Posts Tagged ‘developer diary’

Hunters in Isengard Dev Diary

September 13, 2011 1 comment

Zombie Columbus released a Dev Diary today with the official changes for the Hunter in Rise of Isengard.

First off, I want to say to the Hunter community: don’t panic. The Hunter is my main, so I tried it in the Beta, and they are actually quite good. The biggest concern is the removal of Strong Draw from the game, but it is hardly missed with the changes. Just keep that in mind.


The first thing ZC wanted to address with the Hunter changes were the traitlines being tied to stances. Mainly, he wanted to have Hunters able to switch stances mid-fight and not feel that they were wasting a trait they had slotted. Traits like Graceful Draw that buffed only one stance were removed from the game and the bonuses were distributed into the stance itself or throughout other traits in a more general way. Read more…

Rise of Isengard Dev Diary – Freep Rewards for PvMP

September 8, 2011 Comments off

There was a new Developer Diary released Tuesday on Freep rewards. Several months ago, Jared “Kelsan” Pruett, a developer in charge of PvMP in LOTRO, set up several feedback threads for Creeps and Freeps alike. One of the threads was on Freep rewards.

The first thing Kelsan talks about are the Freep quests. The following changes are intended:

  • All quests are now Dailies.
  • All quests reward the player a combination of Destiny, Glory, and Coin.
  • Quests to kill Tyrants or Chieftains now reward the player with Tyrant Crests and/or Chieftain Brooches on completion.
 The armor sets are moving from the Delving Stone system to the Crest and Brooches system. With these granted by objectives in the Moors, the Creeps will know where to go. Also, because the quests are dailies, that means two things:
  1. Rewards for each quest can be more potent, i.e. more Crests per quest, as each quest can only be done once per day.
  2. Freeps HAVE to move around the map. To get all of the quests done, they will have to move, which means no farming (at least less farming).

Freep Consumables

  • Freep consumable potency has been increased to be comparable to top tier crafted potions.
  • Barter cost for consumables have been reduced & unified: all potions now cost 10 Dull Spirit Stones for a stack of 5.

As I don’t want to see the Delving be completely abandoned all the time, this is okay with me, as that is a cheap cost and requires a minimal amount of PvE for a good stack of pots. I hope comparable costs are implemented on Creepside.

Ranger Session Play

“The following changes were made to the Ranger to help him fulfill his role on the battlefield; that of a single target assassin that focuses on key targets.

  • Damage output increased across the board (roughly 25%)
  • Critical Chance increased by 10%
  • Fly True
    • Cooldown reduced to 10s
    • Removed Stealth requirement
    • Removed Dunedain Mark requirement
    • Induction reduced to 2s
    • Increased Critical and Devastating Critical damage
  • Dagger Throw
    • Cooldown reduced to 15s
  • Mark of the Dunedain
    • New FX added to help fellows recognize marked targets
    • Added Parry Rating debuff

Additionally, the Ranger now has map skills for all of the key locations in the Ettenmoors. This will allow him to more easily traverse the landscape.”

This is really cool, as I like the Ranger (except when I am playing my Creep haha). I would like to see both the Ranger and the Troll playable more often.

Armour Sets

  • As was mentioned earlier, the PvMP armor sets are moving off of the Delving of Fror stones barter system and onto the Tyrant’s Crests and Chieftain’s Brooches system.
  • The cost will be 20 Chieftain’s Brooches and 20 Tyrant’s Crests per piece. This means 120 of each total. That is a whole lot.
  • Current armor sets will be barterable for the new armor sets, so the hard work players have been putting in isn’t wasted.
  • The new armor sets will reflect itemization and stat changes though.

Jewelry and other equipment

There are some very sweet items available, including ring sets for hunters/burglars, champs/wardens/guards/captains, and lore-masters/runekeepers/minstrels. It was interesting though, Kelsan apparently didn’t get the memo on captains getting their primary stat changed to might, as he grouped the captains in with the tactical classes. The rings are not restricted by class, though, so captains will be able to use them.

Some other items that were available were off-hand weapons for appropriate classes, shields for guards, minstrels, and wardens, a new captain banner that looks pretty much awesome, and a riffler for runekeepers that will clear movement speed debuffs with Prelude to Hope, which is very interesting.

Veteran Rewards

Finally, Kelsan mentioned that there will be special cloaks available for rank 10+ freeps for a limited time, as the quest will expire on October 31st, 2011. There will be quests that grant titles to both freeps and creeps that are r10+, and they will be a reward for the veterans of the Moors, to help differentiate who has been there “for the long haul.”

I actually got to see the cloaks in the Beta, and they are pretty awesome looking. I wish I had taken a screenshot. The cloaks will also be featuring a new technology that allows the stats to change based on rank. I imagine that technology will be implemented with other items too, as new updates roll in.

Personal comment

Creeps have always had one purpose: to fight player-vs-player. That is why you play a Creep. Freeps, on the other hand, could PvE if they wanted to, but instead come to the Moors to try their skills on the ultimate enemy: human players. This was the only draw for a long time, and it was sufficient for most. There are some “rewards for PvP” available, such as armor sets (which require rank AND PvE in the Moors), jewelry (which require rank and PvE) and now special relics that enhance Freep skills (also gated behind rank and PvE).

The number one complaint that Freeps and Creeps alike have about the Moors is the amount of PvE required for Freeps to get rewards. The Freeps don’t like it because it limits the amount of fun they can have ranking and PvP’ing. The Creeps don’t like it because it makes the Freeps sometimes avoid Creeps and go into the Delving of Fror for the Delving stones needed for the armor. This makes it hard for Creeps to have fun PvP’ing too.

With the removal of Delving stones requirement, there will be more moving around the map, more PvP, which will be great. I am not fully convinced that the devs didn’t just give freeps more reason to farm Tyrants, but we will see. I am greatly looking forward to the changes, and I hope to see more freeps come out to meet the billions of reavers coming with the opening of PvMP to free players.

Lore-masters in Isengard Dev Diary

August 25, 2011 Comments off

There was a Dev Diary today on Lore-masters and the changes coming to them in Isengard. For the most part, they are in line with the rest of the changes that have been mentioned previously. For a comprehensive list of all changes coming to Lore-masters and all relevant links, see this constantly updated post.

There are a few differences from what has previously been discussed. The pet gained at level 70 is going to be a healing-related pet, and it will not necessarily be an auroch (I have heard reports from people that attended Gamescom that the new pet is now a limrafn (the Dead misty thing from Evendim). It will be interesting if that is the pet we end up getting and to see what the skills will be.

I would like to highlight my thoughts about the change to Lore-masters’ cure skills. My first opinion that I wrote in the Lore-master changes summary was like that of many in the forums:

“This is potentially one of the biggest nerfs in all of the updates I have seen. Almost everyone that has seen it has hated it. A cooldown on the ONLY class that can remove diseases and wounds consistently will be horrible for the instances that put 4+ diseases on you at a time. I realize the resistances are being removed because of the stat changes, but the cooldown is just unacceptable. It is just very unnecessary. I would trade all the buffs to get this unnerfed.”

Then I thought about it for a good long while. Here are my post-dev-diary, post-much-reconsideration, and post-a calming-period-of-time-to-reflect-on-my-temper thoughts:

“This will simply make Lore-masters that are skilled more desirable, as well as forcing people to use their pots. After all, are Lore-masters really here just to feed you power and take the 10 second power sapping disease off of you at the same time? We have things we need to do to help the battle too, like DPS, debuffs, spot-healing, etc! I’m fully behind this change now.”

Let me know if you have any questions or comments!

Champions in Isengard Dev Diary

August 23, 2011 Comments off

There is a new Dev Diary today on Champions! There are many, many, many changes coming. As the Champion was my second 65, and my main for a long time, these changes are very interesting to me! I will break the Dev Diary down and give my thoughts as I go.

The Developer in charge is Orion, and he is also one of the key developers for PvMP. He begins his explanation of the Champion changes by saying that the Champion for a long time has had two roles, DPS and Tanking. When Champions were forced to tank, they would suit up with a shield, making them a slightly less fun version of a Guardian. My all-time favorite quote by Orion was from his original blog post on Champion changes in Isengard, “Champions are based on Gimli. Gimli did not use a shield. Champions will not use shields.”

The problem of course is that Guardians are fantastic Guardians, Champs not so much. So why would you want a Champ to do a Guardian’s job, when the Champ doesn’t really like the Guardian’s job anyway because of the drastically different gameplay style behind the shield?

Orion decided to take a different approach. While Guards would be a shield tank with mitigations, and Wardens would be the parry and evade tanks with HoTs and morale leaches, the tanking Champ would play like a DPS Champ: shield-less, focusing on using skills to maintain aggro and survivability instead of doing as much damage to enemies, but still fun and fast like Champs like it!

Read more…

Captains in Isengard Dev Diary

August 18, 2011 2 comments

There was a Dev Diary yesterday on Captains and the changes coming to them in Isengard. For the most part, they are in line with the rest of the changes that have been mentioned previously. For a comprehensive list of all changes coming to Captains, see this constantly updated post.

The big difference in this Dev Diary from what we’ve seen so far is how the stat changes are going to be affecting Captains. Captains will now be basing our Outgoing Healing on Might as well as Melee Offense, making our builds much more straightforward.

This also means that we will be hitting like pansies and healing like level 30 Rune-keepers in our healing gear, come Isengard. Luckily, most of us have soloing gear that we use when we need more Might than Outgoing Healing, which will now conveniently give us both. I also imagine that they will go back and refigure the old gear like the Helegrod armor, to better match the stats. Keep in mind, this is the way it will be for Captains from level 1 and up. That means countless armor sets that are useless now, with lots of Will.

Let me know if you have any questions or comments!