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 Post subject: Update 10 Summary & Discussion
PostPosted: Fri Jan 25, 2013 5:03 pm 
The Almighty
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So, since we've got some solid info from the twitter chat, and Bullroarer will be up with U10 next week, it's time to start compiling all known info ahead of launch again :mrgreen:

-----

New Instances
All-new instances taking place in the Dale/Erebor region of Middle Earth. These instances have been confirmed to take place in the Rings timeline, although their naming sounds like they might have been in the Hobbit timeline.

As with the other current Erebor instances, they have 2 tiers, and scale from lv20>cap. (Anyone fancy a full lv20 raid? :mrgreen: )

The Bells of Dale (6-man)
Quote:
"Aid will not come to the Men of Gondor from the North, for in these last days of the Third Age, war has come to the foot of Erebor. Easterlings answering the call of the Dark Lord prepare to besiege Dale and the Lonely Mountain. The only comfort is that Mordor's host will also be bereft of these forces.


Bells of Dale sees you in Dale at the time of an attack by the Jangovar tribe of Easterlings. The objective is to reach and ring the Bells of Dale, to warn the citizens that they need to evacuate the city and head to Erebor. The Instance features at least two optional bosses.

Flight to the Lonely Mountain (12-man)
Quote:
"The Ring has passed beyond my vision into the pass of Cirith Ungol. Dale has fallen in the North, and the survivors of the siege are retreating to the Lonely Mountain, with the Easterling forces not far behind them..."


Flight is a "Survival" style raid. You must hold a ford from the Easterlings in order to allow the citizens of Dale to flee to Erebor. Adds are on a timer (although killing them faster makes the next lot appear sooner - you cannot delay spawns). The raid lasts tens minutes. Challenge mode is to kill 100 mobs in those 10 minutes (1 mob every 6s). Some interesting mechanics on the adds. No "proper" boss however. Co-ordination is key to manage the adds, and target them appropriatesly, as the threat levels of a mob will change during combat (eg, that crap guy who hits for one damage at the start will be a one-shotter if you ignore him too long). Communication and Co-ordination is the name of the game for this and indeed all the erebor raids.

The Fires of Smaug (12-man)
Quote:
"The dwarves of Erebor wish to send forth ravens with news of the Battle of Dale and to request Dale and to request aid, but the Easterlings have constructed a device of great evil to smoke the dwarves out of the Lonely Mountain..."


Fires sees you at a southern outpost of Erebor, where the famous Ravens of Erebor are kept. The Easterlings are using a Grim as part of a siege weapon to pump gas into the mountain, and kill all the dwarves. Your objective is to go out here and kill it, while ensuring that the gas doesn't go over 200 units before the boss dies. Challenge mode is no more than 20 units. This will involve sending small teams to 4 valve locations far away from the boss, where you will have to kill adds defending the valves, and then turn the valves to minimise how much gas enter the mountain. The catch? Each valve has 5 levels of opening. Each player can only reduce it by two per "round" (I think it can't go below one). Challenge mode requires perfection of tactics. The boss itself has some nasty mechanics too (eg, it murders melee, but later summons adds taht require melee etc)

The Battle for Erebor (12-man)
Quote:
"The Ring has been destroyed and Sauron is vanquished from Middle-earth! The Easterlings in the North are dismayed by the news, and the time has come to break the Siege of Erebor. However, Sauron's champions await you at the gateway to the Lonely Mountain.


Battle take place at the very end of the Siege of erebor. After the ring has been destroyed, the Easerling army is weakened and now is the time to leave the mountain and break the siege. It's a battle Royale, against two big troll bosses. What makes this fight unique is that you "pick your poison". There are six flags allowing you to customise the terms of your epic fight. Tier 1 requires that you pick 2 handicaps. Tier 2 requires 4 handicaps. Challenge requires all 6 handicaps. And yes, some don't play nicely with others.

Flags:
  • Honor Guard (Starts Phase 1) - Bosses start the fight with 8 additional adds
  • Blood Brother (Starts Phase 1) - For every 1% that the two bosses differ in morale, they EACH get a +25% damage boost. Which stacks.
  • Blood Rage (Starts Phase 1) - For every 5% of morale that either boss loses, BOTH bosses get a 100% damage bonus boost for 20s.
  • Reinforcements (Starts Phase 2) - Waves of adds spawn every 30s.
  • Catapults (Starts Phase 2) - The entire arena gets bombarded with catapult strikes
  • Inferno (Starts Phase 3) - The entire arena is on fire, making everyone lose 10% max morale every 3s.





Scaled Instances

Old Scalables

The following instances will now use Remote Looting tech:
  • Tham Mirdain - School & Library
  • Halls of Night
  • Inn of the Forsaken
  • Great Barrow - Maze, Thadur & Sambrog
  • Annuminas - Glinghant, Ost Elendil & Haudh Valandil
  • Fornost - Water, Earth, Fire & Shadow
  • In Their Absence - Ost Dunhoth, Sari Surma, Lost Temple, Stoneheight & Northcotton Farm
(Basically everything scalable, although Helegrod is missing from this list...)

Quote:
Most of it isn't in this build, but all the scaled instances listed in the Release Notes have been converted to use Remote Looting, and they'll have new loot to match. Instances will now have a chance to drop Incomparable (and Legendary) equipment, similarly to the Dol Guldur revamp.


New Scalables
The In Their Abscence (ITA) Cluster will be revamped to use level scaling with U10. The instances will keep their existing minimum level of 65, and will scale to the level cap. All instances still require you to discover the entrances to unlock them via deeds.

Northcotton Farm (3-man)
...

Stoneheight (3-man)
...

Lost Temple (6-man)
...

Sari-Surma (6-man)
...

Ost Dunhoth (12-man)
OD has been split into three instances, which must be completed once each in the correct order (like Fornost) to complete the "Unlock" Deed:
  • Ost Dunhoth - Wound & Fear Wing (Requires Deed: Discoverer of Ost Dunhoth)
  • Ost Dunhoth - Disease & Poison Wing (Requires Deed: Ost Dunhoth - Manifestations of Wounds & Fears)
  • Ost Dunhoth - Gortheron Wing (Requires Deed: Ost Dunhoth - Manifestations of Diseases & Poisons)

A new armour set (1 set it seems) will be available. The old lv65 set will also remain available for marks & meds in the skirmish camp

-----

Gear will presumably be available from ther Skirmish barterers, and will barterable using marks and meds just like the current BG gear:
Quote:
Q25 @earthmeaser would you guys made the Ost Dunnoth gear medallions/marks purchasable??
A25 RockX Yes. It's already in the works.

(Source)




General Changes

  • "Dread on Defeat" to be removed on Landscape. "Rouse Spirit" destiny point perk (remove defeat dread) has also been removed. Other sources of Dread still exist. as normal[/b]
  • New armour sets & the introduction of First Age legendaries have been confirmed for U10.
  • U10 will add an option to allow players to "Opt out" of forced emotes. Simply untick "Enable Involuntary Emotes" under Social Options.
  • Tarnished Cele's will be available at the skirmish camp for (quote) "Marks, Medallions, and/or Seals" (Source)



Warden Changes

In U10, Wardens will be changed to scale of Agility rather than Might, although "There will be a grace period to allow us to get new gear." (Source)

This will bring them in line with the other medium armour classes (Burglar & Hunter), and hopefully improve itemisation options for all three classes. No more runs where all you get is DPS Warden loot!

The Warden's Trait "Skillful Blocking" (The Block Proc trait) has been renamed to "Combat Positioning", and now procs from evades instead of blocks (to adapt with the change of Wardens main stat to agility).


Rock wrote:
A) This change means Wardens will draw Physical and Tactical Mastery from Agility, not from Might.

B) The change was announced on Twitter, yes. It is not the only place it will be mentioned.

C) The reasons for this change are because we feel the Warden is better suited as an Agility class -- it is the tank which functions by avoiding attacks, not by standing there and taking them. It also makes itemization in general take substantially less work to have one primary stat for each armor type.

D) We recognize this is a rather massive change to introduce in the middle of an expansion. It is being done now to coincide with all the additional gear which will be introduced with Update 10 (also announced via Twitter).

E) The "grace period" mentioned will be a period of time where Wardens draw Physical/Tactical Mastery from BOTH Agility and Might. We recognize to completely switch streams without any sort of extended period of time would leave the class in an un-playable position.

F) The Hytbold sets will be converted to use Agility as the primary stat.

G) Pieces of jewelry which have only Vitality or Agi/Vitality as their primary stats will appear more often.


Rock wrote:
Might will still give contributions to Block, Parry and Physical Mitigation, just not to Physical and Tactical Mastery. I'm planning on changing all the Hytbold sets to reflect the difference.


Rock wrote:
So, anything you may lose from Block Rating during this change you'd actually gain in Evade Rating. You'll see more Evades pop up on your screen and less Blocks, but the over-all effect will be the same.

Physical Mitigation will start showing up more often (read: at all, really) with the new equipment introduced.


Rock wrote:
On a more serious note, this is something which has been in discussion for a long time. We do recognize we're asking you to shift gears mid-game, so to speak. The 'grace period' mentioned before is going to be a substantial period of time -- this isn't going to be a 'two weeks and then done' sort of deal.


Rock wrote:
A Player wrote:
I can envision 1 of three situations happening with U10 and moving forward:
1) RockX puts in overtime with an abacus and both might and agility tanks get a plethora of new phat lewt from which to choose from when building their characters.

So, considering how I'm at work right now, on a weekend, updating gear stats, I'm going to say it'll be mostly option 1.
As for the 'Grace Period,' it won't end until both the Warden dev and I are comfortable with the Warden being able to acquire the gear which they need --through both new pieces and old pieces having their stats converted to reflect this change.


DEViled_Egg wrote:
To chime in and echo RockX's statements:

We understand that we're asking much from you all in terms of accepting a major stat change mid-stream, but please know that this decision wasn't made lightly, and we absolutely want to do everything we can to make this as painless a transition as possible. As Rock's mentiond, this grace period will last for a fairly long time. We'd like to give enough time for even the more casual Wa(r)dens to re-gear; we don't want to make you rush.

A huge thanks to RockX for burning the midnight oil on this one. I owe you cookys.

Also for those of you who've been asking, I am indeed the Wa(r)den dev!

In any case, thank you all so much for being patient with us.


Rock wrote:
Might and Vitality have an equal contribution towards Physical Mitigation -- 2 points of Physical Mitigation for every point in the primary stats. While we won't be adding Physical Mitigation to Agility, there will be new options of equipment with pure Physical Mitigation available. There will also be additional pieces with Block Rating.




Crafting

  • First Age lv85 Recipes added to guilds
  • Cooks can now use Ovens to make *ALL* foods (You no longer specifically need a campfire to make trail food and some other recipes anymore). Campfires still exist, and allow you to make *SOME* foods (eg, Trail Food).
  • Crafted Armour for Tiers 1-4 has been re-leveled to make each tier consistent. Light & Medium sets have had stats modified in some cases to better support their associated classes.
  • Crafting XP is being adjusted down.
  • Guild Rep Items can now only be used while you are a member of that guild.



Legendaries
  • Names of Tier 1-9 relics have been standardised, to make it easier to tell what they are at a glance.
  • Amount of XP on IXP Runes obtained from refining relics has been slightly lowered.



General Stat Changes

Critical Rating
  • Now increases both Critical CHANCE & Critical MAGNITUDE (New)
  • All skills (unless otherwise stated in tooltips) have a default Critical Magnitude of 1.5x damage, and a devastate magnitude of 2x damage. Critical Rating (Specifically Crit Magnitude) will increase these default values.
  • % Caps and rating-to-% converversion rates remain unchanged
  • 1 point of Agility will now give 1 Crit Rating (previously: 1.75 Crit Rating)
  • 1 point of Fate will now give 2.5 Crit Rating (previously: 1.75 Crit Rating)

Will
  • No longer increases power pools
  • Now gives 2 points of Tactical Mitigation per 1 Will (Vitality is still giving 4 Tac mit per Vit, it isnt nerfed)

Champions
  • 1 Might will now grant 6 Parry Rating (instead of 4 Block Rating and 2 Parry Rating)

Power
  • All classes are having their power pools standardised.
  • Tactical classes will get 65 power per level (lv85 = 5,525 Power)
  • All other classes will get 50 power per level (lv85 = 4,250 Power)
  • Fate is now giving incredible amounts of IC-PR (see below) whichh without number crunching would appear to give you a larger effective power pool (that 2k or so raw power a tactical might drop will be more thatn made up by the amount regened in the fight)

All skills have now been modified to have skill costs which scale based on our BASE power pools (see above). Testing on a lv85 Burglar, *ALL* burglar skills now cost either 85 power (2% of 4,250) or 128 power (It's actually 127.5 power rounded up - 3% of 4,250). Having raw power in your build from ANY source (gear, traits, etc) does not increase skill costs.



Fate Changes

The devs have spoken recently about a change to Fate being planned, since at the moment it is a weak stat that doesn't offer anything (Raw crit and Raw IC-PR are WAY more effective). This has now been confirmed to be in U10.


Testing on Burglar, 348 Fate gave:
  • 870 Crit Rating (Fate * 2.25)
  • 1,920 IC-PR (appears to be a "Diminishing Returns" formula)
  • 522 IC-MR (Fate * 1.5 - Unless thats a flukey conincidence)

Quote:
RockX: In U10, Fate's potency is increasing. Power pools are being standardized.

----

Q30 @DavidSp64583582 What does standardizing power pools mean?
A30 HoarseDev - Powerpools will seem less random between similar classes. This will clear the way to make overall class updates easier in the future.

(Source)




Mithril Coins

A new type of currency, purchasble through the storeonly, is being added to the game in U10. While that initial statement might have you going "WTF?!", the reality is that this is just a new type of unified currency replacing many old "store" currencicies, such as revival tomes, stablemaster writs, travel to quest NPC writs etc.

More info on this currency can be found in the Q&A article Turbine have put together:
https://www.lotro.com/en/game/articles/ ... il-coin-qa

Sapience wrote:
More accurately you'd buy Mithril Coins that you could use to either pay for travel or revival. You decide on the fly which you need when instead of being locked into those 100 writs when you really want to revive.


Sapience wrote:
A Player wrote:
Do you need to have the premium barter wallet to share these across your account?
No you do not.




Not in U10, But Coming In U11

New Region
The new landmass has been confirmed to make its debut in U11.

Quote:
Q32 @pspchekers Will this region come with U10 or U11?
A32 Sapience U11.

-----
Q26 @DaniAngione Can we get some info on the landmass?
A26 Eldorudo It will be comparable in size to Great River. It will support mounted and unmounted combat.

(Source)


New Epic Quests
Quote:
Q18 @bhoristhespider Will Update 10 include a new epic book?
A18 Eldorudo – Update 10 will not include a new epic book, but there is a super sized epic being worked on for Update 11!

(Source)


Mounted Combat Updates
Quote:
Q21 @cithryth - Are there new mounted combat things on the horizon?
A21 Eldorudo We're looking at some exciting things for the new region. We have some tricks up our sleves.

(Source)




Beyond U10

Class Updates
The devs have previously said that instead of doing "Month of the X" class updates, they will be looking at doing general changes for all classes at the same time in future. They haven't said their are classes changes in U10 (however there could still be a few minor tweaks), but significant class changes are planned for later in the year.

Quote:
Q4 MrWarg - When are the class updates planned to happen?
A4 HoarseDev - We are laying the groundwork now (and there’s lots of it). Later this year, we’ll see the big changes.

Q5 Chris91 - Will class updates also bring updates to creep classes? ? #LOTRO
A5 HoarseDev - We need to see if the freep changes entirely explode in a fiery train wreck first. #LOTRO

(Source)


The Community Sites & Forums
Everyone has been somplainiong about the crappy state of these, and things have been getting steadily worse. MyLotro refuses to work for some characters/kinships, the forums require multiple clicks to open links, some things just don't work. Looks like they are finally going to sort some things out.

Quote:
Q6 AlmericITA - My Kinship doesn't show up in Mylotro, will be any fixing for us?
A6 Sapience - We're aware that some kinships have this problem. We’re actually looking into some major changes to the community sites for this year.

-----

Q37 @dpencil Is there an ETA for a revamp to the forums? What's been done to the main lotro site looks really nice.
A37 Sapience - No ETA, but yes there are many changes coming to the forums and community sites. Soon. The real one, not Sapience soon.

(Source)


Housing
It's finally going to be looked into! YES!

Quote:
Q7 Joene - Will housing get a much deserved revamp?
A7HoarseDev – This is also on the docket for later this year. We’re testing out some ideas now and we’ll see what shakes out.

(Source)


Artistic Competitions

Quote:
Q8 Harmat - Can we please have some competitions for the community to design cosmetics for our charaters and warsteeds?
A8 Aubergine - We would love to! We are working with the various parties needed to set something like this up.

(Source)


Future Content Being Scaled

They answered one of my questions! (Well, arguably both - They used someone elses question about a housing revamp). Pity they ignored the emphasis on the word "regularly" and gave a bit of a generic answer though:

Quote:
Q9 Brya - With the DG & ITA clusters both getting scaled, are you planning to regularly scale more old content in future updates?
A9 Eldorudo - We're always looking to go back and give old content new love and you can look forward to seeing more of this in the future.

(Source)


Improving Server Transfer Services

Quote:
Q10 What about server transfers? Any news on making it easier?
A10 Sapience I spoke to Customer service about this and they recognize it as a gap in our service offerings. They’re currently investigating ways to make it as easy as a name change. No details, but it’s being looked at.

(Source)


Kinship Revamps
It's on the absolute edge of the horizon, but it is something being considered.

Quote:
Q11 Zalladi - Will Galuhad's Kinship Revamp Proposal ever be considered?
A11 HoarseDev – That’s a tall order (and a great proposal). Kins need a lot of work. Presently, that work sits behind the class work and housing. After we bang those things out, if I’m not summarily executed, I would like to get Kins to where they ought to be.

(Source)


Lag & Performance Tuning

Quote:
Q12 Herongol - what are your plans to improve server stability and preventlag-spikes?
A12 Sapience- Performance tuning is an ongoing process. It’s something we work on with every patch and update. It’s a difficult problem with no simple solutions.

(Source)


Rep Mounts Will Not Be War-steed Cosmetics

Quote:
Q13 Aelonaith - Will we have our faction rep mounts appearance for use as warsteed cosmetics?
A13 Aubergine - At this time, there is no plan to re-visit rep mounts as war-steed cosmetics.

(Source)


Possible Character Model & Animation Updates

Quote:
Q14 Disident - Are there any plans to update the character models and animations?
A14 Sapience - I spoke with our Art director, here’s what he said:
"Tinkering with avatars can be risky. Players become very attached to the 'look and feel' of their character. It's very personal. That said, we are discussing the best way to make upgrades and changes. We'll be very interested in player feedback and suggestions as to how to go about making such dramatic changes. But yes, it’s something we're currently investigating."

(Source)


The "Destiny Point" System Replacement

Quote:
Q15 Aardnebby - Any idea when the destiny point perks replacement we were promised will be implemented?
A15 HoarseDev – This hasn't been forgotten. We're trying to get these back in a good integrated spot rather than slapping them back in somewhere clunky.

(Source)


Scaling Instance Loot Revamps

The devs have recently expressed in interest in revamping older instances to use the U9 format of loot tables. That is:
  • Purple Items
  • Blue "Improved" Items, offering same stats but higher
  • Gold "Legendary" class drops

Currently things like Tham Mirdain & Fornost offer only crap purple gear, so hopefully they will offer some desirable loot.

It is unknown whether these changes are planned for U10 (unlikely IMO) or future updates.

Quote:
Q19 @lotrofollower - What can we expect for loot in older scaling instances in the future?
A19 RockX Older scaling instances can expect to see their loot revamped. With the oportunity to get rare through legendary gear.

(Source)


Seasonal Weather

Quote:
Q20 @blackpuddings How about seasonal changes in the homesteads?
A20 AngryKoala It's something we'd like to do in both homesteads and major towns, but we'll have to see.

(Source)



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 Post subject: Re: Update 10 Summary & Discussion
PostPosted: Tue Jan 29, 2013 2:46 am 
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Updated original post with a lot of dev comments for the Warden section.



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 Post subject: Re: Update 10 Summary & Discussion
PostPosted: Tue Jan 29, 2013 6:18 pm 
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My god wardens will be OP during that grace period, all warden raids anyone?



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 Post subject: Re: Update 10 Summary & Discussion
PostPosted: Tue Jan 29, 2013 6:24 pm 
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U can't really stack both might and agi really, it'll be a boost for some but not too much if you're geared to the teeth (mits capped and bpe already at 25/20/20 in raid condition). For me I guess when I get my agi from 300 to 1k on the expense of might, I'm guessing I have 20/20/25 bpe. :p

I feel that wardens with mediocre gear can try out what it really is like when you're actually fully tweaked... Everything will fall back to its place tho and then good will be good and average will be average. :)



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 Post subject: Re: Update 10 Summary & Discussion
PostPosted: Tue Jan 29, 2013 6:28 pm 
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Hope the drop rate of agility gear is significantly increased then as it was bad enough with 2 classes going for it!



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 Post subject: Re: Update 10 Summary & Discussion
PostPosted: Tue Jan 29, 2013 6:44 pm 
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Netham wrote:
U can't really stack both might and agi really, it'll be a boost for some but not too much if you're geared to the teeth (mits capped and bpe already at 25/20/20 in raid condition). For me I guess when I get my agi from 300 to 1k on the expense of might, I'm guessing I have 20/20/25 bpe. :p

I feel that wardens with mediocre gear can try out what it really is like when you're actually fully tweaked... Everything will fall back to its place tho and then good will be good and average will be average. :)

I think it is in reference to DPS-built Wardens Grim is referring. Because, to be honest, that's the only significant change this switch from Might to Agi will bring. The tanking Warden will see a drop in Block in favour of the equivalent rise in Evade, and a slight drop in Physical Mitigation (which shouldn't be too much of an issue - or at all - anyway, since it will most likely be near/at cap when raid boosted etc.).

But in regards to DPS Wardens becoming OP during the transition, well.... I will just mention:
http://lotro-wiki.com/index.php/Item%3AEasterling's_War_Bracelet_(Level_85)
That is all. :mrgreen:



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 Post subject: Re: Update 10 Summary & Discussion
PostPosted: Wed Jan 30, 2013 3:53 am 
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Bullroarer will be going live at some point on Wednesday, if anyone else is interested in taking a look.

I'll be dropping in there to see what's going and reporting back anyway (hopefully EU will get character copy).



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 Post subject: Re: Update 10 Summary & Discussion
PostPosted: Wed Jan 30, 2013 6:38 pm 
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Bullroarer test notes

http://forums.lotro.com/showthread.php? ... ost6644332

Particularly interesting are the rework to Fate, the uber-DPS warden (until update 11) and the crit rating changes (I look forward to seeing the difference on Aed, who has 11.5-12k unbuffed crit depending on setup).



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 Post subject: Re: Update 10 Summary & Discussion
PostPosted: Wed Jan 30, 2013 7:12 pm 
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Quote:
•"Quick of Foot" Stamp cooldown reduction changed from 15s to 10s.


NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO



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 Post subject: Re: Update 10 Summary & Discussion
PostPosted: Wed Jan 30, 2013 7:22 pm 
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^ OP BEGONE!



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