- Easier to survive in an area (main stats will give you enough dps and morale to progress)
- Harder to get the maximum dps (damage bonus 0 – 100 % is free, 100-150% is easily gotten, 150-200% you need to neglect morale or defense)
Squirles conjecture
If done correctly, you can actually use more skills and playstyles within landscape and instances. You can choose to kill mobs one by one quickly or get sturdier and take on 3 mobs, but kill them slower. Giving each class a chance to do their part. Tier 2, raids or challenges will need to be approached more thoughtfully. No more overpowering mechanics and adds by just killing them before they are a danger.
All in all, lotro slowly returns to a more old style mmo for harder content while remaining solo and (easy/accesible make your choice) relaxed questing friendly.
Level Scaling is absolutely broken!
Absolutely correct. Broken as hell for LI’s. I can now see that it’s been like that for a long time – it just got worse with each progressive update.We fixed some level scaling bugs for regular gear, but unfortunately LI scaling still apparently has… issues, and those issues were exacerbated when I extended the LI damage tables well into the future. Basically the scaling system is doing some kind of bogus lookup for LI’s and grabbing some arbitrary level value from somewhere well above the level it is supposed to. In other words, because LI damage uses its own unique level progression, the scaling system doesn’t know what to do with it.On the plus side, the quick fix is easy – all those theoretical ‘future’ LI damage values I added are now the same as cap, so it doesn’t matter where it looks up, it should never go above the 120 (LI 58) cap value (for now).Real Fix – engineering has to slog through the scaling code and figure out how to make it play nice with LIs.
-Vastin
Hey folks, Vastin here.We’re definitely still iterating on the ratings changes and tweaking some DPS/morale pool values.
Unfortunately, the big ratings rework we did for palantir a while ago didn’t make it to bullroarer until this last drop due to a propogation error – so, sorry about that dropping on you at the last minute.
Anyway, we’re making substantial adjustments for the next bullroarer (there will definitely be at least one more). Overall the gear ratings will be getting stingier – I simply didn’t adjust it enough to compensate for the fact that mastery is no longer an infinite stat dump in many builds.
I also normalized the different stat values too much on the first pass. DPS/Healer builds simply don’t care deeply about as many stats as the tank builds do, so the dps stats will be getting comparatively more expensive to cap on gear – all the new curves and caps remain unchanged, it’s just the gear stats themselves that will change.
The main stats on gear are not being reduced, so they’ll be better comparatively than they were – though I doubt most builds will be interested in throwing in main stat essences even then. They are mostly intended to provide a stat floor for various key character ratings rather than to act as a power stat.
On the morale pool side I’m making some minor tweaks to cap level mobs, and bumping up the lower level (50-105) mobs somewhat.
We are in a position to iterate on these values quite rapidly – but we need detailed feedback on order to make those changes more effective. When posting balance feedback please include salient details like Character Level, general class/build (I don’t need full tree breakdowns, ‘blue loremaster with a splash of red’ is fine), average equipment iLevel, enemy types/levels, and of course what instance and tier you are running (if any).
Without these details for context, it is very hard to squeeze any meaning out of responses.
-Vastin