

    You know what would be really great? Meaningful, inventive set bonuses. You remember the Pelennor instance cluster? that's a great raid with some great smaller group content. Great itemisation options too; Shame the 3 and 6 man gears lost their set bonuses for no reason.. Be inspired by that cluster, PLEASE.
    Last edited by Nubja; Mar 09 2021 at 01:41 PM.

  3. #3
    Join Date
    May 2015
    Posts
    29
    Nothing for PvMP again.
    No PvMP armour, promissed two month ago.
    No creep's resistance reduction.

  4. #4
    Join Date
    Jun 2011
    Posts
    3,388
    Quote Originally Posted by LordOfTheSquids View Post
    • You can now upgrade Remmorchant set armour pieces. Speak to the Remmorchant Quartermasters in Estolad Lân and trade in your existing set pieces along with Tokens of Resolution, earned in Agoroth, the Narrowdelve and Woe of the Willow, to receive upgraded greater Remmorchant set armour pieces.
    Just want to point out that you had a decent opportunity to offer some non-raid setbonus gear to players here but instead you decided to keep absolutely everyone tied into needing Remmorchant for gear progression.
    ~ Take the player, not the class ~

  5. #5
    Join Date
    Apr 2015
    Location
    Moscow, Russia
    Posts
    3,167
    Quote Originally Posted by Joedangod View Post
    Just want to point out that you had a decent opportunity to offer some non-raid setbonus gear to players here but instead you decided to keep absolutely everyone tied into needing Remmorchant for gear progression.
    We already have too much gear and raid every year. Main problem not lack of gear... main problem lack of people who want spend time in any instance

  6. #6
    Join Date
    Aug 2012
    Location
    Argentina
    Posts
    1,407
    Quote Originally Posted by Nubja View Post
    Just to check, these set bonuses aren't final right? They're laughable for a lot of classes.

    Yellow RK does not need or use -10% induction times. Yellow line is not induction based, that's red!
    Yellow captain does not need -10% attack duration. This is a useless stat for a tank
    LM is kinda odd, surely the damage bonus should be on the red line set? and the OH buff onto the set that buffs waterlore?
    Mits for yburg is odd but not the worst offender
    attack duration on wardens is quite sad but again not the worst offender.
    I was honestly hoping that the bonuses were getting a rework & that's why there was no mention of them on past iterations.

    Please Devs, rethink these. For example, tho Yellow LMs do contribute to the group's damage, afaik Yellow LMs run in the Catmint (Blue line) Set. And that's just one example... As they are now the bonuses are mainly out of touch with the practical reality of the classes.
    Home base: Gladden - Fluff server: Anor

    Chronicler of the unofficial LotRO Webcomic

  7. #7
    Weird changes for Warden interrupt- no more complaints from Freeps about Warg's eye gouge I guess. Was that really necessary in PvE?
    ~Rank 11 Loremaster, Arkenstone~

    ~Rank 14 Warg, Arkenstone~

  8. #8
    Join Date
    Mar 2009
    Posts
    265
    Quote Originally Posted by Joedangod View Post
    Just want to point out that you had a decent opportunity to offer some non-raid setbonus gear to players here but instead you decided to keep absolutely everyone tied into needing Remmorchant for gear progression.
    To be fair, they kind of did this by making Remmorchant gear available without T3 deeds

  9. #9
    Join Date
    Nov 2020
    Posts
    144
    patch notes
    Are these just your typical SSG poorly written patch notes by people who don't have proper will power to be working from home and can't be bothered to do this correctly or are you actually removing the creep BPE adjustment and the Rem Gear Deed changes?

  10. #10
    Quote Originally Posted by LordOfTheSquids View Post
    Bullroarer is OPEN.
    Server Closing Time: Thursday,[COLOR=#00ffff] 03/11 5:00 PM EST

    Release Notes
    Classes:
    [LIST][*]Warden Trait "Shattered Javelins" is undergoing a few changes. Right now it can affect a high number of targets. If this ability is triggered on multiple nearby targets at once, the amount of bonus damage generated is more aggressive than we'd like. To address this, we're increasing the per-target damage of Shattered Javelins while decreasing the number of targets a single burst of Shattered Javelins can hit.
    • The burst damage from Warden Trait "Shattered Javelins" now affects 4 enemies down from 12.
    • The weapon damage multiplier for "Shattered Javelins" has been increased by 25%.

    As someone who’s very well versed in this trait and what it does, I can assure you we don’t have a ranged skill that allows it to effect 12 mobs. Our ranged skills are limited to 10 targets, Resolution and EOB. Those skills do not do substantial damage on their own so their entire damage is related to the shattered trait. Resolution is a 4 gambit chain and EOB is 5 gambit chain. This trait works by applying a bleed to each target hit by a ranged skill, that means the most we can apply to is the most that a skill will hit.. which is 10. Then it hits only mobs that had the bleed applied for each bleed that was removed.. so again 10. Each of those 10 mobs are hit for 1 burst for each bleed consumed.. so 10 bursts per mob. That’s 100 total bursts that each hit for like ~30k damage. If there was zero mits and no damage reductions. The actual hit on level is no where near 30k, and this is landscape values not even instances. So your assumption that this works on 12 mobs is wrong, which would hit for 144 bursts instead of 100. If you reduced it to 6, it would only do 36 bursts, and 4 would be 16. So you’d reduce the number of hits by over 6 times.. then only increase damage by 25%. Thats such an incredibly massive, insane nerf that it’s hard to comprehend what you are even thinking.

    Simple math for you, if you did 10 mobs (100 hits) at 30k (this was from level 105 mobs not level cap (I’ll find those somewhere I think it’s like 18k)) that’s 3 million total damage spread out to 10 mobs (level 105). If you reduced that to 4 mobs and 16 bursts.. but increased damage by 25% that’s only 600k damage. So you’re nerfing this trait by 500% FIVE HUNDRED PERCENT!! Again.. you are reducing the damage of this skill by 500% from its live value. That’s hitting each mob for 150k when before it hit each mob for 300k. So in no way does this even get close to being the same value in damage as it was before by just buffing the burst damage by 25%.

    If you reduced it to only 6 mobs which would correlate with RRC you’d have 36 burst hits rather than 100. On like that’s 1M total damage vs 105 mobs then a 25% buff to burst hits would make that 1.3M total damage... still a huge massive nerf over the 10 mobs.

    So it doesn’t hit 12 like you think, and limiting it to 4 mobs would be a 500% nerf
    ~ Third Marshal Anaxander -R12 Warden, Chieftain Karukh -R12 Warg ~ Formerly of Elendilmir

  11. #11
    Quote Originally Posted by AaronIU View Post
    As someone who’s very well versed in this trait and what it does, I can assure you we don’t have a ranged skill that allows it to effect 12 mobs. Our ranged skills are limited to 10 targets, Resolution and EOB. Those skills do not do substantial damage on their own so their entire damage is related to the shattered trait. Resolution is a 4 gambit chain and EOB is 5 gambit chain. This trait works by applying a bleed to each target hit by a ranged skill, that means the most we can apply to is the most that a skill will hit.. which is 10. Then it hits only mobs that had the bleed applied for each bleed that was removed.. so again 10. Each of those 10 mobs are hit for 1 burst for each bleed consumed.. so 10 bursts per mob. That’s 100 total bursts that each hit for like ~30k damage. If there was zero mits and no damage reductions. The actual hit on level is no where near 30k, and this is landscape values not even instances. So your assumption that this works on 12 mobs is wrong, which would hit for 144 bursts instead of 100. If you reduced it to 6, it would only do 36 bursts, and 4 would be 16. So you’d reduce the number of hits by over 6 times.. then only increase damage by 25%. Thats such an incredibly massive, insane nerf that it’s hard to comprehend what you are even thinking.

    Simple math for you, if you did 10 mobs (100 hits) at 30k (this was from level 105 mobs not level cap (I’ll find those somewhere I think it’s like 18k)) that’s 3 million total damage spread out to 10 mobs (level 105). If you reduced that to 4 mobs and 16 bursts.. but increased damage by 25% that’s only 600k damage. So you’re nerfing this trait by 500% FIVE HUNDRED PERCENT!! Again.. you are reducing the damage of this skill by 500% from its live value. That’s hitting each mob for 150k when before it hit each mob for 300k. So in no way does this even get close to being the same value in damage as it was before by just buffing the burst damage by 25%.

    If you reduced it to only 6 mobs which would correlate with RRC you’d have 36 burst hits rather than 100. On like that’s 1M total damage vs 105 mobs then a 25% buff to burst hits would make that 1.3M total damage... still a huge massive nerf over the 10 mobs.

    So it doesn’t hit 12 like you think, and limiting it to 4 mobs would be a 500% nerf
    Proc from shatered javelins hits 12 targets around,so with 12 mobs>2 eobs/any ranged morale tap you get 120 hits(requires very closely packed mobs and happens only on some trash pulls/fights)
    Main reason why this was viable in the 1st place was because when you trait shattered javelins proc on barbed javelins went to 100% regardless of points put in it.So you had reliable way to proc this on multiple targets and it was one of best aoe damage skills in game but only in ideal scenario wich is very rare.Most trash pulls are under 10 12 targets and as soon as some dies damage of this skill drops off severly.If they were to keep 100% proc chance for barbed javelins it might still be viable in some scenarios but overall it is 1/3 dmg nerf in ideal situation wich due to rng element now translates to probably 100% nerf or trait not worth taking at all.

  12. #12
    Quote Originally Posted by Osglinthor View Post
    Proc from shatered javelins hits 12 targets around,so with 12 mobs>2 eobs/any ranged morale tap you get 120 hits(requires very closely packed mobs and happens only on some trash pulls/fights)
    Main reason why this was viable in the 1st place was because when you trait shattered javelins proc on barbed javelins went to 100% regardless of points put in it.So you had reliable way to proc this on multiple targets and it was one of best aoe damage skills in game but only in ideal scenario wich is very rare.Most trash pulls are under 10 12 targets and as soon as some dies damage of this skill drops off severly.If they were to keep 100% proc chance for barbed javelins it might still be viable in some scenarios but overall it is 1/3 dmg nerf in ideal situation wich due to rng element now translates to probably 100% nerf or trait not worth taking at all.
    It’s another trait that actually functioned as intended on Warden that they are now making completely irrelevant for zero reason this trait has zero impact on balance between classes. The fact you can only have ONE warden in a group is already a balancing point enough.. but instead they systematically go through and destroy previously functioning traits and make them literally worthless. Same with momentum..
    ~ Third Marshal Anaxander -R12 Warden, Chieftain Karukh -R12 Warg ~ Formerly of Elendilmir

  13. #13
    Join Date
    Jun 2010
    Posts
    7,618

    Skill Icon use

    The new skill icon animations when you use them are way too distracting and need to be toned down if not made into a toggle/removed. The one for applied toggles is especially bad because its even harder to tell if its still applied or fallen off (Reveal weakness, telling mark,etc)
    Crell-L85-Champion - Riddermark ; Swego-L85-Burglar ; Kotvi-L95-Runekeeper
    Delego-L85 Hunter ; Stodden-L51-Captain ; Edhul-L61-Loremaster
    Deglorion - SoA XP Disabler

  14. #14
    Quote Originally Posted by AaronIU View Post
    It’s another trait that actually functioned as intended on Warden that they are now making completely irrelevant for zero reason this trait has zero impact on balance between classes. The fact you can only have ONE warden in a group is already a balancing point enough.. but instead they systematically go through and destroy previously functioning traits and make them literally worthless. Same with momentum..
    At least they reverted momentum on BR,and fixed dot crit chance.Still this trait is prety much worthless now.Only way to make it viable is to have reliable proc on barbed javelin bleeds.(20 40 60 80 100 per point as i sugested in other thread).Would be good to tone down already huge rng of spec.From here if would be far easier to balance trait as dmg is reliable and not something like this where on 10 targets 2 eob deal 0 dmg in one scenario and in other it procs on everyone.Rly poor gameplay.With proc chance and 6 targets it would be decent in certain situations.Guess they are more worried about anor where balance is already mess dmg wise.

  15. #15
    Join Date
    Jun 2010
    Posts
    7,618

    Portent Icons

    I really appreciate the visual changes to the 3 types of portent icons when trying to find the right one to use. Could you apply this change to the activated buff as well? I know as a healer I'd like to see when the tank has used their -35% incoming damage or heal ones.
    Crell-L85-Champion - Riddermark ; Swego-L85-Burglar ; Kotvi-L95-Runekeeper
    Delego-L85 Hunter ; Stodden-L51-Captain ; Edhul-L61-Loremaster
    Deglorion - SoA XP Disabler

  16. #16
    Join Date
    Apr 2015
    Location
    Moscow, Russia
    Posts
    3,167
    New Rem sets have 440 level, need old set + 50 tokens from new instances per item. Every new piece have + ~150-200 to stat, + ~2000-5000 to Mastery/Crit and they have bonus per 2, 3 and 4 items. New bonus per 3 item give you +10% dps, +5% heal of -10% induction speed

  17. #17
    Will the new PvP gear have Shield Rank?
    Telc
    Arkenstone| Shock and Awe | Altria

    Arkenstone | Leader of Dark Impulse | Telcely
    Original Challenger of Gothmog


  18. #18

    New Skill Icon animations (Bullroarer) - changes that has to be done before release

    The new skills icon animations upon use on latest preview of Bullroarer are way too bright and distracting. It makes it very hard to know when the skills are going off and makes it practically impossible to see which skills are toggled on (for example Telling Mark, Revealing Mark, Motivate etc). This needs to be toned down substantially unless there is going to be a option to toggle on/off or adjust it in game by settings.

  19. #19
    warden has received more changes in the past month and a half than runekeeper, captain and guardian



  20. #20
    Quote Originally Posted by BinaryTertiary View Post
    warden has received more changes in the past month and a half than runekeeper, captain and guardian



    One is bug fix that was present since trait trees rework,one is massive nerf to situational trait setup and others are irelevent(one more nerf avoided for now via momentum change)
    Be carefull what kind of work you might get for guard and RK based on this xd

  21. #21
    Quote Originally Posted by Osglinthor View Post
    Be carefull what kind of work you might get for guard and RK based on this xd
    neither class has anything to lose anymore anyway cant wait for instances to go live and everyone taking captains for the first month or more

  22. #22
    Quote Originally Posted by BinaryTertiary View Post
    neither class has anything to lose anymore anyway cant wait for instances to go live and everyone taking captains for the first month or more
    Be careful about saying that; they can still stand to get further nerfs. Just look at warden changes this update and how they're fixing problems that aren't really problems while creating new problems in turn. I'm starting to dread class changes at this point, because they're creating more problems than they're fixing.
    Ughh...another one of those mad, hungry hobbits with a sword...

    Mydiel Pineapple 130 LM The Pirate Alliance Landroval

  23. #23
    at least RK got a buff

  24. #24
    Join Date
    Aug 2020
    Posts
    16
    Quote Originally Posted by LordOfTheSquids View Post
    Classes:
    • Warden Skills Shield-slam, The Boot, and Ranged Boot now apply their interrupt at the start of the skill animation instead of at the end.
    • Warden Trait "Shattered Javelins" is undergoing a few changes. Right now it can affect a high number of targets. If this ability is triggered on multiple nearby targets at once, the amount of bonus damage generated is more aggressive than we'd like. To address this, we're increasing the per-target damage of Shattered Javelins while decreasing the number of targets a single burst of Shattered Javelins can hit.
      • The burst damage from Warden Trait "Shattered Javelins" now affects 4 enemies down from 12.
      • The weapon damage multiplier for "Shattered Javelins" has been increased by 25%.
    • The Warden trait Indefatigable gives a larger bonus now. The tooltip has been slightly reworded to say "base block rating" instead of "block rating" to reflect the way multiple sources of bonuses interact with a base buff.
    • Warden Trait Aggravating Wounds should now work on all DoTs.
    • The Warden skills The Boot, Onslaught, and Wall of Steel used to have an invisible internal cooldown on their ability to apply their Interrupt. We are removing this internal cooldown with Update 29. This cooldown created some confusion when an expected interrupt effect wouldn't fire correctly. The time it takes to build and deploy a gambit is sufficient to prevent Wardens from becoming unstoppable interrupt-machines.
    Any plans to adjust Quick Sweep's consumption when there's more than 1 Warden in a group? This bug still locks out a more than 2 warden comp in a group

  25. #25
    Quote Originally Posted by cbfan14 View Post
    Be careful about saying that; they can still stand to get further nerfs. Just look at warden changes this update and how they're fixing problems that aren't really problems while creating new problems in turn. I'm starting to dread class changes at this point, because they're creating more problems than they're fixing.
    "Let the bridges I burn light my way."

 

 
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