Posts tagged Warden
Of course this is all subject to change, but there are some pretty cool aspects to Update 11 that I wanted to share with folks. I also will have a couple of suggestions for folks towards the end. Don’t get me wrong, Update 11 isn’t perfect and it won’t keep end-game folks busy until the Helm’s Deep expansion, but this update is better then what I was expecting. And I haven’t even done any of the Epic line, which always have good stories tied to them.
Visually, the area is quite stunning and unlike the other winter zones in the game – which is quite nice. Turbine always impresses me with how they’re able to keep creating different and unique zones. Adding to the beauty of the area, Turbine has stepped it up with their armor designs in this update. The end-game sets with Rohan were honestly pretty disappointing as the Hytbold sets were incredibly un-inspired. As some examples, check out some of the gear below:
Now as you can tell from these shots, we have all sorts of new tiers:
- new guild obtainable craftables
- requires mastery of the eastenment tier (double anvil)
- More reputation to obtain
- although this time tasks do boost reputation
- More barter items to gather, including another set of dailies
- some have likened the progression to Limlight Gorge
I also wanted to share a completely non-real item as I just thought it looked cool and I thought might be interesting to see if they actually use it anywhere.
I would be curious to see if they decide to do something like the weapon glow already in game for armor or shields.
In addition to all the cool looks of these sets, there are actually some interesting things going on with stats in this update. The guild crafted items all have 5 variants to choose from to give you lots of flexibility. I’m not sure about everything, but at least the Tailor, Metalsmith, and Jeweler items all have 5 options, which is pretty impressive. Granted, you won’t have set bonuses, but for many classes those bonuses aren’t that useful so here’s another series of pieces you can mix and match. Here’s an example of one of these pieces compared with the Hytbold piece.
This kinda makes my head spin a bit from a min/maxing perspective as there are now ALL SORTS of options to play with. As another example, here are the stats for the pretty eye-popped barterable bauble items available in the new zone.
So there’s some pretty cool stuff coming with Update 11, but it would really be nice if they find a way to squeeze in some sort of other update prior to the expansion. If they could do something like last year and add a couple instances and/or skirmishes I think that would go a long way. However, I have a feeling that the reputation grind is all we’re going to have to keep us busy until the expansion hits.
As for those looking for things to do, I’d suggest working on your crafting as the new goodies may require some work. First off, they all require mastery of the Eastenment tier (double anvil) where as the previous build recipes just required access to the tier, not mastery. Also, they do require the large guild items (the weekly cooldown ones) so it might be a good idea to stock up on those. Another option for you is that you can now trade up symbols such that small symbols can be turned into medium ones, and those can further be upgraded to large ones. I haven’t looked at the tasks yet, but it is possible there could be a re-use of item drops – but I’d honestly be surprised if they didn’t introduce new items.
While not a total cure-all for what’s going on with LOTRO, I really think Update 11 is a significantly good update that if more updates (and more often) were of this quality, LOTRO might be in a better state.
Shockingly enough, there’s a known issues list already posted. Pretty significant especially when there’s so much in there regarding loot not hooked up, which was one of the main selling points for this update. Seems like a minor issue – and I don’t understand why Turbine springs a release with no warning when there are this many “little” things un-resolved. Granted, it probably will take them time to wrap everything up but it seems like another pass of polish would’ve done quite a bit of good and not let the community down at all.
I was a little surprised that they sprung Update 10 on us yesterday, mainly because there had been so little PR for it. Pretty much the VERY light “developer diaries” were the only things leading up to this update, without too much fanfare. Maybe Turbine feels guilty that many people paid for this update almost a year ago, but oh well. There’s not much that’s in the notes that we haven’t seen from the pushes to Bullroarer so this should mainly just be a compilation of those patches. The full notes can be found here, but I picked a few that jumped out for me:
- Mithril coins are in – don’t forget to log into your alts to gather all these up
- All sorts of Critical Damage changes – hopefully this isn’t too broken
- Tons of power changes – there were mixed reviews of this on Bullroarer, but expect to need to do some tweaking to adjust to the changes
- Fate is now the leading contributor to critical rating
- New 6 man (Bells of Dale), and 3 new 12 man raids (Flight of the Lonely Mountain, Fires of Smaug, Battle for Erebor)
- In Their Absence instance cluster is now scalable
- Warden’s are now agility based
- All sorts of PvMP changes
- Forced emotes have a toggle now so you won’t be impacted by them
- No more defeat dread
- I’m still not sure why this was removed – was it really that big of a deal for people?
- Tasks and quests can now be completed in a raid
- I don’t get this one either – seems like this creates more potential farming issues like the Hytbold areas
- Trail foods can be made at ovens now – another “why did this take so long” thing
Overall it is good that they’re adding more instance content, but the massive system changes are always scary since they never seem to get them right the first time.
What are folks most excited about with Update 10?
The second build hit Bullroarer today and it included quite a few additions that were not there previously. You can find the full patch notes here, but there aren’t too many changes mainly the finishing off of the changes they had already announced:
- Fate determines out of combat power regen, not Will
- Quests can be completed/advanced in raids
- All sorts of class tweaks – mainly power related
- Various Mounted combat tweaks, again mainly power related
- All sorts of creep changes – shockingly enough, power related
- Freeps now get Battlefield Promotions while in the Moors based on rank which boosts Power, Morale, and Damage
- only active while in the moors
- Various tweaks to the new instance spaces
- New Armor sets at the skirmish vendors
- Warden sets flipping over to Agility (even existing Hytbold sets, which is nice)
As for the sets, we get not only one set per trait line but also two tiers of those sets. The first tier is simply deed gated by completing Tier 1 of the various raids. The second tier is obtained by trading in the first tier piece and two separate drops from the raids. The Tier one pieces cost:
- 2600 – 3500 marks
- 673 – 807 medallions
- 31 – 92 seals
I have no clue what the drop rates for any of these will be in the new spaces, but I’m sure folks will be finding out soon. Also, since the gear is deed gated, we don’t yet know what the level requirement is for that deed – but I’m sure someone will find out for us.
As for the stats on the gear, Tier 1 is essentially the same as the Hytbold sets with slightly different stats and bonuses but overall just as powerful. Tier 2 is a step up, but not a significant one, although it does include an additional set bonus. Below are some snaps of the pieces as well as some comparisons to the existing Hytbold sets I’m wearing. I’m not sure these are final as especially the Captain one is clearly not finished. Personally I love the looks of the sets and will probably be working towards them for that reason, but there are some nifty set bonuses that are intriguing.
The initial build hit Bullroarer yesterday for Update 10, and we also have some patch notes. There’s a decent amount in the notes, but also a number of things that are not in the notes, so I’m expecting not only Dev. Diaries to clear things up but also a couple other builds before it goes live. Here are the notes, but I also wanted to discuss a few items in more detail.
There’s a lot of debate on these new Mithril coins but in all honesty I don’t really care that much. The biggest thing that bothers me about the whole is that it was the first thing they decided to talk about, really ANOTHER currency added to the game is the most exciting and pressing thing for Update 10? But this really has very little impact on me since I don’t use those items and it will actually clear up some inventory that I was hoarding from lottery winnings, so there is that bonus. But I am wondering what’s behind this move and if we’ll see more of this kind of consolidation going forward.
The other big “new” item in here is all the combat system revisions. We already knew about the Warden changes, but we also get news about the Critical Effect changes, power changes as well as stat changes for Will and Fate. I can kind of understand where they’re going with all this and the general idea behind it, but it certainly seems like a whole lot of change coming and I just don’t have all that much confidence in Turbine’s ability to do system changes like this effectively. Every major combat revamp has taken at least another patch or two to actually get working, and I’m not even convinced the previous revision was understood since many are reporting issues with existing content. Essentially the changes boil down to the following:
- Wardens are now Agility based (we knew this from the dev chat)
- Agility provides 1 point towards Critical Rating
- Fate provide 2.5 points towards Critical Rating and is the main source of in-combat power regen
- Will no longer determines power pool but provides 2 points towards Tactical mitigation
- Power grows at a set rate per level
- Champs get 6 points of Parry from Might instead of 4 parry and 2 block
However, even with all these changes there will be no changes to existing armor sets (outside of Warden Hytbold sets) as all new armor sets will be built around this model. So I wouldn’t spend too much time or effort getting any armor (or jewelry for that matter) until after Update 10 hits.
In addition to all these changes we’re also getting the 3 raid “wings” as they’ve been described, a new 6 person instance, and scalable versions of the In Their Absence instances.
Other then that, there’s a lot of other little things here and there but I think those were the big three items I pulled from the list. I’m always happy when we get new content, I’m just worried that the shear amount of combat changes will make either this content or other content unplayable.
Yesterday’s developer twitter chat had a bit more information in it then previous ones, but I think that’s purely just because they’ve got a release ready for Bullroarer The majority of the real news was around Update 10. I’m not going to hit on everything, just a few items that jumped out for me. The full transcript is up on the forums if you want to check it out.
With regards to Update 10, the biggest news for me was that it will be hitting Bullroarer next week. I’ll be curious to see how long it stays there as I hope it goes through a couple of iterations considering the new instances and armor sets that historically have issues but it wouldn’t surprise me if there was some internal pressure to get it out earlier. Here’s what was announced:
- Fate will be boosted – we don’t know how, but it will be.
- With the new raids, we are getting a new armor set. No news on what will be needed to get it
- 1st agers will start dropping, I’m assuming from the new raids
- All existing instances will be getting new loot
- no new epic story
- I’ll come back to Wardens
We also got some information on Update 11, although we have no clue when it will drop:
- Large Epic Story update
- New landmass similar in size to the Great River region
- mix of mounted combat and non-mounted combat
- something new in the works for mounted combat, but no other details given
I’m actually surprised by the Update 11 information mainly because of the mounted combat stuff as I had expected that to be the expansion. I’ll be VERY curious to see what they add to mounted combat but the fact that they refuse to allow reputation mounts as warsteed cosmetics still indicates to me they feel money is still on the table for the system. However, they did hint that after Update 10 they are adding new non-store items for warsteeds. Hopefully there will be a deterministic way to achieve them as opposed to purely random. I’m also curious where we go region wise and how that fits to the story since our Rohan storyline is pretty blocked off until we get the rest of Rohan.
Two other items before I jump to Wardens, they’re putting in the option to disable forced emotes and they’re giving it to everyone for free. This is rather shocking to me actually considering the price of the XP disabler, I was really expecting this to be a character specific store item. But kudos to Turbine for implementing this. They also teased of a housing update later this year, but I’ll wait to be optimistic about it until we see actual information. I’d love for them to do a total overhaul, but based on how they’ve done other system overhauls I wouldn’t bank on something that significant. Primarily I expect changes to the cost of houses, escrow, and a closer tie to the store but I don’t think we’ll see them make changes to the hook system as that would just take too much effort. I wouldn’t be shocked to see store options to put vendors or banks in our houses.
As for the announced Warden changes, I can see what they’re doing and why but I’m just worried about the actual implementation of it. They’re changing our primary stat from Might over to Agility such that our main defense and attack numbers will be based on our Agility. This basically just makes it easier for gear itemization such that each armor type has one primary stat (light is will based, medium is agility, and heavy is might). It just seems like keeping and creating all sorts of different gear for the different classes was causing too many issues and they wanted to make it simpler. Block and Parry will still be Might based, with Evade coming from Agility so that will even out some and for most Block has always been quite easy to cap even without our buffs. They’ve said gear will be switched over but I’m not sure if existing items you already have will be switched. If not, I at least hope there’s some sort of trade-in option for the Hytbold sets, but since they’re also incorporating a grace period that might be all we get. That period would then be where we go out and either get the new sets or re-grind for new Hytbold gear. The actual shift should’ve be that big of a deal, but with every other Warden change they’ve broken at least 2 other things and that’s what worries me. I wouldn’t be surprised if some other issue rears its head surrounding threat, maybe the Exaltation of Battle bug returns, or the Terrible Visage one. Here’s hoping this change isn’t the Warden version of the big class revamps we’ve been promised.
Overall a mix of good information and some softballs, but with Update 10 as close as it is I’m not surprised by what they did include.