Archive for May, 2011
Age of Conan Shakes Things Up
8Two big announcements from Funcom with regards to its flagship MMO, Age of Conan – it is going Free to Play as well as shifting to Unrated. You can check out the interview either on PCGamer or check out the announcement on the AoC forums.
Conan had already adopted a bit of a hybrid model with their extended trial such that you could play in the entire starter area for free for as long as you want. Now many claim this still is the best part of the game and I think the sharp difference between Tortage and the rest of the game will always pose a significant problem for Conan going forward. According to both the interview and post it seems like they’re pretty much selling anything and everything in the store so the skeptic in me has the concern about the “Pay to Win†idea. Turbine has flirted with this quite a bit (and many feel have crossed it) but they at least started out much further away from the line then it appears Funcom is. For me, these seems more like a last ditch effort to see if there is more money they can make off this title as the numbers for AoC have been very low of late. People who want to try this game have had the opportunity for a long time now (at least a year) and that hasn’t boosted their numbers so I’m not sure that going F2P will benefit those numbers either. However, this will help get more money from their existing base. Don’t get me wrong, I like competition and want to see AoC do well but I’m just not sure this will help them as much as they need. For those curious, check out the comparison between free and premium as well as the FAQ. One thing that jumped out was that only 4 of the 12 classes are available for free.
The other move that I find actually more interesting is the switch from a Mature rated game to an Unrated game. To me this seems like a stunt and a way to try and capitalize off the buzz for the upcoming movie. I’m going to go out on a limb, but the new movie will be rated R, and not whatever the appropriate worse rating is (used to be NC-17) so why does Funcom feel the need to go up another notch? Are MMO gamers really looking for more gore and sex? AoC already pushes that line pretty far and it hasn’t really helped them – will going even further into a fringe market really bring extra revenue? Maybe that will be a pay option
I realize this comes off as a bit of a rant, but I’m just not sure I agree with this direction or that it will be good for the player base. F2P seems to be the only way Funcom could grab more money from the title but the whole Unrated part just seems unnecessary.
I would be curious what AoC subscribers feel about this as I’m sure they have quite a different take on this then I do.
Upcoming Proposed Warden Changes
14I posted earlier about this, and I’ve had a chance now to go through the post and all of Orion’s follow up comments on the new changes for the Warden.
Orion starts his post reminding us that this is more of a tweak and not a full up revamp, but there are quite a few changes in store. The main changes are as follows:
- Introducing a Potency System (more on that)
- Significant change to Never Surrender (more on that)
- Changes to the Spear Bleed line (more on that)
- Determination stance improved to boost power regeneration as well as critical defense
- Makes this more of a tanking stance, aligned with the Fist line
- Boosting Fist morale taps
- who can complain about this?
- Trait and Trait line changes
- Capstone Changes
- Each capstone changes the default gambit to the appropriate double icon of that line making it easier to trigger potency
- Way of the Warden will include masteries!
- Hopefully this will bring new traits to fill the void!
- This will really alter the way many trait as the masteries were considered must haves and created traiting issues.
- The problem I see here is that many will slot this and never use the ability, so why not make the ability useful?
It took me a while to figure out what Potency is, but I think I actually like it, although I will wait to see how it really plays out. You will now have a chance (starting at 25% but traits can boost to 100%) of entering into potency mode when using either Deft Strike (spear-spear), Defensive Strike (shield-shield) or Goad (fist-fist). Once in this mode, if you use Power Attack, Maddening Strike, or Fierce Resolve, it will fire that gambit and then copy that back into the gambit bar such that you can quickly kick off the next tier. Essentially now you’ll want to work in one of the doubles into your rotation as you can then very quickly apply two tiers of our powerful gambits almost instantly. I do actually find Goad useful, and when paired with the mastery trick, you can get the double off pretty quickly. Again the idea here is to fire off our higher tier gambits quicker, and I like this idea. The down side is that you need to use less desirable gambits – I think I’d prefer it if any of the gambits in that line would queue up the tier 3 it is built off of. For instance, I could toss up a “potent†EoB and have Fierce Resolve queue such that I could fire that off or add another first to kick off Resolution.
The Never Surrender change is interesting and I’m not real sure what I think about it. Using this skill will put a 5 minute buff on the Warden that once they drop under 5% morale, they’ll receive 75% of their morale and 50% of their power at the penalty currently applied to this in the form of the mastery removal and HoT pulse reduction for 5 minutes. This certainly is more useful then the current implementation and falls in line with the developer stance of “don’t die†and you don’t need to worry about agro retention. I think this fits more in line with the class and will give us an oh-poop button that we can use to prevent wipes when the group can’t handle the Warden grabbing everything
 I’m actually pretty comfortable with building gambits manually and I think the potency introduction could make this de-buff less of an issue.
The Spear line is seeing a number of changes. The Recklessness stance is being aligned with this line to boost the Potency chance as you trait deeper into that line. Skill and Power is granting a 3 second cooldown on Shield Piercer after a spear line gambit is executed, and they’re adding a light DoT to Javelin Toss. The other change is to the bleed line (Power Attack) such that when you apply a higher tier gambit, it swaps the lower DoT for an instant damage, while still applying that higher tier DoT.
Shield line isn’t changing too much other then the capstone and potency changes discussed above, as well as aligning the Conservation stance with this line. Wary Blocks is being changed to increase the buff duration from Defensive Strike and Dance of War by 10 seconds. Efficient shieldwork now reduces the power of the shield masteries as well. Traiting 4 deep into the Shield line now give 2 more HoT pulses instead of the +10% HoT increase. If I’m reading this right, it sounds like you’ll be able to now have shield HoTs lasting for a total of 8 pulses, which is pretty darn long.
Fist line is also getting the same potency and capstone changes but also some nice new trait additions as well as the above mentioned Determination changes. 3 deep in the line and Confidence now each add +1 pulse to the Warden leaches (if I’m reading this right) which will be HUGE for the leach line. Couple that with the increased magnitude and we’ll be able to do some serious morale leaching in bigger groups of mobs!
I think there’s a lot of VERY good things in here for Wardens, however there’s one big issue I see that isn’t addressed at all. A great majority of the end-game fights require some level of agro swapping and Wardens have zero capability in this area. Now granted, they’ve made them even more into the “we’re going to grab it all and live†class which will work in some fights but I’m just worried that there will still be many fights where a Warden tank just won’t work. It seems like when they’re designing some of the group content, they are building it with certain tanks in mind and that makes it even tougher for a class that’s already seen as a sub-standard tank. We are the only tank class without any sort of agro management skills, and that’s becoming increasingly more important in end-game content.
Orion does make a number of posts in the comments thread on this subject:
- Masteries, Potency, and Never Surrender Penalty
- No ranged DPS/tanking role introduction for Wardens at this time
- Potency additions to the line are on top of existing bonuses
- Potency and Never Surrender Clarification
As a starting point, I really like where these changes are going I just think they could be tweaked a little bit.
Warden Fights in the Ettenmoors
2I haven’t been out there much (although that very well may change) but I saw this pretty cool video on the LOTRO forums from one of the Rank 9 Wardens over on the EU side. Some good examples of rotations, strategies, and general PvMP combat. Certainly appears to be spear traited and much of this focuses on solo play, although there are a few fights towards the end that are duos and groups.
I do plan to get out there a bit more, so I should have some of my own videos then with a mix of spear trait and fist trait to play around with the differences.
Next LOTRO Patch
0There are quite a few known issues for Update 3 (including the Rift Skirmish), and it looks like it will be a couple weeks before these get addressed. That actually makes some sense as Sapience posted that they wanted to wait until all the EU transition was completed and working smoothly. Most likely a minimum of two weeks for that patch to hit the live servers.
Lots of LOTRO Developer Activity
1It has been quite hard of late to keep track of the various developer postings as they’ve been very active. I’m sure we don’t always agree with 100% of what they’re saying, but I really appreciate the information this early in the game as we at least have a chance to not only voice our opinions but the possibility that those opinions might be acted upon. I’m going to summarize a couple recent posts here as well as hint an upcoming post I’m working on for later today.
One of the shortest yet most exciting posts (at least for me) was Kelsen’s post on the upcoming changes to PvMP for freeps. There’s a huge thread there, but the quick information is that stats will increase with rank, and the stats being things like vitality, will, might, etc. As it stands this applies to both PvMP and PvE but I could see a potential for this to be a PvMP buff only. For me this is quite a game changer as there are now real rewards for people who want to PvMP and another way to grow your character. All along one of my biggest issues with freep side PvMP is the lack of rewards, and this is a great first step to correcting that. This is a small change but one that I think could really boost activity out in the moors once it is implemented. There’s also a final note in his post that he realized the PvE grinding is not desirable so possibly my other gripe (grinding PvE for PvP armor sets) will be addressed as well.
Orion then posted a wrap up of all the proposed Champion changes, and as I’m a bit out of it on my champion and how these changes impact them, I will just post the link and let you guys digest on your own.
The final post I wanted to mention was the Orion’s proposed upcoming changes for the Burglars and Wardens. My knowledge of Burglars is pretty limited, but I will have a full post on the upcoming Warden ideas.





