Showing posts with label legacies. Show all posts
Showing posts with label legacies. Show all posts

Thursday, 4 February 2010

STUMBLING THROUGH THE MURK IN MIRKWOOD

I've spent the last few weeks exploring Mirkwood, leveling up my main character, replacing old legendary items, collecting new ixp runes, acquiring the +25 radiance armour pieces, running skirmishes and pioneering the new Barad Guldur 12-man raid with my kinship. In other words, it's been busy, and in that time I've sampled pretty much everything that's available in Siege of Mirkwood. So? Personally, I think this has been the best expansion since before Mines of Moria - in fact, the best expansion since the one which brought us the Rift - and I believe it vindicates those of us who insisted that the game would eventually get its act together again.



First of all, the visual design is absolutely brilliant. The various regions of south Mirkwood are all different in interesting ways, both visually and in terms of content, but they all share a common eeriness. I was particularly impressed by the way that the woods are, well, murky... In other words, they're not pitch-black, causing you to keep walking off cliffs, but actually communicate the feeling that something could be lurking in the gloom just a few yards away from you - as, in fact, it probably is. Actually depicting gloom rather than darkness is no mean feat, graphically, so congratulations yet again to the landmass designers at Turbine.



The skirmishes are fun. They are quite fun to run solo, but they can be a real hoot in groups of six or more. The devs, wisely to my mind, effectively decided to make skirmishes largely irrelevant to a character's progress in the game, so that the skirmish marks you accumulate are largely employed in increasing your soldier's abilities. There are two exceptions to this rule. One is that skirmish marks can be exchanged for class quest items, some of them once extremely rare and valuable; I'm not entirely certain I approve of this, as it obviously tends to devalue wonderful old locations like Carn Dum, but I can also see how this could come as a relief to new players who may be having a hard time getting fellowships together for the tougher mid-level instances. The other exception, which some players may not have cottoned onto and which is a very good reason for high-level players to keep running instances, is that 1,950 skirmish points will buy you a Scroll of Empowerment with which you can upgrade any legacy on a l.65 legendary item by one tier. This makes it possible, and even feasible, to boost all your legacies to the maximum.



The three and six-man instances in Barad Guldur are well-designed and intelligently plotted, and have considerable replay value. They are also very different from one another, meaning they don't necessarily all appeal to the same player. The least popular appears to be the Dungeons instance, which involves a considerable amount of trickery and sneaking about, plus a hefty dose of luck, but it makes a good pendant to Sword Hall, a fast, purely combat-oriented instance. Judging by looking for fellowship requests, the six-man Sammath Gul instance is by far the most popular, partly of course because the major boss fight here is the game's only source of the rare Symbol of Celebrimbor, without which no Second-Age l.65 legendary can be crafted.

Ah, those legendaries again... Well, the facts are straightforward: to begin with, your old, much cherished l.60 First-Age weapon is pretty nearly useless, as in DPS terms it can be trumped by any new l.65 Third-Ager. So break it up, and dry your tears. Next, while Third-Age LIs are pretty easy to find or buy, Second-Agers no longer drop from anywhere and are now genuinely rare. They can only be crafted, and crafting requires the aforementioned Symbol of Celbrimbor, whose drop rate seems to be very roughly 1:10 - so even at this point in time, not many players have even one Second-Age l.65 item, let alone two. On the plus side, your chances of getting good legacies from the start have increased dramatically - it's still a gamble, but no longer a virtually hopeless one. More interestingly, you can now effect changes to your LIs yourself; Scrolls of Delving will increase an item by ten levels, to l.70, and as noted above, Scrolls of Empowerment will upgrade one tier. You can also choose to replace a single legacy with a new one which will increase a basic ability.

As for the new 12-man raid, I can confirm that it is difficult - very difficult for the average kinship and, I would say, not even worth trying with a PUG. This is not so much a matter of design trickery, just that even after you have learned the tactics (and there seems, mercifully, to be more than one ideal tactic for each fight), it calls for considerable precision, speed and accuracy - Barad Guldur is very unforgiving. Need I mention that in the first boss fight, every player death gives Dûrchest a 17.5% melee damage buff, and that after he reaches 130k morale, every death heals him for 190k morale?

Thursday, 12 November 2009

LATEST LOTRO DEVCHAT FROM WARCRY

WarCry Network had a chance to chat with Turbine's developers on 11 November. The full transcript is available on their site. Nothing earthshaking was revealed, and in fact most of the responses were either disappointing or else offered nothing new.

Dev Orion clarified the new development he calls 'Inspired by Greatness', a mode which will enable players to solo Epic Quests by temporarily increasing stats: "In the current implementation, the buff increases your statistics to allow you to readily handle the foes present within instance spaces. What that means, in the short term, is that a player deciding to take the solo version of an epic quest that contains an instance will be bumped up to the approximate level of an Elite creature. This also includes some bonuses to regen that make it possible for players to survive against multiple opponents".

One of the most eagerly awaited elements of Siege of Mirkwood is the new multi-boss raid in Dol Guldur. In answer to a question about how many bosses this would include, dev jwbarry replied "The raid at the end of the cluster features multiple boss fights, it's a full raid not a lair raid. There will also be at least 8 skirmish raids launching. These are designed for 12 players and have been balanced as such, including custom built bosses for each" - so nothing really new, there.

Little of interest was said about legendary items, other than Graal reiterating "The addition of scrolls that allow legacy tier upgrades and various other improvements to Legendary items allows players to continue to upgrade their Legendary Items far beyond what is currently available. Initial ranks of legacies will be somewhat lower in Mirkwood to make room for these upgrades".

More fuel was added to the debate about whether Wardens make good main tanks by Belechannas' question: "A Warden who is defeated and then revived (with their threat reset to zero) lacks any aggro catch-up skill similar to Engage/Rising Ire. Is it intended that Wardens are the only class unable to function in their primary role after being revived in a long fight?". To which Graal responded, rather discouragingly for Wardens, "The lack of an instant threat catch up skill is one of the differences in tanking between Wardens and Guardians, just like Wardens dont have a easily used forced taunt. It is unlikely, but not impossible that this will change. Bottom line...Dont die".

To questions about the availability of new skills in SoM, Jalessa disappointingly responded "With Siege of Mirkwood, each class will get one skill upgrade at level 62", and "There are no class quests added in Siege of Mirkwood". So with five new experience levels, we get just one new skill - confirmation that current policy is for improvements to come largely through the acquisition of new gear. Unfortunately for those who aren't into raiding, or hate the radiance gating system, Jalessa also pointed out that "we're not looking to add radiance to crafted gear at this time".

jwbarry
reassured a questioner that Skirmish rewards would be available to all, even those who were unable to take part in 3, 6 or 12-man skirmishes: "All items will be available for purchase for all players. Small Tokens come from and 3 man skirmishes. Large Tokens come from 6 and 12 man skirmishes. Some rewards require Small Tokens and some require Large Tokens, in addition to an amount of Skirmish Marks. Large Tokens can be downgraded into Small Tokens with no additional cost. Small Tokens can be upgraded into Large Tokens with an additional amount of Skirmish Marks. The goal is that with enough time, everyone, regardless of playstyle or preferred group size will be able to get all the rewards they are striving for".

Champions have been particularly worried about the loss of their Fervor stance legacies with the new SoM legendary weapons. According to Graal, "The Champion legacies were worked over the most of any of the classes due primarily to the reduction and consolidation of Stance based legacies. Champions gain several legacies that give damage bonus to individual skills, a critical magnitude legacy and several more utility type legacies. In addition all of the Ardour/Glory legacies have been combined to affect both stances".

Finally, to my mind the most interesting new feature revealed here (I may have missed an earlier announcement, however) was the "Immediate" skill execution type. Graal described this as "a new skill execution type that will absolutely interrupt whatever you are doing and execute the skill. We use this for interrupt type skills like Clobber".


Thursday, 4 June 2009

LEGENDARY ITEMS LATEST

In the course of the 3 June developer chat, developers were by and large as wary as ever of making definite statements. However, sorting through the whole transcript, I found that a number of answers addressed the vexed question of Legendary Items, a frequent source of complaints and grumbles. Pulling these together, it seems as though we can expect some positive developments in the near future.

Perhaps most importantly, the devs acknowledged that there are indeed problems with the LI system as it stands today: “Are there any plans for redesigning the Legendary Item system? Completely redesigning it, no. It took a lot of work to get the various systems in place to create the LI system. However, we’re definitely monitoring the complaints and seeing where we fell short with our goals. So in that regard, we’re going to be making some solid changes. The details haven’t been completely solidified yet, but our main goal is to make it feel less grindy, to better maintain the feeling of advancement and progression”.

Other specific promises include a method of resetting the legacy points on a maxed out Legendary Item, to come “very soon”, and the ability to exchange legacies on LIs; the latter is probably more of a mid-term project, since they apparently haven’t decided exactly how to implement it.

On the question of crafted Legendaries, the response was “We definitely want to bring crafters into the LI system more than we have… this is a very large complaint we’ve heard and we fully intend to remedy it” - but no details were provided.

Finally, a crucial detail concerning the upcoming 12-man instance in Book 8 was dropped: “Some very special mobs (please see certain mobs in Dar Narbagud) are completely immune to Common damage”. This is very far from a minor point; if we are to come up against monsters immune to common damage, the implication is that either special weapons or else special titles for weapons will have to be acquired before these mobs can be attempted. So will this in practice turn out to be a weapons equivalent to the radiance armour – i.e., the instance will prove to be impossible without specific items? It certainly sounds like it…

The complete transcript can be consulted on Kill Ten Rats.

Sunday, 1 March 2009

PRICING LEGENDARIES



The price of top l.60 Second and First-Age legendaries is a matter of consuming interest to most advanced players, but the market is still extremely unsettled; sellers tend to be wildly optimistic, but buyers remain cautious. Apart from anything else, we still don't know enough about drop rates. The first image in this post, taken from the Laurelin AH, shows prices for three typical Second-Age legendaries (I am considering l.60s only; anything else is a stop-gap). The cheapest item is an identified Rune-Keeper' stone with five legacies, offered at an opening price of 15G with no offers as yet. In my opinion, this is far too expensive in view of the very limited demand for top-end RK and Warden equipment - after all, how many of these classes have reached l.60? Next is an unidentified Loremaster's staff, opening price 45G, buyout 70G - ridiculous on the face of it for an unidentified item, but a rich LM might just possibly take a flutter with a first bid. Finally, an unidentified Hunter's Bow, with no buyout and a current bid of 74.5G. This is the highest price I have yet seen offered for a Hunter Bow, and merely confirms the widely held belief that top-end Hunter gear continues to fetch the highest possible prices. I would argue that just under 75G is way over the top for an unidentified item (remember I acquired mine for 30G), but at least two Hunters disagree with me, and the market is king.

Turning now to Firs- Age items, which are beginning to appear on the AH with greater frequency, the first thing to strike one is the apparent preponderance of RK and Warden items. There could be two reasons for this: one is that the drop tables really are badly skewed in their favour, which would be bad news. The other, and more likely, is that if rolling for a First-Age item after a Watcher defeat is limited to players of the same class as the dropped item, then the great majority are hanging on to their prize. Whatever the reason, this does not make RK and Warden items with a 150G buyout very likely to move before hell freezes over; on the other hand, a first bid of 25G on the Warden's club, despite its poor legacies, is a distinct possibility. Finally, there is that Loremaster's Book offered for a first bid of 150G and a buyout of 180G, and once again no bids. This is a marginally more likely sale, but I somehow doubt it. My gut feeling, based on posts here and there on various forums, is that the small percentage of seriously wealthy players have savings which average around 100G, and that at least for some time to come, this sum will represent both an actual and a psychological price ceiling.

Wednesday, 4 February 2009

LEGENDARY WEAPONS & ITEMS

Legendary warriors in fact and fiction have often wielded unique weapons, usually swords, which sometimes become as famous as their owners: El Cid’s Tizona, Charlemagne’s Joyeuse, King Arthur’s Excalibur, Roland’s Durendal, Beowulf’s Naegling, Elric’s Stormbringer… and of course, Orcrist, Anduril and Sting. So Turbine’s announcement that legendary weapons would play a major role in the Mines of Moria LOTRO expansion was greeted with justifiable enthusiasm; according to the official release, "Players will be able to forge weapons and class-related equipment and evolve them to build a legacy the likes of Bilbo's Sting and Gandalf's Glamdring. These legendary weapons will level-up along with the player, allowing customization by advancing the item's virtues, adding runic legacies, modifying its titles and forming fables".

The reality proved somewhat different. What we have now is interesting, but a legendary weapon system it ain’t. What we have is several hundred different legendary items of three different kinds; in order of increasing rarity (and value), these are Third Age, Second Age and First Age legendary items, all of them class-specific and of several different types. Furthermore, Third Age legendaries can be of user levels 51-60, Second Age legendaries can be of user levels 53-60, and First Age legendaries span user levels 59-60. For each player class, age and level there is a sword, dagger, club, spear, hammer, bow and crossbow, plus all the class special items such as burglar’s tools. You do the math.

Third Age items drop like flies, and are virtually given away with cereal boxes – not very legendary. On the other hand, Second Age items are extremely rare, while you can virtually forget First Age stuff. Another factor which players have come to realise is that user level is critical, almost more so than age; a user l.60 Third Age weapon is virtually as good as a Second Age weapon of user l.58 with roughly equivalent legacies. What this means in practice is that a very rare l.55 item may turn out to be little more than vendor trash.

As now implemented in LOTRO, legendary items (LIs) are essentially a running crap shoot, an exercise in gambling. You gamble on winning a roll and getting a good drop (imagine winning a 1:12 Vile Maw roll and receiving a l.59 First Age club!), you gamble on your LI having half-decent legacies, you gamble every time you reforge, you gamble on improving your runics… Somebody on the forums has worked out exactly how many Third Age LIs you would have to deconstruct in order to end up with six tier 8 runics, three for each of the two LIs you can equip; believe me, you don’t want to know the numbers. And you will carry on gambling, because by its very nature the system always sets a new goal: get a higher user level item, get a Second Age item, get a First Age item, then get a better yet First Age weapon.

Turbine’s developers have devoted a lot of ingenuity to devising a very complex, reasonably effective (in its own way) system of grinding in order to constantly upgrade your LIs – and yes, it can be fun, and it gives you something to strive towards after hitting the level cap of 60. Unfortunately, in the process they seem to have lost sight of what a legendary weapon actually means. A legendary weapon becomes part of you, remains identified with you for better or for worse; you would no more throw it away than cut off your hand. Can you imagine Aragorn casually chucking away Anduril because, uh, that dwarf arms dealer seems to be selling a cooler sword?

I currently carry a reasonably nice l.58 Second-Age bow with about 865,000 experience points on it. It’s called Preacher, we’ve been together for a long time now, I’ve managed to put some decent sixth-tier runics on it… and first chance I get of finding, buying or stealing a l.60 Second-Age bow with a half-decent set or legacies, out it goes, deconstructed and as much of its experience as possible re-routed into the new bow. Not very legendary, I know, but there it is.

It’s too late now to tinker with the system, so we’re stuck with it. But it would be nice if, perhaps with the next volume, the developers came up with an another crack at the problem. Here’s what I suggest: make the player’s choice of a new legendary weapon the reward for a long, hard quest or even quest chain. There should be no different ages or levels: just starter legendaries, all of the same level, and the player could pick whatever he or she fancies – sword, dagger, bow or whatever – as well as the starter legacies. Then use the existing system of weapon experience points to build up weapon experience, exchangeable for different improvements at various levels, leaving as much of it as possible to the player’s discretion. That’s it: that’s your new, truly legendary weapon, yours forever, growing along with you. No second choices, no exchanges. How about it?