Book 12: Question and Answer

Posted in Monster play

avatar
Orion
5 months ago

Hey all,

It has been a while since we had one of these. Since Book 12 is now out there I thought I would hop back into the thick of it all and answer questions that you have.

Start it up, I will answer what I can.

avatar
Orion
5 months ago
Quote:
Originally Posted by spikycentaur View Post
Is it a bug that warg claws animation was extended? If not, why was the animation extended?

Is it a bug that stun immunity(and by extension the LM SoP:R)gives web immunity? Is it a bug that WL aura and spider +10% light mitigation aura toggle off upon mez/stun? If not, why is this so? Is it a bug that purple WBM now only heal for 125? If not, why was it nerfed? What is the weaver Steelweave trait supposed to do now?

Are trolls supposed to take 5 seconds to aggro? If this is in response to dwarf farming, then why were spawns not moved instead of changing aggro mechanics for all trolls?
The animation was changed and erroneously extended. The delay is a bug and will be addressed in an upcoming patch.

The immunity issue with Loremaster skill is an unexpected side-effect of immunities and is indeed a bug. This is a patch candidate, no time estimate yet.

New aura skills should not be toggled off with stuns, dazes or mezzes. This is a patch candidate, no time estimate yet.

The purple WBM was altered to fit in with systemic balancing.

Steelweave webs should still provide the enhanced duration. The future enhancement of the trait will increase the efficacy of the root from a moderate chance to break to a low chance to break on damage.

Aggro mechanics were not touched.

Quote:
Originally Posted by Cembrye View Post

2. Hatchling AI seems strange. Sometimes the hatchlings will not attack enemy NPC or characters, even those they spawned from. In some cases it seems they only attack what the mother spider attacks or is attacked by. Their sometime inert behavior around enemies really diminishes their appeal. Is this something you have noticed too? And if so when do you see a fix?

3. In addition to the breakable web change, it also seems the webs now automatically break if the target is stunned. It also seems that a target that is stunned cannot be webbed while stunned. I would add my concern also over the LM stun immunity also apparently working to prevent the LM from being webbed. Are these working as intended? The discovery of these additional effects has cause some real despair in the spider community.

4. The Coldeve trolls, in particular and specifically those that appear in NPC spawns at night, no longer seem to be aggressively aggro'ing. In fact, Freep NPC and Freeps can stand right next to them for a few seconds and even run right by them without being attacked. The effect seems zone-wide. Is this working as intended? If so can you explain why? If not working as intended, when can we expect a fix?

6. On a more minor cosmetic note, the weaver web effects icon now is the same green icon as the hunter trap (instead of the previous white spider web icon) and the web also makes a disconcerting steel "clang" like a hunter trap when landed (instead of the previous "thunk" noise) - this seems to have been a mistake of some kind ported over when the web was made breakable. Can this get looked at?

7. Creep appearances, at least for the weaver class (haven't checked them all) seem to stop at R7. With the new infamy changes, it is easier now to aim for higher ranks and some of us are closing on R8. When do you think we can get the higher level appearances filled in? By the way, I LOVE the R7 appearance.

8. For quite some time, the composition of the various hot spots guards and the location of the spots themselves have spawned some unique issues; e.g. spawns that can be solo flipped because of weak guards while others can't; spawns where you can drag the guards into one-shots (e.g. the spot south of Lugazag if you also own the rezz spot); spawns where the Freep guards seem MUCH more powerful than the opposing Creep guards that spawn (e.g. the SE TR hot spot); now that you have made some changes to deal with stealth flipping, do you plan to make another pass at hot spots, the composition of their guards, and their locations?
2. Hatchlings are uncontrolled pets. As such, they act in a different manner than other pets. If the behavior proves to be too erractic or ineffective it will be reviewed. It is simply to early to make a decision on this.

3. As stun is a combat state and root as well they do override one another.

4. Nothing should have changed with the AI these mobs use, perhaps there is an underlying issue inherent to all troll AI that I am not aware of, this has been escalated.

6. Yeah, we'll look into this.

7. Appearances now extend through rank 15. There may be a bug that makes the icons only display to the number 7.

8. In future updates, we may alter the hotpoint spawn construction. Some were altered slightly for this Book.

Quote:
Originally Posted by Raven_Nevermore View Post
Why are small group tactics in PvMP being blatantly destroyed by the zerg tactic? I ranked to 6 with a small group (most of whom are rank 5) and we want to continue to group as a unit but because of the changes to infamy. If we continue, our small group will soon be out-paced by every person in the zerg raids. It feels like skill and tactic has been ripped from PvMP. I don't want to quit playing this game... I loved it up until book 12. Now, it leaves a bad taste in my mouth.
Your question is an interesting one. Smaller groups are still the best way to earn infamy - we decided though that the 1-2 points that you would earn in raids was just too little. Due to the new dungeon and the increased popularity of PvMP we have seen more people heading to the 'moors. We cannot tell people how to play. Small groups still earn more than raids in terms of infamy.
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Originally Posted by Bob View Post
The tree encounter in the Delving...If you fight him over the tree bridge, you can range him to death and the woodtrolls will suicide into the river. Is this an exploit and should we not do it?
Yeah...that is an exploit.
Quote:
Originally Posted by Bob View Post
The weaver skill born of shadow is on a 1m CD and gets removed when stunned or dazed. Considering how frequently we get CC's, is this going to change to something a little smaller?
Previously answered.
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Originally Posted by Bob View Post
Is there any chance you can allow us to regulate our trolls and rangers. Say perhaps someone opening up the quest and getting a certain number of people to agree before allowing one out? It really sucks when a battle is going fine and someone charges in with a ranger or troll and upsets the balance.
Trolls and rangers acquisition are not changing any time in the near future.
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Originally Posted by Bob View Post
Can we get hatchlings that look like whatever skin we're wearing instead of the green one please. I want to see baby pink spiders running around.
Not at this time, no.
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Originally Posted by NYSEguy1970 View Post
Also, the anti CC trinkets say they are OOC usage only. That diminishes their usefulness. AFAIK on Roh these could be triggered while in combat. Is the description wrong, or was it an intentional change made when things went live?
There were no changes made to the items bewteen Roheryn and Live.
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Originally Posted by Deathlok View Post
Coldfell Guards that appear in the Isendeep mines and at Freep controlled Hot Spot will engage and 'assist' in killing any NPC's that are pulled to close to them.

The Ongburz Orcs and Trolls do not act in the same way.

Is this intentional and why?
Guard behaviors do not extend to monsters. Evil is cold and cruel.
Quote:
Originally Posted by Grape View Post
My issues:

1] Renown/Infamy gains for small groups not effective as zerging it up on /follow with the main raid vs time and reward.

a) smaller groups more challenging and less FPS intensive should get a little bosst to infamy/renown
1) Small group infamy gain is still better than raids. If it proves to be too little we may revisit.

2) a) No current plans to change this right now. This was the intention all along. b) Let's see how this version goes before we try to make something bigger...trust me...bigger is not always better... c) No plans for this. d) It may happen someday, but for the moment this is on indefinite hiatus.

Quote:
Originally Posted by JohnnyManeuvers View Post
Was there any change to the wargs stealth level or the ability of NPC's to spot wargs? It seems all of a sudden NPC's became very good at spotting us wargs.
No, nothing was altered with Warg stealth.
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Originally Posted by Leloric View Post
Are all servers experiencing the ethereal stairs up to Hrimbarg, you fall through em when you walk up them on firefoot.
Okay...I am not 100% familiar with all the names in the game...but there should be no places like this in the game.
Quote:
Originally Posted by Tinyer_tim View Post
In addition to weavers root being unaffected by steelweave, not being able to be applied/being removed by stuns, and allowing Find Footing when rooting a burg.

It turns out that root can also be "Resisted" now as well...

Is this an unintentional side effect of the change to the hunter trap root?
Quote:
Originally Posted by NYSEguy1970 View Post
To build upon this question, the weaver web seems to be subject to a b/p/e check, a resist check, and a miss check. Is it intended to allow so many opportunities for the effect to 'fail'? with this particular skill. this mechanic affects most of the weavers skillset, even our autoattack is subject to being resisted. Has there been any discussion of this? Thoughts to change this mechanic? etc... thanks
There is a chance for evasion. The web cannot be parried or blocked, moreover there is no resistance category that it calls on...if this is happening than it would be related to changes to "root" on the whole. Meaning anything that changes root will change the spider root as well. If we need to adjust this...we will.
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Originally Posted by Azrox View Post
Has there been a change in the "hit" rate of the warg tendon-shred WBM skill? I've observed a significant increase in the number of times that it either does nothing or that it just stuns the target without initiating a WBM--and this is against NPCs. A ton more misses on the freeps.
No changes.
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Originally Posted by taugrim View Post
Thanks Orion for starting the thread. Any word if/when we'll see some tweaking of the stats on the PVMP sets?
Nothing yet.
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Originally Posted by kwesi View Post
1. Why don't MPs get any base 'in combat' morale regen, Other than a rank11 skill? With new raid enhanced infamy gains this becomes very important, because it is way harder to get out of combat in a large raid group?

2. Why doesn't the Monster side get any AOE CC, Ranged Stuns or ranged Dazes?

3. Why does the Monster side have so few AOE damage skills? (reaver 1 melee, BA 1 Melee 1 ranged) Several freep classes individually have the same number, or more, AOE damage skills than the entire Monster side.

4. Any plans to change Aggro management for Monster Players? i.e. by adding an aggro holding skill, or change aggroing rules. As it stands now there is no way to reliably grab and hold aggro on the Monster side.
1. This decision was made a long time ago. It's something that we recognize was needed and we're slowly edging toward it.

2. Let us not exacerbate the CC issue. I want to fix it rather than further muddy it up.

3. Monsters have much smaller skill sets...ergo smaller number of AoE skills.

4. If necessary, yes I know that there is a lot of PvE in PvMP right now...

avatar
Orion
5 months ago
Quote:
Originally Posted by Kurganzolla View Post
1) I have two rank 6 creeps (BA and warg), and after playing my R5 weaver post BK12 can I transfer all my infamy gained on it to another creep? I kind of feel that I have wasted my time gaining infamy for it, knowing the cooler stuff I can get if I just ranked the other two to a higher lvl.
There is no way to transfer infamy.
Quote:
Originally Posted by Kurganzolla View Post
2) With the constant fighting in bk12, I feel bad for asking tribeman (or even finding someone trustworthy) with helping me transfer money or items between toons while there's lots of fighting going on. Can we have a system for creeps to transfer anything without trading to someone else? IE: mailbox, locker, etc...
The likelihood of this is very slim at the moment.
Quote:
Originally Posted by Kurganzolla View Post
3) Its been over 10 months(?) now and creeps still don't have a dedicated healer. I have an R4 WL and find that a tanking class is usually in the back of the frontlines to avoid the stun range, hunter's arrows, and other stuff just to heal my group. Quite frankly I don't know why we don't have one like the freeps do. It would only make sense given the FACT that creeps have very little to no in-combat morale regen. Granted you guys gave us a carrot, but that carrot is far away for most of the creeps.
Stay tuned for more information on this coming to a theater soon!
Quote:
Originally Posted by Kurganzolla View Post
4) With the influx of freeps now, I have been ambushed more so after mapping to a map point (good TR for example). In one instance, my toon was half dead before the loading screen was gone (I did have latency issues during that time). Is there any chance that the some map points will be relatively safer?
There are no plans to make the map locations safer.
Quote:
Originally Posted by Kurganzolla View Post
5) I have seen my toon with an stun immunity icon, cj immunity icon, and a mez icon all at the same time. Working as intended?
Yes, each of these are different forms of CC and can appear on a character at the same time.
Quote:
Originally Posted by Kurganzolla View Post
6) Any chance for a 2hr lockdown on the freep side? As in if a freep leaves the moors, it take 2hrs for them to come back in (stealthed hunter group ports). Or to prevent a freep from entering the moors after he/she just logged off their creep toon.
The hour long timer is still in and there are no immediate plans to change it, at this time.
Quote:
Originally Posted by Kurganzolla View Post
7) On a slightly amusing note: I'm under the impression that the business model for pvmp on the creep side is that they "win" by outnumbering freeps (strength in numbers). With bk12 out now, there has been ALOT of freeps pouring into the moors. Even on the rare chance that creeps outnumber freeps, freeps can go out of the zone and rally other freeps in other places (like spamming chat channels in Bree or other areas where high lvl freeps are). Is there any hope for creeps?
It is not really a business model...it was certainly the original design directive and honestly remains so today. We have, over the course of the year since launch, been slowly bringing the Creep side of the equation up toward the Freeps but this is not a quick fix scenario. We are continuously looking into monster play and setting up plans for the future. Everything is mercurial.
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Originally Posted by ixbittle View Post
Q. Will the hot patch alter the stats of the PVP armor sets for Freeps?
No.
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Originally Posted by Tinyer_tim View Post
It would also be nice to know why the weaver's root allows Find Footing for burgs. And on that note, why does the Blackarrow's trap do the same?
Find Footing is in reaction to the burglar entering a negative combat state. Roots are negative combat states.
Quote:
Originally Posted by Viloxus View Post
Trolls were changed in part to address creeps farming the dwarves and I'm pretty sure most of the folks posting here know that but are dancing around the issue saying how it's "unfair to creeps and helps freeps". Unfortunately, they can't just affect the trolls in the immediate area of the dwarf camp. However, if you look at trolls outside of the moors this is consistent with their behavior, such as in the Trollshaws. I am very happy with the reknown changes, I like having a large group and it was silly to penalize people for wanting to be organized. What you would typically see freepside is all the hunters running solo using Hail of Thorns or LMs using AOE while the main group of freeps actually did the killing and they'd just mop up the glory. This encourages people to group together and doesn't penalize those for wanting to be in smaller groups. It's win win.
No, this is not true. From what I have gathered so far the change was made systemically and unfortunately the trolls in the Ettenmoors got lumped into an update that they should have not been included in. While this is a affects the efficacy of troll v. dwarf assistance...it will likely not be handled until the next book is prepped and ready.
Quote:
Originally Posted by FyreBrand View Post
I snipped for relevent quote to save space. Thanks for taking the time to answer the questions.

I understand the move to fix the CC but what is really frustrating for many creeps is that with a smaller skill set and very limited CC having our existing CC over-write each other or behave like freep CC without having the extensive arrray of freep CC (and snares) available feels like a pretty heavy change for the worse. It does feel like the waters have been muddied somewhat since our skill numbers and powers aren't equal to the freeps yet the limitations placed on them are the same.

So my question is what is planned for the future to deal with this disparity?
For the record, all CC will overwrite creep or freep. There are different levels and efficiencies of CC and these will always overwrite one another.

Future planning is something that we don't really talk about until we have something in the proverbial "pipeline". Primarily because changes to schedules and timelines can get you caught in quite a pickle. It is a Holiday weekend and I am feeling a bit generous...

I am pushing hard to getting a maximum CC time instituted in the 'moors for PvMP conflict. I have made many good in-roads with the help and support of game play, board feedback and data that has people thinking that this is the correct course of action. We will make the changes for internal testing and then seed public servers once we feel confident we have the timing right. I hate sitting out of a fight for upwards of 30 seconds...I think 1/3 that time is too long...but we might settle closer to half. Now this statement is all speculative and crazy talk right now...so do not go running around declaring that this is awesome (creep side) and a travesty that will make you sacrifice goats on an altar of rage constructed from the bones of innocents meant to invoke ultimate suffering upon the one called Orion (Loremasters). We will test this and make certain that the diminishing returns do what we want...and what is best for PvMP. My current goal is 10 seconds max (1st), 5 seconds (2nd), gone. My retreat point is higher...but I am hoping it will not be too far from those numbers.

Quote:
Originally Posted by Gedwyn View Post
Huh what?

So now our purple does a measly 120 pt heal, instead of the previously almost as measly 500ish heal, and still doesn't stack and affect the full group when a combination is pulled off?

Meanwhile, 2 greens will give a decent heal over time to a full freep group.

Creep poison CJ has always been pathetic, and doesn't stack (2 greens or 6 greens all works out to the same terrible 370 or so total damage) and yet multiple yellows can easily get into the 3000 damage range on the Freep side.

I was expecting some boosting to Creep CJ's this patch, as well as have combinations etc affect the full group (1 red 1 purple 1 yellow, ie a straight, should give some power adn health back to each Creep in the group, not 1 heal to whoever hit purple, and 1 power regen to the person who popped that).

And you wonder why we're using these for extended stuns and just normally attacking through them?

Unbelievable. This is 'systemic balance'?
Okay, when I mentioned this to Hakai he gave me a very strange look, broke down in tears and started speaking in tongues. There may be something wrong with the calculations being used, we are going to look into this one. No time frame to speak of right now.
Quote:
Originally Posted by spikycentaur View Post
Referring to the group dynamics and raid dynamics and infamy gain in each. I am concerned about this as well. In a full raid, people can get 20 inf/ren per kill. In a fellowship of 4, you get...25 inf/ren per kill. How is that balanced?
The operative word is can. To qualify for this you must:

1) Find someone with a really, really high rating and renown. 2) Only your raid damages this person and finishes them off.

Any alterations to this, damage from a source external to your raid, lower than awesome rating, etc...reduce the amount of infamy gained. Groups still earn more on the whole than raids...

We're encouraging grouping up...because that was the intention. There are no penalties in place against groups...only a little more incentive for raids. If the amount of infamy turns out to be too high...we will ratchet it back some.

Quote:
Originally Posted by tlear View Post
BA trait that gives 2 sec root seems to remove Spider root now, is this intended?
Yes. Roots will overwrite one another.
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Originally Posted by mmogaming View Post
We where addressing these issues when the patch came to Roheryn. Why does it take things going to live servers to start making "fixes".

Losing Aura skills when CC'ed

Warg Attack animation

The question: Why release when people where pointing to these bugs? I could understand if the players did not catch them but they did. =(
Approvals, testing turn around time, other scheduled commitments and higher prioroty bugs.
Quote:
Originally Posted by Deathlok View Post
Forgive my abruptness but this sounds like a cop out. You might of well have said "We only approve of Freeps farming NPC's in this manner".

I find it absolutly absurd that it can be condoned when the Freeps do it but its a big 'no no' for Creeps. Don't try to tell me its lore related. An orc would help another orc kill a man/elf/hobbit/anything if it meant food for the both of them.

It seems they were.

This is really disheartening as Trolls can often be a good form of cover when over whelmed by Freeps. They offer a good place to retreat to so you can then decide your next move. Now, they are almost useless as they take 5 seconds to decide weather or not they want to attack. This really goes against the lore of JRR Tolkien imo.
Apparently, I should never attempt levity with you Deathlok.

AI interaction with monster players and monsters is different that with players and guards. It is a matter of not having the proper technical pieces in place to actively support monster guards at the current time. This is not saying it will never change, only that it is not happening in the near to further out than near future.

Quote:
Originally Posted by Azrox View Post
Perhaps you could elaborate on how and/or when, because it honestly ddesn't appear that there is any serious intent to fix CC. Things are seriously imbalanced right now, and using "not exacerbating the issue" as a basis for not putting balance in place doesn't seem to make sense.

For instance--LM tar was added and has totally transformed the way PvMP battles are fought. It gives an incredible advantage in Delving clashes, and creates a kill-zone. The lack of creep AoE dmg and/or AoE CC gives us nothing to counter the way freeps fight. At the same time, creeps are constantly subjected to massive AoE dmg and CC. We have to keep separation (particularly stealthed wargs). Was really bad on the TA-EC bridge, but now there's miles and miles of Delvish equivalent to deal with.

Sorry, not trying to rant. I'd just really like to understand how you guys might make CC less of a problem. I'd love to suggest shorter pot cooldowns, pot-induced immunity, longer root immunity, meaningful DR, and fun stuff like that.
I do not think that you are trying to rant. I understand that things are imbalanced at the moment, I am not shying away from saying this at all. Skills are added to the player side of the equation and not to the monster side of the equation. It is a difficult situation that we are aware of and doing our best to address. I would ask that you look up a little bit in this post to see what I am working toward getting implemented.
Quote:
Originally Posted by Jamers View Post
When you say this, do you mean that it should, but it doesn't? Because... it doesn't do anything right now. Webs are still 16 seconds even if it's slotted.
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Originally Posted by NYSEguy1970 View Post
Yes, Orion. I've tested Traited Steelweave on the Grams Slugs. When the root icon appeared on the slug from my Traited Ensnaring web, it counted down from 16 secs. After 16 seconds, the slug was able to charge at me. I did not do any other attacks during this time. I even turned my back to the Slug to avoid any auto attack that might break the web.

I then unslotted the Steelweave Trait and did the same test. Exactly the same result. The Traited web was not extended in it's duration whatsoever.


Again, I've asked many times, but I'll ask again.

STEELWEAVE WEBS: +8 duration to Web Debuffs.

Weavers have more web debuffs than Ensnaring Web, but none of the others debuffs ever got the benefit of the extension. Please comment.

Thank you for addressing the other weaver issues/questions.
Quote:
Originally Posted by Cembrye View Post
Orion - thanks for your answers. However you may want to double check on Steelweave. I just went again and re-tested (on slugs) to reconfirm: even with Steelweave slotted the web countdown timer starts at 16 seconds, not 24. I tried unslotting the trait then reslotting it to see if that made a difference, but it did not. Still max of 16 seconds. This still seems to be a bug indeed. At this point it makes no sense to take up a slot with Steelweave as it currently has no effect.
Bugged. We are also looking into other options with Steelweave. See my previous post in this thread.
Quote:
Originally Posted by Cembrye View Post
Hmmm - this just posted. The Hotfix already? Heh, one can hope...

Scheduled Server Downtime: The LOTRO Game Servers will be brought down on Tuesday, February 19 from 8:00 - 11:00 AM Eastern (-5 GMT) for an update to the game. Roheryn will remain up and available during the downtime. Thanks for your patience, and we'll see you back in the game soon!

Quote:
Originally Posted by spikycentaur View Post
My next question to Orion: Will this downtime include a hotfix to the things you said will be getting a hotfix?
This hotfix will not address anything that we are talking about in this thread.
Quote:
Originally Posted by Raven_Nevermore View Post
This doesn't address the issue. The issue is that small groups do NOT earn more infamy than raid groups. A 24-man raid will be pulling in 10-15 infamy per kill and killing many more targets than a small group. As it stands... I'm getting the same infamy from my small groups as I was getting before bk 12. While the raid is getting 10-15 times what they were getting. I feel as though a small boost to my infamy gain would be huge to encourage small groups to continue to enjoy their play style without feeling as though the zerg will surpass them in infamy gain no matter how hard the small group works at it.
Yes, you are correct. Raids were given a boost to improve the amount of infamy that they earn. Groups were already getting a fair amount of infamy per kill. It is a change, and change is sometimes a difficult process...as I stated before...we will watch the situation and if it is determined that the infamy gain in raids is too great we will lower the bonus.
Quote:
Originally Posted by AroJay View Post
Excuse me? Balancing?! I seriously hope this is some kind of lame joke. Creeps have zero in-combat moral regen. They have no real healing class. Potions are expensive and heal very little. Freeps have all sorts of heals including full-health heals, an entire healing class, and two other classes that can heal others just as good as a WL. They can also can trigger all greens in a CJ and get a HUGE group heal. What the @#$^#% is balanced about nerfing the already-lame heal creeps got from purples down to complete uselessness?
/sarcasm on

Decaf. Not only will it take that nasty Shift + numbers problem you seem to have, but it will lower the likelihood that you end up with heart disease. /sarcasm off

See the quote above where Hakai was crying and speaking in tongues. We're looking into it...I landed on the square that said talk to the populous on my "Jump to conclusions Mat" I should have hunted Hakai down first.

Quote:
Originally Posted by Rosamo View Post
Orion, thank you for doing the Q&A. Everyone I know will be glad to hear these answers. It's probably tedious to answer all these questions, but for players it does really help to know what's acting incorrectly. My questions:
It's not tedious, I come to the boards because I choose to, not because I have to...I want to and that makes the big difference in my mind. Regardless of how crazed and insane this place gets I feel like communicating does something...but hey...ease up on the brown nosing. :-)
Quote:
Originally Posted by Rosamo View Post
1. On Roheryn, Pack Hunters could not be used in conjunction with Unnerving Eyes. Is this intended?
Yes. Pack Hunters, Unnerving Eyes and Stealth are all exclusive. You must choose one or the other.
Quote:
Originally Posted by Rosamo View Post
2. Why does the new food (available for barter) give the same buffs starting at the r6 food and going to the r15 food?
Slight differences were supposed to appear in those foods...alas...this did not occur. Stick to the lower ranked foods for now. We will likely pull the higher ranked food from the shelf until those orc cooks get their act together in the future. (No timeline for the fix to these.)
Quote:
Originally Posted by Rosamo View Post
3. Pack Hunters cannot be used from stealth. Intended?


4. Unnerving Eyes cannot be used from stealth on Roheryn. Intended?
See above.
Quote:
Originally Posted by Rosamo View Post
5. I've noticed that I have the ability to barter for a single corruption trait more than once. Can I slot more a single corruption more than once? (say, health for power tier 2 trait multiple times?)
No...though you can buy it - I really wish that there was a way to restrict the purchase - you cannot learn it again. If you find a way to do this please report it.
Quote:
Originally Posted by Rosamo View Post
6. Do the new buff potions (armour, speed) give buffs that cease on death or are these buffs for the full time stated in their descriptions regardless of defeat?
I did not build them to persist through defeat.
Quote:
Originally Posted by Rosamo View Post
7. Any chance there will be a stone-dealer added that will exchange higher level stones for more lower ones? I can understand not wanting to put in a mechanism to get the teal stones by camping weak mobs that drop the dull ones (which would be exchanged for teal ones). But being able to exchange teal stones for glimmering ones would give players a use for them before they hit rank 5 as well as giving them a use for them after they've traited their racial traits.
Highly unlikely. We would be forced to flush the stones out of the market and then lower drop rates and hike the barter costs to account for stockpiles.
Quote:
Originally Posted by Rosamo View Post
8. On Roh, unnerving eyes did not appear to affect NPCs. Intended?
Dread does not affect NPCs or monster players at the current time, so no.
Quote:
Originally Posted by Phoenix012 View Post
1. Is Turbine ever going to remove the "INCOMING HEARTSEEKER IF YOU HAVE ANY INTELLIGENCE AT ALL YOU SHOULD BREAK LOS NOW" beacon for heartseeker? My understanding is high ranked BA's get a similar skill now that does not have such symbol to indicate that it is being prepped. Creeps that pay attention can still see the supernova on the tip of our arrow. The hunter pvp set has a set bonus for heartseeker cooldown, which is kinda silly considering how limited its use is with the ample warning creeps get when its being used. 2. I think someone in a dev chat asked about imposing a rank restriction on trolls and rangers. I believe the response was it's being considered. I know on Meneldor yesterday there was a gaggle of rank 1 and unranked freeps waiting in GV for a ranger session to become available, and we already had sizable control the of the map.
1. I lost round one. I have not given up, but I have to be careful about addressing round two. I know that this is an issue for players.

2. Unranked folk can no longer get the rangers or trolls. We may increase the rank needed in the future. It currently is low...but forces you to have engaged in some PvMP to access the session.

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Originally Posted by CountValamyr View Post
Hello Orion, thanks alot for starting this thread. - Why is there such disparity between the new barter Freep potions and Creep potions? The Freep ones are a clear downgrade from what is currently obtainable through Scholars. Parity with pure essences would have been interesting. Yet the Creep potions can heal ridiculous amounts, that dwarf any healing in the game save the 1hr cooldown Man heal.
You answered yourself, scholars. We need to be careful about minimalizing the role of crafters on the player side of the fence. Monster players have no crafters...so the potions are fair game.
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Originally Posted by CountValamyr View Post
- You've hinted a few times that you intend to make the CC dimnishing returns harsher. Can you give us an idea of how far you plan to go? We're a little worried that it could make the loremaster essentially useless in PvmP, combined with the increasing amount of means to counter the first CC shots.
See above. Bear in mind that the Loremaster has many, many other uses in the world now...why in fact I have had a leg or two taken off my spider by that little lynx glass cannon stealth wad of doom you guys have now.
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Originally Posted by CountValamyr View Post
- Is there any plans to meaningfully allow Freeps to strengthen their characters through PvmP in the way Creeps can? Our power curve essentially stagnates while they always have new powers, corruptions and abilities to look forward each time a book comes out. Thank you for any answers you can provide!
I need to be a little incredulous here. Freeps have at least three times as many skills as creeps...not including the sheer differential in traits to corruptions. Still...there may be room for some advancement and improvement to Freep rewards and though we have not sketched anything along these lines for the future...it certainly does not mean that we cannot pencil them in at a later time.
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Originally Posted by wyldcyde View Post
Hi Orion,

1. Any plans to give freeps more consumable rewards at barter vendors? in one day I already have 3 pvp set pieces so the ettendeep will loose its appeal very quickly if there isn't more drawing my freep down there. Once i have my gear all thats left is 1min CD pots Enhanced wound/poison/disease/fear pots. Handin barter items for full repair Morale/power pots that heal more than current ones Mitigation resistance buff pots

Anti cc pots etc.
You, sir, are a greedy Gus. To answer this...there are potions now...and there may be more added in the future. This was round one.
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Originally Posted by wyldcyde View Post
2. At the moment, players are leaving characters logged out in the delving so when the opposite side goes in, they can log their alts and engage them... of course they can log out at their opponents entrance. Plans to look into that?
This was entirely expected. There are no current plans to change this...but plans change.
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Originally Posted by wyldcyde View Post
3. Any plans to look at the relative imbalance of defenses/npcs at the freep delving entrance compared to creep entrance. Freep entrance has ~3 sig npcs and then the OR guards but creep entrance has v.large group of npcs.
Nope.
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Originally Posted by wyldcyde View Post
4. Is delving on dynamic spawn based on population numbers or plans to implement this, in particular for the master elite + mobs... at the moment we have a lot of competition with people trying to tag mobs first, even to the point of griefing each other. I suspect things will cool down over time unless pvp population increases dramatically.
Trash mobs (anything that is a lesser critter elite and lower), are set to respawn a little faster. Boss level (Elite Master and higher) are on set timers and will likely not change...see my greedy Gus comment above, greedy Gus.
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Originally Posted by wyldcyde View Post
5. Now that creeps have received a few books worth of updates and now with delving introduced, getting around the map is more of an issue for freeps, plans to bring back captain summoning even if it's limited in some way?
I will believe this when I see it. Generally, freeps still enjoy an upper hand out here in the wild of Ettenmoors - before certain servers put together posses - I know not all servers are the same. In essence, this was a long way to say - no, we are not talking about bringing back Captain summoning in the Ettenmoors.
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Originally Posted by wyldcyde View Post
6. If captain summoning is a no go, how about a rank gated map to Ost-R for freeps like the rank 4 GV map?
Maps to OR and DG are not completely out of the question.
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Originally Posted by wyldcyde View Post
7. Each book the strength of LM cc is being challenged... I don't mind that as cc tends to dominate too much but will the LM class be compensated for loss of cc usefulness. LMs already can't use their pets much because of aggro issues. Thanks!
LMs offer a lot more than just CC.
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Originally Posted by Cadraver View Post
I've asked this before in the previous book, so when will we see some real, substantial creep emotes? I don't care if you have to take my swords away from my reaver (okay, maybe not), but when can we see spiders playing the fiddle or orcs smoking on their hobbit legs?
No fiddles or hobbit feet pipes...but I know that there are some emotes out there. I saw this orc posing...it was cool.
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Originally Posted by tetrasodium View Post
You have said that it's likely that freep armor/weapons/etc is going to be reworked based on the "overwhelmingly underwhelming" response they got from people on roheryn. Some of the new creep traits are amazingly underwhelming, will they be getting similar treatment beyond bugfixes like the toggle/stun issue you mentioned earlier?
Yeah, I am not happy with a lot of the new skills in "real-time" so they will likely see some significant improvement.
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Originally Posted by tetrasodium View Post
When can we expect to see more passives being added in?
Not certain, it will likely be a long while.
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Originally Posted by tetrasodium View Post
Why can I be stunned, mezzed, and snared by freeps without breaking cracked earth/herb lore/rain of thorns, yet stuns and things like hindering shot override the spider root as "a combat state"? Why can cracked earth/rain of thorns/herb lore be applied while I'm stunned? Are freeps in store for a heavy duty nerf, or are creeps in store for a fix?
It depends on the type of combat state being call on...each of the examples is a different combat state effect...some play nice together and others overwrite one another.
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Originally Posted by tetrasodium View Post
How does a caveclaw or a drake tell the difference between the miners/guards and player controlled creeps? It certainly can't be those cold cruel and evil creatures feed them, the drakes charge down the hall and blast you if you do the quest to feed them. Isn't it about time that isendeep be safer for creeps when creeps hold it than when freeps hold it already?
AI programming and no...the Isendeep will likely never be "safe".
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Originally Posted by tetrasodium View Post
I can't recall ever evading a loremaster or hunter root ever, loremasters I've asked agree they can't remember ever having seen their roots get evaded. Why is the single target 16s breakable spider root so special that it needs two (evade+resist) chances to be avoided?
Because you spit this gigantic wad of silky phlegm at your enemy. Seeing that heading their way...they have two options - get slimed or dodge. They opt to dodge. No one ever said life was fair.
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Originally Posted by tetrasodium View Post
Spiders took a pretty serious hit with the first step into "fixing" creep CC, yet DR was a virtually meaningless change to freep CC that only makes it so a single LM had trouble locking down a single freep for more than ~2 minutes or so. I and many others are predicting that the spider weaver's role in that brave new world of "fixed" CC is sticking to the bottom of a freep's boot. Are spiders going to get a complete overhaul? If so what sort of role will they be tossed into? If not, how on earth are they supposed to be useful with all the ways to mitigate & cure their abilities once CC has been "fixed"?
They may be in for a slight overhaul, when and where is not currently on the future radar screen.


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Originally Posted by tetrasodium View Post
Are creep CJ's in store for a adjustment? I find myself sighing whenever I use my spider's CJ opening as a stun and see someone pick a color. In groups where I see it happen repeatedly I usually avoid using it entirely unless there is a serious need for power or a tiny heal to single people. Freepside people always complain when folks didn't pick at least some color, I never ever heard a burg ask folks not to take advantage of a CJ but hear spiders/wargs do it fairly often.
I have not heard any rumblings about changes to WBM yet.
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Originally Posted by Bob View Post
A little clarification would be nice. I gather the changes were made to prevent those who are stunned being webbed during the knockdown (maybe because they can't BEP?). Does this work in PvE too, or is it just the nature of changes to the moors web only? Can you tell us your vision of how webs will work when this bug is fixed please?
Actually, this has always been the case with the Loremaster skill...it's only coming to light now because of the changes to the spider root. It would function in PvE as well...or so it is assumed.

When the bug is fixed (again, no timeframe as to when yet) roots would go through normal checks but without using a token, anti-potion or item to prevent the root from taking place...players would not be able to completely avoid the root as it stands now.

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Originally Posted by Sezneg View Post
The Orc racial traits are seem to be disliked by almost the entire reaver community past rage of the misbegotten and front line fodder. Burning Blood: The low damage output of this skill makes the effect so small that there is no reason to slot it for pvp. The one nice thing about it is that it allows you to "tag" ranged mobs, which is kind of rendered moot by the sudden focus on raiding up. I understand that damage shields are dangerous in situations where a lot of people are firing at one person they can have unintended outputs... but 5 damage reflection on hit is not even something I'd be happy with for a rank 0 skill. Any chance this could get looked at? Im not expecting exchange of blows good... but seriously this is horrid.
Agreed, I am looking at it.
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Originally Posted by Sezneg View Post
Dying Rage: Not a single reaver who I talked to had anything good to say about this. Testing it i found that the window of activation was too small, the effect was lackluster, and it was easy to get around for my oponent(s). The animation that fires off when it is activated is too long for a skill that you have to ninja mash between 10% health and dead. When I used this in actual pvp I died about half the time before the effect actually triggered. Twice I was dazed or stunned durring the animation. The damage increase does not apply to devistating strike. I understand that this could get scary with stacked melee buffs, but it was a major let down to have our signature skill still doing 300 damage when I finally got to USE dying rage. Is there any chance this skill could be rethought out?
Agreed...on paper this looked great...in practice I was underwhelmed...it is being looked at.
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Originally Posted by Sezneg View Post
Warband Manuevers: Our warband skills are across the board horrible. PPPPPP was over the top, but the "selfish" nature of our warband skills mean that if the effect is not powerful indeed that warbands are a waste of time for us. We don't have a propper healing manuever, and we do not share contributions. I get the design flavor for this... but it's a VERY bitter pill to swallow when greendot freep maunevers heal everyone involved. Warband manuevers are a failure in pvp, and only used in pve to refill power for the most part. Any chance we could get some clarification as to WHY purple dot only heals one monster for 1/50 of his morale? (Saw above you stated that the 125 heal from purple was a recent "balance" ajustment... honestly didn't know whether to laugh or facepalm)
Methinks I should run this one up the flagpole with the frequency of its appearance.
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Originally Posted by Sezneg View Post
LM Tar: Any comments on how this has worked out? 2-3 LMs + keep hallway/delving entrance hallway = words that result in a forum ban. Any chance on a duration decrease/cooldown increase?
Player skills and abilities do not change for monster play...altering the functionality of these skills in the Ettenmoors alone might be possible, but a wholesale change to the skills is no bloody likely.
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Originally Posted by Sezneg View Post
Rangers can still flip hotspots while stealthed. Any word on that?
Funny thing this...Rangers and Trolls are neither players nor monster players...sometimes these things get overlooked.
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Originally Posted by ArrAgoon View Post
Myself and a number of guildmates came across to Lotro from another PVP mmo, wholey and soley to play creeps. We do this because our guild across the mmos we've played has always been the "bad guys". Im sure there are other people out there who play creeps for that very reason.

Q1: As creeps we are of less power than a freep. Will there be any more 'meat' put in the creep pot to bring us a little closer to that of our counterparts.

Q2: Will the PVMP part of the game receive more content?

With other PVP MMOs nearing release some answers on both of these questions might just help sway some of us back to Lotro.
We've slowly been filling the pot with less maggoty meat and more fresh meat...but true equality is something that is off in the future.

Really not certain what you mean by this...each update there has been more added to PvMP...though this may not always be the case...we do try to keep up with the content demands.

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Originally Posted by stubing View Post
my question is why does every1 have to ask 5 million questions.
Because people want to know, and knowing is half the battle! G-I JOE! Pokrnbeans!