Showing posts with label Waterworks. Show all posts
Showing posts with label Waterworks. Show all posts

Tuesday, 26 May 2009

TURTLE TROUBLE


Nornúan lives in Filikul, a rather damp and plashy chamber of the great tower of Gabil-Munz, at the centre of Moria's Waterworks. He probably doesn't mind, though, as he's a giant Snapping Turtle - a chelonian not to be trifled with lightly, since he has 688,000 morale and a habit of shedding poisonous spines in all directions when he gets upset, which is often. The spines cause stacking acid damage over time (Gushing Wound) which is incurable by any potion, salve or spell.

Filikul is LOTRO's latest 12-man raid, and a very odd one it is too. Reaching Nornúan involves a swim/trek across the Waterworks and a two-minute walk down an undefended passageway - and there you are. No adds, no minor bosses, just a quick, very brutal fight; if you don't get him down in under ten minutes, the stackable DoT will wipe the party out. Now, to my mind, the first oddity about Filikul is that it feels astonishingly arbitrary. There's effectively no plot lead-in, other than a casual mention of a missing dwarf. So why, you would be justified in asking, should I go out of my way to beard a horrible great turtle in his sanctuary, where he's been living perfectly happily and not really bothering anybody?

The answer, I guess, is loot. Nornúan is supposed to drop one guaranteed First-age weapon, plus another Second-age item and an Iron Coin (good for normal radiant armour) as well some minor stuff (I say supposed, because last time my kinship took him down, there wasn't a sniff of a First-age item). Trouble is, when it does deign to drop, the First-age item is either a Warden Spear (something like 50% of the time), or else a Captain or Guardian spear; there have been reports of Hunter and Champion spears, but they are pretty rare. So if you don't belong to the spear-carrying classes, tough luck...

I haven't been overly bothered by this, as I tend to see Filikul as the designers' response to complaints that the Vile Maw instance is way too hard, particularly the post-Book 7 Watcher II: "OK, here's an easier one, no radiant armour needed (although it does help), you can have some low-cost First-age legendaries - but you probably won't like them...". Fair enough, in an weird sort of way, but there's more. It now appears that come Book 8, the developers propose to make Nornúan immune to the Burglar trick "Enrage", which causes the affected mob to attack at random - the method adopted by most raids to deal with the turtle's stacking debuffs, which would otherwise build up mostly on the tank. Note that this is not an exploit (a cheat, in other words, exploiting a design error), but the rational use of a game skill to defeat a boss attack. This decision has caused a lot of comment, most of it negative. Again, I can't say I'm too upset; it's not as though this was an astonishingly long and complex raid, and that a strategy carefully developed over weeks of trial and error had suddenly been rendered useless.

However, it is very poor design. If the developers really didn't want players to use Enrage, they should have seen it coming and done something about it beforehand. In the final analysis, Filikul looks and feels like a rather slapdash, not very well considered quick fix. On the European forums, Sanxo put the matter accurately if a little harshly: "The devs are fighting a losing battle against the law of unintended consequences, but rather than let the dust settle and think for second, they create a ragged patchwork of fixes held together with ill-considered nerfs". Ouch.

Sunday, 3 May 2009

ACCESS FORBIDDEN


By the great wheel in the north-east corner of the Waterworks, just off the passage running northwards from the Rotting Cellar to the Deep-way, a bridge leads to a great building with a colonnaded portico. In the centre of the portico is a massive door; unlike the doors in the Rotting Cellar, this one appears "usable", suggesting that it can be opened to gain access to the building!


Alas, clicking on it, even if you are at the maximum level of 60, produces the message "Your level is too low". Now this is intriguing. Other locations or sites may at times be placed in the game with a view to activation at some point in the future, but they do not normally respond in any way at all - certainly not by appearing usable at the present time. So we may assume that this location is due to be activated in the near future; probably as part of the "back to Moria" quest thread which is supposed to be part of the forthcoming Mirkwood expansion.

However, I will pass on, will all due reservations, the following entirely unsubstantiated rumour. A kinsman who happened recently to ask a GM when this door would become accessible claims to have received the answer "At level 80". If true, this is truly astonishing. We have all been assuming that the level cap would be raised to 70 with the release of the third volume, presumably entitled Riders of Rohan, towards the end of 2009. Finding that level 80 has suddenly appeared on the event horizon is, to put it mildly, disconcerting.

Tuesday, 10 March 2009

MAPPING THE WATERWORKS

After what seemed like several months of relative somnolence, those remarkable artists at The Brasse.com have sprung back into action with another brilliant hand-drawn map, this time of the Waterworks in Moria. Though crammed with information about locations, mobs, allies and items, the Brasse maps have an uncanny ability to make highly complicated terrain look simple and easily navigable; many a baffled player has owed his continued sanity to the Brasse map of the Old Forest. The Waterworks map can be found here; see the link, below, for a full list of all those currently available.