Posts tagged lost legends of eriador
The downtime that finished earlier this morning did roll out a fix for the Inn of the Forsaken instance, however another issue popped up causing further problems.Â According to Celestrata on the forums thereâ€™s still an issue that is forcing them to keep tier 2 off-limits for players.Â Tier 1 works fine, but tier 2 is still broken.
I was also happy to notice they didn’t change the loot drops in there, although I know some are upset by the lack of Campaign Marks dropping from there but I seem to only rarely get unlucky.
Iâ€™m not really sure how to start this other than â€œHoly Cow!â€Â Graalx2 released quite the bombshell on the community today as he posted a new Developer Diary on all the upcoming stat changes with Isengard.
First letâ€™s hop into whatâ€™s changing:
- Cap Changes:
- Base ability (Might, Agility, etc) stat caps will no longer exist
- Things like Block, Parry, and Evade (BPE) will have their caps raised to 25% from the current 15%.
- Finally, Offence ratings, Outgoing Healing, and Resistances are all increasing to 50% from the current 30%.
- Granted, there will be some diminishing returns here such that youâ€™ll really have to work to get to those values.
- New Stat â€“ Finesse
- Two way stat (both monsters and players) that reduces resistances and BPE values.Â This will primarily be used in raid and group instances but might also be in random landscape monsters as well.
- Stat Consolidation
- Resistances now lump all Fear, Disease, Poison, and Wound into one composite stat as opposed to all four as separate ones.
- Tactical Mitigation lumps Fire, Lightning, Frost, Acid, and Shadow into one composite stat in much the same way as the new Resistance stat.
- Critical Hit Rating becomes a generic stat that replaces the individual Melee, Ranged, and Tactical crit values.
- New Primary Stat Contributions
- No more secondary stats contributing to various other abilities as everything will be derived from your primary stat.
- Offensive ratings will be purely derived from your primary stat as well and will roughly be that stat times 10.
- Lore-masters, Runekeepers, and Minstrels will use WIll for all their Offense ratings (including melee)
- Hunters use Agility for everything (including melee)
- Guardians, Wardens, and Champions will use Might (including ranged)
- Captains remain unchanged
- Burglars will be based off of Agility as opposed to Might
So thatâ€™s what changed, now my thoughts.Â This appears to me to be a step backwards (in time) to how things were before Moria launched.Â And many people didnâ€™t like the Moria changes, so Iâ€™m sure many will be quite happy about these changes.Â For the most part I like the concept of making things simpler and reducing the number crunching needed to figure out what gear is best.Â Iâ€™m all for making the game more accessible and lowering the barrier for entry, just like what they did with removing Radiance.Â These changes to me are clearly aimed at making the game easier to pick up and help attract newer players without overwhelming them.Â This also really makes the Virtue grinding much easier as there will be clear choices as what are best for your class.Â I will be curious to see if in addition to seeing the Virtue Cap grow to 12 if weâ€™ll see re-works of them as many of the Virtues will become virtually identical.Â Finally, I do have a LOT of confidence in Graalx2 based on the work heâ€™s done with the Warden class, so I am giving Turbine the benefit of doubt that this will work out for the best.
However, I will also state that this does concern me a little bit.Â I know that with any MMO expansion there will be changes and when the level cap changes youâ€™ll have to go and get new gear, but I see these changes as removing itemization choices.Â There will now be very clear set of items that will be the best for a particular class no matter what youâ€™re doing.Â Part of the fun many of us have once you hit end game (which will be a matter of days for most of the people Iâ€™m referring to) is maximizing your character to solve various encounters.Â Currently you can tweak your gear, class traits, and virtues to come up with a customized build for what encounter youâ€™re trying to complete.Â These changes will effectively limit the gear choices and virtue choices really only leaving your class traits as ways to customize your class.
Now, the silver lining for all this is that it puts a LOT of pressure on the developers to make truly challenging and diverse content to keep people engaged in the game.Â These changes have made things much simpler and removed many of the tricks the devs could use.Â But based what weâ€™ve seen so far from the â€œIn Their Absenceâ€ instances and the â€œLost Legends of Eriadorâ€ content Turbine has shown they can put out challenging content.Â When you couple that with the delay of the big new Dragon raid, we might be looking at a shift from a itemization focus to a skill/preparation focus.Â This would really make people look at their class traits (which are all getting huge overhauls) and think about what options these could bring to the encounters.Â If they could pull that off, I think that would be a huge shift for the game as it would allow people to experience and play the content that really fits their play style with minimal barriers and less things to grind for.
Iâ€™m really intrigued by these changes and Iâ€™m hoping this works out well as I think it could be a great change for Turbine.Â But, this will certainly be a hotly debated subject and I can a way this could go bad as well.
Make sure you check out the full post and let me know what you guys think.
There 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.Â That actually makes some sense as Sapience posted that they wanted to wait until all the EU transition was completed and working smoothly.Â Most likely a minimum of two weeks for that patch to hit the live servers.
I like the fact that theyâ€™re now posting a list of all the new toys coming to the store, although I have to admit Iâ€™m a little worried by some of them.Â Many we knew about like the instances and skirmishes and some of the skirmish items, but there were a few there that Iâ€™m not so sure I like.
- Legendary Items
- the new community runes are available for purchase
- scroll of combination which boosts relic crit combinations by 25%
- Tome of Defense â€“ 5% incoming damage reduction, not sure what (if anything) it does or does not stack with
- +5% Attack Damage â€“ another one that Iâ€™m not sure what all it does or does not stack with
The legendary item stuff isnâ€™t all that bad, but buying tier 6 runes from the store was something you previously couldnâ€™t do.Â If theyâ€™re putting those there, why not put all runes of all tiers in the store?
The ones that do actually bother me are the attack and defense tomes as now these are pretty significant buffs that will make big differences for many, including those who raid.Â I can see them as being â€œrequiredâ€ for folks trying to work harder content, especially with a 90 minute duration.
I know that many will say Turbineâ€™s been walking this line for a while now, but for me with this update they certainly have crossed it.
Check out the full listing on the forums and see for yourself and I will try to check them out when the servers come live.