2 different diaries are released so far.
Update 10 -- Itemization Information
By: Jonathan "RockX" Steady
Hello all, RockX here! Today I’ll be talking about the Itemization changes being introduced with Update 10. There’s two main areas which have seen some major changes for this update – Scaling Instance Loot and Set Bonuses.
All our scaling Classic Instances (aside from Helegrod, which is treated as a skirmish) have seen their loot totally revamped. Each instance cluster now makes use of Remote Looting. Within 3-man and 6-man spaces the final boss chests will have the chance to drop equipment, while the other chests will drop LI related materials. Raids will have equipment hooked up to each boss chest. Any spaces which had a Challenge mode also now have a corresponding Challenge chest.
Classic Instance clusters also have completely new loot, ranging from Rare quality all the way up to Legendary quality. Each instance cluster is now focused on a handful of different gear types, so DPS looking for a necklace would want to run instances and raids from cluster X, while Tanks looking for a necklace would want to run cluster Y. Each instance has its own Rare and Incomparable loot, while raids have only Incomparable loot. The chance to get a piece of gear is increased with running on a higher Tier. Each Instance Cluster shares a Legendary quality drop for each class at a very low drop-rate. The Legendary quality items are evenly split in focus between the roles a class can fill.
In addition to all the changes to the Scaling Instance loot, we’ve also altered how we handle Item Set Bonuses. More recent sets, such as Ost Dunhoth, Orthanc, etc. have handed out both pure stats and skill-altering effects. This leads to a situation where once you get a set, you can only replace it with the next set to avoid losing stats. In addition, each set had to give stronger and stronger doses of stats in order to be an upgrade.
In the end, this isn’t sustainable. In addition, we want to allow players to have and make impactful choices in what they wear. To that end, we’ve made the following changes:
Sets will now give either stats or skill modifying effects as their set bonuses. In addition, skill modifying effects have been standardized to fill the 2 and 4-set bonuses, instead of the 3 and 5-set bonuses. While this results in a slight loss of stats for those who were wearing a set, it opens up substantially more possibilities for how you can equip your character. By moving the skill modifying set bonuses to the 2 and 4 slots, we’ve opened up the ability to do far more “mix and matching” of set bonuses while also giving room to equip other items should you so choose.
In addition to all of this, there’s two new sets of gear to acquire from the new Erebor raids – the lesser and greater Erebor sets. Each class has a lesser and greater Erebor set for all three trait lines. The lesser sets are exchangeable for marks / medallions / seals at the various skirmish vendors, and require having completed Tier 1 of the new raids to unlock each piece. The greater sets require having the corresponding lesser piece, having completed Tier 2 of the appropriate raid, and some of the new gems which drop from the Erebor raids. There are four gems, which can be traded and sold on the AH. In addition to being used on the greater sets, they are also used to upgrade the Rohan Warband rings to their Legendary quality versions, and in a handful of new crafting recipes.
The release of Update 10 will introduce a new in-game currency called Mithril Coins.
They can be purchased in the LOTRO store with Turbine Points and can be used for a variety of services including Stablemasters, Fast Travel to NPCs in quests,
Reviving, Mannequins, and Daily Quest resets.
What does this mean for me?
Mithril Coins will replace some existing items, such as Revive Tomes and Stablemaster’s Writs. Our goal is to provide a simple, consistent interface for the services you already use. Ultimately it should be faster and easier for you to reset a quest, travel or quickly revive.
Why add Mithril Coins now?
We are always looking at ways to improve the game experience.
This streamlines many services and lets you get back into the fun without interrupting the game experience.
Why the focus on this instead of game content?
Mithril Coins are just one of the many features of Update 10 which also includes the second part of the Rohan Instance Cluster, newly scaled instances and raids from “In Your Absence,” the introduction of 1st Age weapons at level 85 and updates to the Fate stat and the Warden class.
Do you intend to introduce Mithril Coins to other areas of LOTRO?
We certainly have some ideas for Mithril Coins and how they can be integrated into other areas of the game and those ideas will evolve based on player feedback.
Are there any ways to earn Mithril in-game?
Mithril can only be purchased in the LOTRO Store for now.
Does this mean the LOTRO Store is going away?
We have no intentions of removing the store, which is a great place to buy bigger ticket items like account-based purchases and unlocks.
Will VIPs get Mithril Coins each month just like Turbine Points?
Currently there are no plans to give out Mithril Coins in this way, although VIPs can use their monthly allotment of Turbine Points to buy Mithril Coins.
How Mithril Coins will appear in game when using Quest Travel and Revive.
Source: HERE!
What's comming in update 10?
Re: What's comming in update 10?
Seals and Medallion Conversion
Hello all, RockX here!
Today I’ll be talking about the Seal conversion we’re performing with Update 10. Before I get into the details, allow me to shed some light on the reasoning.
There are two main methods in which we can handle new tiers of content, like raid sets. We can either A) Add a new token for every single tier of content, similarly to what we did with Medallions of Moria, Medallions of Dol Guldur, etc. or B) Use a unified currency system, similarly to what we do now with Marks, Medallions and Seals. While each of these methods has their advantages and drawbacks, we made the choice with the Rise of Isengard expansion to begin using the unified currency system.
In order for a unified currency system to work, we could A) Have a cap on the top-tier currency, B) Have enormous inflation on costs or C) Convert the top-tier currency into the next step down on introducing new content. We feel the best option of the three is to convert the top-tier currency down whenever a new tier of content is introduced. It keeps prices of items manageable while still ensuring you’re not arbitrarily hitting a cap and losing out on your rewards. At the same time, this makes sure players are not immediately able to purchase the new best and brightest gear just based off the fact they spent time doing the older, easier content.
When Update 10 arrives, each Seal your characters currently have will be converted into 20 Medallions, compared to the 2 Medallions per Seal you can trade them in for at a Skirmish Camp. Any items which were barter-able for Seals pre-Update 10 will either be converted to Medallion costs or have a Medallion-only barter option added. By doing this, we not only protect and require investment to acquire the new raid sets, but we still give you the ability to get the equipment and items you could have previously purchased. Players will still be able to obtain Seals from running level 85 content and will be able to use the newly acquired seals to get newly added items, such as the raid sets we’re adding for Update 10.
Hello all, RockX here!
Today I’ll be talking about the Seal conversion we’re performing with Update 10. Before I get into the details, allow me to shed some light on the reasoning.
There are two main methods in which we can handle new tiers of content, like raid sets. We can either A) Add a new token for every single tier of content, similarly to what we did with Medallions of Moria, Medallions of Dol Guldur, etc. or B) Use a unified currency system, similarly to what we do now with Marks, Medallions and Seals. While each of these methods has their advantages and drawbacks, we made the choice with the Rise of Isengard expansion to begin using the unified currency system.
In order for a unified currency system to work, we could A) Have a cap on the top-tier currency, B) Have enormous inflation on costs or C) Convert the top-tier currency into the next step down on introducing new content. We feel the best option of the three is to convert the top-tier currency down whenever a new tier of content is introduced. It keeps prices of items manageable while still ensuring you’re not arbitrarily hitting a cap and losing out on your rewards. At the same time, this makes sure players are not immediately able to purchase the new best and brightest gear just based off the fact they spent time doing the older, easier content.
When Update 10 arrives, each Seal your characters currently have will be converted into 20 Medallions, compared to the 2 Medallions per Seal you can trade them in for at a Skirmish Camp. Any items which were barter-able for Seals pre-Update 10 will either be converted to Medallion costs or have a Medallion-only barter option added. By doing this, we not only protect and require investment to acquire the new raid sets, but we still give you the ability to get the equipment and items you could have previously purchased. Players will still be able to obtain Seals from running level 85 content and will be able to use the newly acquired seals to get newly added items, such as the raid sets we’re adding for Update 10.
Re: What's comming in update 10?
Instance Cluster Developer Diary
By: Joe "JWBarry" Barry
Aloha, and welcome to Erebor!
The second half of the instance cluster takes place within the lands of Erebor, at the town of Dale and at the Lonely Mountain. It tells the story of the Battle of Dale and Siege of Erebor. Sauron sent a large Easterling army north to defeat the Men of Dale and Dwarves of Erebor at the same time he was engaged with Gondor.
The 6-man instance is called 'The Bells of Dale' and tells the story of the Battle of Dale. You enter the city as the Easterling army is just starting their attack. Your goal is to get across the city, reach the bell tower, and ring the bells to alert the people of Dale that they need to evacuate to the Lonely Mountain.
Together, the three raids tell the story of the Siege of Erebor. After taking Dale, the Easterlings encamp around the Lonely Mountain and besiege the Men of Dale and Dwarves of Erebor hiding within. This siege lasts for nearly a month and is only broken once word reaches the armies of Sauron's defeat. The three raids take place at the beginning, middle, and end of the siege itself.
The Bells of Dale
The Bells of Dale is a 6-man instance taking place shortly before the siege known in The Lord of the Rings as the Battle of Dale. This encompasses the fall of Dale, the siege of Erebor, and the counterassault by the besieged Dwarves and Dale-men after the destruction of the Ring. For this instance – and the subsequent three raids – we are stepping outside of time and getting a peek at the future in much the same way as the Bree and Tuckborough Skirmishes.
In the Bells of Dale, players arrive at the town to find King Brand and a few of his warriors preparing to join their main force in defending the River Running against a horde of Easterlings known as the Jangovar, a clan akin to the Khundolar who have invaded the northern lands of the Rohirrim. Brand tells them that some Jangovar raiders have broken through into the city and asks them to drive the Easterlings out. He also tells them that the Bells of Dale must be sounded to signal the inhabitants to retreat to Erebor.
The instance brings the players through the narrow, winding pathways of Dale to the town square. It’s there where they must confront an Olog-hai captain and his Jangovar minions. After his defeat, players must fight their way to the center of town to the Belltower, encountering sorcerers who serve a mysterious being known as Yetkeyin the Violet: the animal-summoning Brotherhood of Nature and the element-wielding Brotherhood of the Elements.
The final boss before the Belltower of Dale is a sorcerer from the Brotherhood of the Elements who summons elemental spirits in the form of beasts. This sorcerer seeks to destroy the bells and prevent the Dale-men from escaping. It is up to the players to put a stop to his sorcerous machinations and signal the retreat to Erebor.
Flight to the Lonely Mountain
Flight to the Lonely Mountain, the first of our three raids,takes place on a section of road between Dale and the Lonely Mountain. Time-wise, it happens immediately after the Battle of Dale and just before the Easterlings have begun the siege. You approach a clearing to find Brand and Dain in conversation. The Easterlings advance column is not far behind.
This is a new style of raid encounter for us – a survival style space. Your goal is to hold the clearing long enough for a group of survivors to pass behind you and make it to the Lonely Mountain. You have to last the time limit, and you won’t be fighting a great, big boss monster. In Flight to the Lonely Mountain, the clock IS the boss. DPS can't make it tick any faster. (If you're wondering, the answer is yes, this is a direct response to some of the popular approaches to many of the ToO boss fights.) The clock will be presented with the property tracker panel. This will come up onscreen and fill as the space progresses. Each tick is an increment of 30 seconds. When the bar is full, you win.
Waves of Easterlings will enter the clearing. They will come both on timers on Tier 1 and both timers and based on kills on Tier 2. In Tier 1, you can earn yourself small breaks in the action. In Tier 2, if you are mowing things down the space will accelerate with you, if you are turtling the space is guaranteed to move at a minimum speed. While turtling is an option, there should be enough firepower hitting you that you cannot simply hunker down and attempt to outheal it all. Something is going to have to get stabbed. There are 7 prebuilt waves constructed out of combinations of 4 enemy types. Each setup has 7-10 enemies and is targeted to present a different balance of skills and challenge. Their spawn order is randomized every time the space is played. While you can learn the possible spawn combinations and how to deal with it, you don't know when it's going to show up or what it may come before or after.
New mechanics and skills come online for everyone in Tier 2, in addition to a new enemy joining the fray. Our challenge mode for the space, however, flips the survival premise on its head. Your goal for challenge is to kill at least 100 enemies, 10 waves worth, before the time expires. Well over 80 enemies can spawn, so you're not closing the spout and making it any easier. This introduces a very strong DPS element to the fight, but the goal is still the timer. You can't beat challenge with a 75 second burst of DPS – it has to be a balanced sustainable rhythm of DPS mixed in with communication, coordination, target selection and priority, etc.
The Fires of Smaug
The second of our three raids and takes place halfway through the siege at Raven Hill, a small mound on the southern spur of the Lonely Mountains foothills. A pair of intelligent ravens roosted there along with the rest of their unkindness (yes, a group of ravens is actually called an unkindness, while a group of crows is called a murder... true story!). The dwarves have a guard post there and the ravens have helped them to send out messages.
The Easterlings have set up a great siege engine here – a massive furnace powered by an ancient fire grim. Their goal is to fuel it with toxic material and pump noxious fumes and smoke into the tunnels, slaughtering the dwarves, men, and ravens with chemical warfare.
Each of the 4 pipes in the area has a valve attached to it that controls how open it is. A valve’s openness ranges from 0, which means its fully closed, to 5, a fully open valve. For every chunk of damage the fire grim takes, he will pipe smoke through all the pipes into the tunnels. The smoke in the tunnels will increase by how much each valve is open, up to a max of 20 each time. Each valve is then wrenched open by 2 steps from the smoke’s pressure.
Using a valve will close it by 1 step, but it will also put a debuff on you that prevents you from using that valve again for 45 seconds. In other words, it will require a group effort to fully close a valve. Each valve also reopens by 1 step every 30 seconds on its own. Luckily, if the valve is fully closed, it takes 90 seconds to open from 0 to 1.
If 200 units of smoke get piped into the tunnels, then you lose the fight. This requires balancing your DPS and how fast you're progressing through the fight with your ability to control the valves and the smoke. Burn too fast and you'll lose. (Editor’s Note: We see what you did there with that “burning” joke. ~Celestrata)
The challenge mode for this raid is to win with no more than 20 units of smoke being piped in.
Oh, the grim also has skills and does specific acts on health thresholds too! Plus, don’t forget that there are a couple of varieties of Easterlings that come into the fight at different points to serve different goals.
There will also be a timer on the fight set to 25 minutes. When that time expires the grim explodes, filling the tunnels entirely and you lose. It isn’t aggressive enough to turn it into a DPS race, as that's not the goal, but should be enough that you can't just turtle up and take an hour to beat it and trivialize the difficulty of splitting your resources and dealing with all the mechanics.
The Battle For Erebor
This is the final of the three new raids and corresponds with the breaking of the siege and the end of the fighting. This one happens at the gates to the main entrance of the Lonely Mountain and overlooks the clearing that Flight takes place within and the town of Dale. It's time for the final showdown.
The Easterling army has 2 Olog-hai champions at their front, a pair of brothers. The combination of news of Sauron's defeat and the destruction of their champions will be enough to shatter the Easterling Army and send them fleeing from Erebor. However, it is not simply enough to defeat them. The men and dwarves want to send a message.
Six banners line the stairs heading down into the arena. Each represents an additional mechanic that you wish be added to the battle. Tier 1 adventurers will have to add two mechanics to the battle by choosing two of the banners. Tier 2 players will have to activate four of the banners. Challenge mode, you guessed it! You will have to activate all six banners. For tier 1 and 2 it's your choice which 2 or 4 mechanics you want. Think of it as a pick your poison style fight. Go with whichever ones match your group and tactics best. For challenge, well, sorry, we picked your poisons… and we chose all of them mixed together into a fine cocktail of combat.
The mechanics are as follows:
Blood Brothers - For every 1% health the Olog-hai differ in, they get an increase in damage, from 1.5x at 1%, all the way to 10x at 10%.
Blood Rage - Every 5% of health an Olog-hai loses, both he and his brother get a stacking damage boost for 20 seconds. This starts at 2x and can ramp all the way to 6x if you burn too quickly.
Honor Guard - The Olog-hai enter with 8 Easterling Honorguards, four each of two different types. They each have custom skills and abilities to bring to the fight.
Reinforcements - Starting partway through the fight, a wave of 3 Easterlings (one melee, one ranged, one support) come in to support the Olog-hai every 30 seconds. They each have custom skills and abilities to bring to the fight.
Catapults - Starting partway through the fight, the Easterling catapults begin bombarding the arena. You’ll be given a couple of seconds warning before pieces of the arena are shelled.
Inferno - Towards the end of the fight the Easterlings set the entire arena ablaze. There is nowhere that is safe and now the race is on.
The Olog-hai themselves also have stages, unique skills, auras, and many of the things you would expect from a twin troll fight.
In Their Absence
Hello! It’s me, Sleepy. For Update 10, I’ve been working on bringing you an updated ‘In Their Absence’ instance cluster. When the update launches, you will be able to play any of the ‘ITA’ instances from level 65 up to the level cap and receive appropriate rewards for your efforts. These instances have quite a legacy of adoration and a feeling of nostalgia for many of you, so before I go into more detail, I’d like to say that preserving the essence of what made these spaces fun was certainly one of my top priorities. Defeating Drugoth and Thadur will still require coordination and communication; the mercenaries of Stoneheight have retained their amusing one-liners; conquering Ost Dunhoth will still be a considerable challenge; and Northcotton Farm’s residents will still need a good slap or two! Playing through any space should be familiar to anyone who has run it before, but you will also see that adjustments have been made to both modernize each space (by making it consistent with our current instance-design philosophies) and to improve certain areas from a gameplay perspective.
Allow me to provide some examples of each type of change. Our current design for ‘challenge mode’ objectives in instances says that the requirements should only pertain to the final boss encounter – this was not the case for many of the ITA spaces. Stoneheight’s challenge previously required that no corruptions be removed from any of the bosses. This requirement has been stripped away and the corruptions have been redesigned to provide a different obstacle. In its place, a new challenge objective has been implemented that only affects the final boss encounter with Dale Truit.
Another ‘modernization’ change was to break up the Ost Dunoth raid into 3 wings without raid locks, similar to our previous changes to Helegrod and Fornost.
For gameplay adjustments, look no further than the Osan fight in Sari-surma. This fight previously spawned monsters over time, and the challenge required players to wait several minutes for each monster to appear and be defeated. This encounter is now much more dependent on how quickly you are damaging Osan, allowing your group to control the pace more to their liking. Effective groups will be able to complete this fight in much shorter time than they ever could before. Another quick example: We know that having to /shortcut your Slap emotes in Northcotton Farm was a small frustration to many of you, so we are now granting everyone quick-slot access to that emote when you are in the cauldron encounter.
Whether you are new to the spaces or a returning veteran, I hope you are all looking forward to seeing the new and improved In Their Absence cluster. Cheers!
By: Joe "JWBarry" Barry
Aloha, and welcome to Erebor!
The second half of the instance cluster takes place within the lands of Erebor, at the town of Dale and at the Lonely Mountain. It tells the story of the Battle of Dale and Siege of Erebor. Sauron sent a large Easterling army north to defeat the Men of Dale and Dwarves of Erebor at the same time he was engaged with Gondor.
The 6-man instance is called 'The Bells of Dale' and tells the story of the Battle of Dale. You enter the city as the Easterling army is just starting their attack. Your goal is to get across the city, reach the bell tower, and ring the bells to alert the people of Dale that they need to evacuate to the Lonely Mountain.
Together, the three raids tell the story of the Siege of Erebor. After taking Dale, the Easterlings encamp around the Lonely Mountain and besiege the Men of Dale and Dwarves of Erebor hiding within. This siege lasts for nearly a month and is only broken once word reaches the armies of Sauron's defeat. The three raids take place at the beginning, middle, and end of the siege itself.
The Bells of Dale
The Bells of Dale is a 6-man instance taking place shortly before the siege known in The Lord of the Rings as the Battle of Dale. This encompasses the fall of Dale, the siege of Erebor, and the counterassault by the besieged Dwarves and Dale-men after the destruction of the Ring. For this instance – and the subsequent three raids – we are stepping outside of time and getting a peek at the future in much the same way as the Bree and Tuckborough Skirmishes.
In the Bells of Dale, players arrive at the town to find King Brand and a few of his warriors preparing to join their main force in defending the River Running against a horde of Easterlings known as the Jangovar, a clan akin to the Khundolar who have invaded the northern lands of the Rohirrim. Brand tells them that some Jangovar raiders have broken through into the city and asks them to drive the Easterlings out. He also tells them that the Bells of Dale must be sounded to signal the inhabitants to retreat to Erebor.
The instance brings the players through the narrow, winding pathways of Dale to the town square. It’s there where they must confront an Olog-hai captain and his Jangovar minions. After his defeat, players must fight their way to the center of town to the Belltower, encountering sorcerers who serve a mysterious being known as Yetkeyin the Violet: the animal-summoning Brotherhood of Nature and the element-wielding Brotherhood of the Elements.
The final boss before the Belltower of Dale is a sorcerer from the Brotherhood of the Elements who summons elemental spirits in the form of beasts. This sorcerer seeks to destroy the bells and prevent the Dale-men from escaping. It is up to the players to put a stop to his sorcerous machinations and signal the retreat to Erebor.
Flight to the Lonely Mountain
Flight to the Lonely Mountain, the first of our three raids,takes place on a section of road between Dale and the Lonely Mountain. Time-wise, it happens immediately after the Battle of Dale and just before the Easterlings have begun the siege. You approach a clearing to find Brand and Dain in conversation. The Easterlings advance column is not far behind.
This is a new style of raid encounter for us – a survival style space. Your goal is to hold the clearing long enough for a group of survivors to pass behind you and make it to the Lonely Mountain. You have to last the time limit, and you won’t be fighting a great, big boss monster. In Flight to the Lonely Mountain, the clock IS the boss. DPS can't make it tick any faster. (If you're wondering, the answer is yes, this is a direct response to some of the popular approaches to many of the ToO boss fights.) The clock will be presented with the property tracker panel. This will come up onscreen and fill as the space progresses. Each tick is an increment of 30 seconds. When the bar is full, you win.
Waves of Easterlings will enter the clearing. They will come both on timers on Tier 1 and both timers and based on kills on Tier 2. In Tier 1, you can earn yourself small breaks in the action. In Tier 2, if you are mowing things down the space will accelerate with you, if you are turtling the space is guaranteed to move at a minimum speed. While turtling is an option, there should be enough firepower hitting you that you cannot simply hunker down and attempt to outheal it all. Something is going to have to get stabbed. There are 7 prebuilt waves constructed out of combinations of 4 enemy types. Each setup has 7-10 enemies and is targeted to present a different balance of skills and challenge. Their spawn order is randomized every time the space is played. While you can learn the possible spawn combinations and how to deal with it, you don't know when it's going to show up or what it may come before or after.
New mechanics and skills come online for everyone in Tier 2, in addition to a new enemy joining the fray. Our challenge mode for the space, however, flips the survival premise on its head. Your goal for challenge is to kill at least 100 enemies, 10 waves worth, before the time expires. Well over 80 enemies can spawn, so you're not closing the spout and making it any easier. This introduces a very strong DPS element to the fight, but the goal is still the timer. You can't beat challenge with a 75 second burst of DPS – it has to be a balanced sustainable rhythm of DPS mixed in with communication, coordination, target selection and priority, etc.
The Fires of Smaug
The second of our three raids and takes place halfway through the siege at Raven Hill, a small mound on the southern spur of the Lonely Mountains foothills. A pair of intelligent ravens roosted there along with the rest of their unkindness (yes, a group of ravens is actually called an unkindness, while a group of crows is called a murder... true story!). The dwarves have a guard post there and the ravens have helped them to send out messages.
The Easterlings have set up a great siege engine here – a massive furnace powered by an ancient fire grim. Their goal is to fuel it with toxic material and pump noxious fumes and smoke into the tunnels, slaughtering the dwarves, men, and ravens with chemical warfare.
Each of the 4 pipes in the area has a valve attached to it that controls how open it is. A valve’s openness ranges from 0, which means its fully closed, to 5, a fully open valve. For every chunk of damage the fire grim takes, he will pipe smoke through all the pipes into the tunnels. The smoke in the tunnels will increase by how much each valve is open, up to a max of 20 each time. Each valve is then wrenched open by 2 steps from the smoke’s pressure.
Using a valve will close it by 1 step, but it will also put a debuff on you that prevents you from using that valve again for 45 seconds. In other words, it will require a group effort to fully close a valve. Each valve also reopens by 1 step every 30 seconds on its own. Luckily, if the valve is fully closed, it takes 90 seconds to open from 0 to 1.
If 200 units of smoke get piped into the tunnels, then you lose the fight. This requires balancing your DPS and how fast you're progressing through the fight with your ability to control the valves and the smoke. Burn too fast and you'll lose. (Editor’s Note: We see what you did there with that “burning” joke. ~Celestrata)
The challenge mode for this raid is to win with no more than 20 units of smoke being piped in.
Oh, the grim also has skills and does specific acts on health thresholds too! Plus, don’t forget that there are a couple of varieties of Easterlings that come into the fight at different points to serve different goals.
There will also be a timer on the fight set to 25 minutes. When that time expires the grim explodes, filling the tunnels entirely and you lose. It isn’t aggressive enough to turn it into a DPS race, as that's not the goal, but should be enough that you can't just turtle up and take an hour to beat it and trivialize the difficulty of splitting your resources and dealing with all the mechanics.
The Battle For Erebor
This is the final of the three new raids and corresponds with the breaking of the siege and the end of the fighting. This one happens at the gates to the main entrance of the Lonely Mountain and overlooks the clearing that Flight takes place within and the town of Dale. It's time for the final showdown.
The Easterling army has 2 Olog-hai champions at their front, a pair of brothers. The combination of news of Sauron's defeat and the destruction of their champions will be enough to shatter the Easterling Army and send them fleeing from Erebor. However, it is not simply enough to defeat them. The men and dwarves want to send a message.
Six banners line the stairs heading down into the arena. Each represents an additional mechanic that you wish be added to the battle. Tier 1 adventurers will have to add two mechanics to the battle by choosing two of the banners. Tier 2 players will have to activate four of the banners. Challenge mode, you guessed it! You will have to activate all six banners. For tier 1 and 2 it's your choice which 2 or 4 mechanics you want. Think of it as a pick your poison style fight. Go with whichever ones match your group and tactics best. For challenge, well, sorry, we picked your poisons… and we chose all of them mixed together into a fine cocktail of combat.
The mechanics are as follows:
Blood Brothers - For every 1% health the Olog-hai differ in, they get an increase in damage, from 1.5x at 1%, all the way to 10x at 10%.
Blood Rage - Every 5% of health an Olog-hai loses, both he and his brother get a stacking damage boost for 20 seconds. This starts at 2x and can ramp all the way to 6x if you burn too quickly.
Honor Guard - The Olog-hai enter with 8 Easterling Honorguards, four each of two different types. They each have custom skills and abilities to bring to the fight.
Reinforcements - Starting partway through the fight, a wave of 3 Easterlings (one melee, one ranged, one support) come in to support the Olog-hai every 30 seconds. They each have custom skills and abilities to bring to the fight.
Catapults - Starting partway through the fight, the Easterling catapults begin bombarding the arena. You’ll be given a couple of seconds warning before pieces of the arena are shelled.
Inferno - Towards the end of the fight the Easterlings set the entire arena ablaze. There is nowhere that is safe and now the race is on.
The Olog-hai themselves also have stages, unique skills, auras, and many of the things you would expect from a twin troll fight.
In Their Absence
Hello! It’s me, Sleepy. For Update 10, I’ve been working on bringing you an updated ‘In Their Absence’ instance cluster. When the update launches, you will be able to play any of the ‘ITA’ instances from level 65 up to the level cap and receive appropriate rewards for your efforts. These instances have quite a legacy of adoration and a feeling of nostalgia for many of you, so before I go into more detail, I’d like to say that preserving the essence of what made these spaces fun was certainly one of my top priorities. Defeating Drugoth and Thadur will still require coordination and communication; the mercenaries of Stoneheight have retained their amusing one-liners; conquering Ost Dunhoth will still be a considerable challenge; and Northcotton Farm’s residents will still need a good slap or two! Playing through any space should be familiar to anyone who has run it before, but you will also see that adjustments have been made to both modernize each space (by making it consistent with our current instance-design philosophies) and to improve certain areas from a gameplay perspective.
Allow me to provide some examples of each type of change. Our current design for ‘challenge mode’ objectives in instances says that the requirements should only pertain to the final boss encounter – this was not the case for many of the ITA spaces. Stoneheight’s challenge previously required that no corruptions be removed from any of the bosses. This requirement has been stripped away and the corruptions have been redesigned to provide a different obstacle. In its place, a new challenge objective has been implemented that only affects the final boss encounter with Dale Truit.
Another ‘modernization’ change was to break up the Ost Dunoth raid into 3 wings without raid locks, similar to our previous changes to Helegrod and Fornost.
For gameplay adjustments, look no further than the Osan fight in Sari-surma. This fight previously spawned monsters over time, and the challenge required players to wait several minutes for each monster to appear and be defeated. This encounter is now much more dependent on how quickly you are damaging Osan, allowing your group to control the pace more to their liking. Effective groups will be able to complete this fight in much shorter time than they ever could before. Another quick example: We know that having to /shortcut your Slap emotes in Northcotton Farm was a small frustration to many of you, so we are now granting everyone quick-slot access to that emote when you are in the cauldron encounter.
Whether you are new to the spaces or a returning veteran, I hope you are all looking forward to seeing the new and improved In Their Absence cluster. Cheers!
Re: What's comming in update 10?
Warden Stat Change – Agility Wardens!
By: Erika "DEViled_Egg" Ng
Hey everybody! DEViled_Egg here to talk about the Warden stat changes. I’ll be going over what’s changing, how, why, and what we’ll be doing to ease this transition. RockX will also provide some more details on the change and what this means from an itemization perspective.
So, what’s changing?
Wardens will be converted from a Might-based class to an Agility-based class. Starting with Update 10, Agility will provide the following for Wardens:
10 Physical Mastery Rating
5 Tactical Mastery Rating
2 Parry Rating
4 Evade Rating
1 Crit Rating
And Might will provide the following:
2 Parry Rating
4 Block Rating
2 Physical Mitigation
Block / Evade Ratings
Since Wardens will be switching from Might to Agility, it also means they’ll be trading Block for Evade as a primary avoidance. Every point lost in Block Rating from dropping Might will be re-gained as a point of Evade from Agility. All of the Wardens self-buffs which currently affect block will continue to do so. Warden shields will also continue to provide a hefty amount of Block Rating.
The Trait “Skillful Blocking” is being changed to “Combat Positioning” and will increase the potency of your Evade self-buffs as well as trigger its heal off of Evades instead of Blocks. This change was made because it is anticipated that Wardens will Evade more than Block come Update 10, so it made sense to put the 1% heal on the Avoidance that will trigger most often.
Mitigations
Physical Mitigation will continue to remain on Might. However, we will provide ways for Wardens to shore up their Mitigations via Itemization and class advancement.
The Grace Period
RockX here! We realized early on when planning these changes that if we were to just flip the switch, all Wardens would immediately be super-nerfed since they’d have only Might gear. To avoid this, we’re instituting a grace-period during in which both Agility and Might will contribute Physical and Tactical Mastery at the same rate. This will allow Wardens to swap out their Might-gear for Agility-gear without experiencing a major loss of damage in the meantime. We’re also planning on converting a substantial amount of the Might-based Warden Shields and Medium Armor to use Agility as the primary stat during this time. The Grace Period will last for all of Update 10, possibly longer. Once we feel the class is in a good position gear-wise and Wardens have had ample time to adjust, we will remove the Physical and Tactical Mastery contributions from Might. Agility will then be the reigning primary stat for the Warden class. We believe this grace period will provide ample time for even casual Wa(r)dens more than enough time to re-gear.
Final Thoughts
We understand that a change of this magnitude is likely to be met with apprehension, but please know that we’re doing everything we can to ensure this transition is as smooth as possible. RockX and I play Wadens too you know!
Finally, some of you on our forums have speculated that this change is in some way tied to the upcoming class changes hinted at in our Dev Chats. <_< … >_> …maaaaybe.
By: Erika "DEViled_Egg" Ng
Hey everybody! DEViled_Egg here to talk about the Warden stat changes. I’ll be going over what’s changing, how, why, and what we’ll be doing to ease this transition. RockX will also provide some more details on the change and what this means from an itemization perspective.
So, what’s changing?
Wardens will be converted from a Might-based class to an Agility-based class. Starting with Update 10, Agility will provide the following for Wardens:
10 Physical Mastery Rating
5 Tactical Mastery Rating
2 Parry Rating
4 Evade Rating
1 Crit Rating
And Might will provide the following:
2 Parry Rating
4 Block Rating
2 Physical Mitigation
Block / Evade Ratings
Since Wardens will be switching from Might to Agility, it also means they’ll be trading Block for Evade as a primary avoidance. Every point lost in Block Rating from dropping Might will be re-gained as a point of Evade from Agility. All of the Wardens self-buffs which currently affect block will continue to do so. Warden shields will also continue to provide a hefty amount of Block Rating.
The Trait “Skillful Blocking” is being changed to “Combat Positioning” and will increase the potency of your Evade self-buffs as well as trigger its heal off of Evades instead of Blocks. This change was made because it is anticipated that Wardens will Evade more than Block come Update 10, so it made sense to put the 1% heal on the Avoidance that will trigger most often.
Mitigations
Physical Mitigation will continue to remain on Might. However, we will provide ways for Wardens to shore up their Mitigations via Itemization and class advancement.
The Grace Period
RockX here! We realized early on when planning these changes that if we were to just flip the switch, all Wardens would immediately be super-nerfed since they’d have only Might gear. To avoid this, we’re instituting a grace-period during in which both Agility and Might will contribute Physical and Tactical Mastery at the same rate. This will allow Wardens to swap out their Might-gear for Agility-gear without experiencing a major loss of damage in the meantime. We’re also planning on converting a substantial amount of the Might-based Warden Shields and Medium Armor to use Agility as the primary stat during this time. The Grace Period will last for all of Update 10, possibly longer. Once we feel the class is in a good position gear-wise and Wardens have had ample time to adjust, we will remove the Physical and Tactical Mastery contributions from Might. Agility will then be the reigning primary stat for the Warden class. We believe this grace period will provide ample time for even casual Wa(r)dens more than enough time to re-gear.
Final Thoughts
We understand that a change of this magnitude is likely to be met with apprehension, but please know that we’re doing everything we can to ensure this transition is as smooth as possible. RockX and I play Wadens too you know!
Finally, some of you on our forums have speculated that this change is in some way tied to the upcoming class changes hinted at in our Dev Chats. <_< … >_> …maaaaybe.
Re: What's comming in update 10?
Critical Defence Revision
By: Jared "Kelsan" Pruett
Goals
Maintain the purpose and value of Critical Defence (protection against spike damage) while making Critical Hits and mechanics associated with them more reliable.
What changed?
Instead of reducing Critical Hit chance, Critical Defence will now reduce the magnitude of incoming critical damage.
How does it work?
Once a hit has been determined to be a Critical or Devastating Critical Hit, a multiplier is applied to the attack giving it the bonus damage. Critical Defence directly reduces this multiplier, causing a Critical or Devastating Hit to do less damage. The multiplier can never be reduced below 1, ensuring that a Critical or Devastating Hit will never do less than the base attack damage.
It’s important to note that between the base critical multiplier value and additional critical damage mods acquired via advancement and itemization, it is unlikely that a player who builds for Critical Hits will see their critical damage completely negated.
Why make the change?
Critical Defence was performing its role too well. While providing protection against Critical Hits, it was also functionally disabling a fun mechanic and limiting the potential for designing reliable mechanics that utilize Critical Hits and Effects.
By making this change, we can maintain protections against spike damage, while increasing the reliability of Critical mechanics.
By: Jared "Kelsan" Pruett
Goals
Maintain the purpose and value of Critical Defence (protection against spike damage) while making Critical Hits and mechanics associated with them more reliable.
What changed?
Instead of reducing Critical Hit chance, Critical Defence will now reduce the magnitude of incoming critical damage.
How does it work?
Once a hit has been determined to be a Critical or Devastating Critical Hit, a multiplier is applied to the attack giving it the bonus damage. Critical Defence directly reduces this multiplier, causing a Critical or Devastating Hit to do less damage. The multiplier can never be reduced below 1, ensuring that a Critical or Devastating Hit will never do less than the base attack damage.
It’s important to note that between the base critical multiplier value and additional critical damage mods acquired via advancement and itemization, it is unlikely that a player who builds for Critical Hits will see their critical damage completely negated.
Why make the change?
Critical Defence was performing its role too well. While providing protection against Critical Hits, it was also functionally disabling a fun mechanic and limiting the potential for designing reliable mechanics that utilize Critical Hits and Effects.
By making this change, we can maintain protections against spike damage, while increasing the reliability of Critical mechanics.
Who is online
Users browsing this forum: No registered users and 8 guests