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Riders of Rohan Developer Diary: The Ettenmoors
Ettenmoors Revamp Aloha, and welcome back to The Ettenmoors! The Ettenmoors is a unique place within the world of LOTRO; a corner of Middle-earth that allows players the ability to take up the banner of Sauron and openly battle against the forces of good. Over the course of LOTRO’s lifetime, the Ettenmoors has been updated several times. This is not one of those times. This is a new beginning; this is a reincarnation. We’ve taken a look over the entirety of the Ettenmoors on both the content and systems sides. Everything from the Keeps, the Outposts, and the Delving, to Creep skills and traits, to the overall combat balance, to commendation earns and costs; all of it has been fair game in our conversations and internal critiques. We’ve collected and read a tremendous amount of the Ettenmoors related feedback and forums related to all aspects of the region and PvMP. We’ve reflected on what the initial goals of the Ettenmoors were and how we thought the region would play, how things actually were played, how the changes over the years had adjusted those goals, and how the gameplay had responded and adjusted in time. We’ve been critical in our thoughts on what has worked and what’s fallen short of the mark. From this we built a list of the things that need to be improved, updated, removed, added, changed and re-envisioned within the Ettenmoors in order to bring the gameplay and PvMP experience to the quality level expected. Any change we make is going to shake the boat, we understand this. At this point, however, we feel the current state of The Ettenmoors dictates that we need to shake the boat. We don't think The Ettenmoors is anywhere near its potential as far as player count and usage. It's radically off from where we feel it can be and the usage is small enough that we feel comfortable really shaking it up and risk breaking what's there in order to hopefully achieve a much higher potential. We have a plan that is bold and will fundamentally shift things in The Ettenmmoors to be both what we want, and what we've gathered the playerbase wants. Firstly, we’ve refined and updated the design goals of the Ettenmoors and PvMP within LOTRO. They are as follows:
For release alongside the Riders of Rohan, the Ettenmoors will step into the next phase of its lifecycle. The specific goal for this release is to place PvMP back onto a solid foundation and secure the quality and overall intent of the gameplay experience. The goal is not to try and fix everything that is wrong with the Ettenmoors. We are not trying to shoot the mystical silver bullet that magically makes everything in better. That's what we've tried doing in the past that has lead us to where we are today. That silver bullet doesn't exist and any attempts to try to find it are only going to lead us astray. The goal is to do this right. Balancing PvMP is a never-ending task and the pendulum will swing back and forth several times as we get things right, but we’re putting that pendulum into motion. We decided upon three primary areas to initially focus on. First, we looked at the Keeps, Outposts, and Delving and revisited both their purpose and their intent. Second, we began a valuation on the existing Creep traits and skills for usefulness, potency, and acquisition costs. Third, new skills for each Creep class, along with an overall balance adjustment on Creep damage and healing to ensure they are commensurate with Freep values. So, on to the details of the landscape changes…
Landscape ChangesCurrently, the model is focused on rewarding players for taking and flipping a control point, but there is little to no incentive to continue to hold it. The goal is to shift the model to instead provide large benefits for having and keeping locations instead of just benefits for taking them. We want players to participate in a “domination” style of gameplay. What does that mean? At a high level it means the following things:
Outposts (ID, AE, River, CF, PGF)The purpose of outposts is to make you better at defeating your adversary. This provides a direct PvMP benefit, gives outposts a significant purpose and value during battles, and allows them to supplement the main Keep fighting. Since outposts can be taken with fewer players than Keeps, small groups can utilize them to shift the dynamics of in-progress Keep battles. Each outpost your side controls provide everyone on your side an Ettenmoors wide, stacking Physical/Tactical Mastery buff (~10% boost per outpost).
Yes, the 10% per outpost is a large number that will affect balance. It needs to. It needs to be slightly unbalancing, to a point, because we want the outposts to be worth capturing. If it’s not worth having them, they’ll just go back to being ignored again. We will monitor the numbers and adjust if necessary.
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Lore-master |
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Restoration 2: +704 Tactical Mastery Rating 3: Heal over time added to Beacon of Hope 4: +76 Will 5: Damage Negation on Wisdom of the Council becomes a self-heal and occurs more frequently |
Storm-caller’s 2: +704 Critical Rating 3: +10% Fire skill damage 4: +76 Vitality 5: Light of the Rising Dawn resets Sticky Gourd Cooldown on Critical Hit |
Tradition 2: +365 Maximum Morale 3: -50% Chance to break Daze on damage 4: +76 Will 5: Frost-lore silences targets for 10s |
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Minstrel |
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Harmonious 2: +704 Tactical Mastery Rating 3: -25% Cooldown of Gift of the Hammerhand 4: +76 Will 5: Soliloquy of Spirit removes 1 poison, disease, fear, or wound effect every 2s for 10s |
Resonance 2: +365 Maximum Morale 3: Coda of Resonance provides 912 Finesse to your Fellowship 4: +76 Will 5: Call to Greatness affects two targets. |
Dissonance 2: +704 Critical Rating 3: 7% Ballad Damage 4: +76 Vitality 5: Coda of Fury recovers Cry of the Wizards on critical hit |
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Rune-keeper |
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Thunder-struck 2: +704 Critical Rating 3: 5% Shocking Words stun chance 4: +76 Vitality 5: Essence of Storm removes the induction from Essence of Winter on critical hit |
Scalding Wit 2: +704 Tactical Mastery Rating 3: +10% Smouldering Wrath damage 4: +76 Will 5: Fiery Ridicule provides induction knockback immunity for 10s upon critical hit |
Tranquility 2: +704 Tactical Mastery Rating 3: Epic for the Ages removes disabling effects 4: +76 Will 5: Mending Verse initial heal applied to both target and caster |
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Burglar |
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Unseen 2: +2 Stealth Level; 352 Critical Rating 3: +10% Run Speed 4: +76 Agility 5: Surprise Strike on hit +5% devastating critical chance for 15s (Stacks 4 times) |
Pandemonium 2: +388 Physical Mastery Rating 3: +Knives Out: Applies a bleed to attackers that stacks 3 times. 4: +76 Vitality 5: Riddle is applied to two targets |
Chance 2: +776 Evade Rating 3: +5% Stacking Damage bonus on evade (Stack duration increased) 4: +76 agility 5: Lucky Strike silences target for 10s; Gambler’s Strike silences target for 10s |
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Warden |
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Spear Lord 2: 776 Critical Rating 3: Power Attack, Mighty Blow, and Unerring Strike bleed damage increased by 25% 4: +76 Might 5: Reduces target’s Incoming Healing by 20% when using Onslaught, Adroit Maneuver, and Warden’s Triumph |
Solidarity 2: 786 Physical Mitigation; 1747 Tactical Mitigation 3: +20% Spear-Shield Damage Bonus 4: +76 Vitality 5: 25% Chance to Knock Down target when using Maddening Strike, Celebration of Skill, and Restoration |
Vigilance 2: +776 Physical Mastery Rating 3: +10% Fist Gambit Damage 4: +76 Might 5: Applies a 25% Movement Reduction and 10% attack duration increase to target when using Fierce Resolve, Resolution, or Desolation. |
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Captain |
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Command 2: +118.8 In-combat power regen 3: -25% Last Stand Cooldown 4: +76 Might 5: Sure Strike increases damage dealt to your target by 5% for 10s |
Perseverance 2: +776 Critical Rating 3: -20% Defeat Event Skills Cooldowns 4: +76 Might 5: Make Haste cures Slows and provides a 5s immunity to such |
Loyalty 2: 786 Tactical Mitigation; 786 Physical Mitigation 3: -25% Escape from Darkness Cooldown 4: +76 Might 5: Routing Cry debuffs incoming healing by 35% for 10s |
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Champion |
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Shining Blades 2: 776 Physical Mastery Rating 3: +5% Ardour Damage 4: +76 Might 5: On Crit: Blade-storm reduces movement speed by 25% for 10s |
Unyielding Rage 2: +776 Critical Rating 3: +50% Hamstring Duration 4: +76 Might 5: Remorseless Strike Pip Cost Removed |
Resilient Warrior 2: +786 Tactical Mitigation; +786 Physical Mitigation 3: Battle-frenzy reduces incoming Tactical damage by 10% for 10s 4: +76 Might 5: Bracing Attack has a 50% chance to dispel up to 3 Poison, Disease, Fear, or Wound effects |
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Guardian |
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Resolution 2: +776 Block Rating 3: Turn the Tables grants a 10s immunity to further disabling effects 4: +76 Might 5: Catch a Breath removes slows and increases run speed by 15% for 3s |
Fearless 2: +776 Physical Mastery Rating 3: -20% Thrill of Danger Cooldown 4: +76 Might 5: Whirling Retaliation has a 25% chance to disarm targets for 5s |
Sovereign’s Blade 2: +776 Critical Rating 3: Brutal Assault has a 25% chance to grant a Block Response 4: +76 Vitality 5: Stagger no longer requires facing or critical hit |
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Hunter |
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Predator 2: +776 Critical Rating 3: -30s Heart Seeker Power Cost 4: +76 Agility 5: Merciful Shot reduces incoming healing by 25% for 10s |
Entrapment 2: +1747 Tactical Mitigation 3: Needful Haste recovers Distracting Shot 4: +76 Vitality 5: Rain of Thorns Focus Cost removed |
Precision 2: +776 Physical Mastery Rating 3: Penetrating Shot ignores additional mitigation 4: +76 Agility 5: Precision Stance reduces the duration of Crowd Control by 25%. |
Of course, further tweaks may still be coming in the future, but expect the above listing to closely resemble the final product.
Trading Up
The new armour sets will have the following price structure:
Helm: 7500
Shoulders: 6000
Chest: 7500
Hands: 4000
Legs: 6000
Feet: 4000
Vendors in Glam Vraig are also offering a trade-in program! Each of the current pieces of armour can be traded in for a 10% commendation discount toward the upgraded version.
Legendary Weapons
New PvMP exclusive Legendary Weapons! These new Legendary Weapons come with appearances that are unique to PvMP and, as such, will be rank gated to ensure that only the truly courageous will be able to use them.
Rank Requirement : 10
Age: 2nd Age
Weapon Types: Sword, Dagger, 2-Hand Sword, Bow, Staff, Mace, Orb, Spear
We will be trying to make the weapon types available to as many classes as possible, to ensure players can equip the weapon type of their choosing.
In a subsequent post I will include some screenshots of the weapons.
Creeps
With this update we focused on three primary goals:
- Expand the Creep skill set to provide more utility.
- Ensure class traits provide meaningful choices.
- Reduce the statistical disparities between Creeps and Freeps.
- With that in mind we decided to do the following:
- Reduce the Commendation cost of Creep skills and traits to ensure that Creeps can reasonably earn their tools.
- Introduce a new skill for each Creep class to help round out their rotations.
- Polish Skills, ‘Enhanced Skills’, & class traits to ensure they provide significant impact.
- Remove the concept of ‘Advanced Skill’ traits by splitting them into Skills & Enhanced Skill traits.
- Audit base damage and corruptions to level the playing field.
Creep Damage & Corruption Revisions
One thing that’s become very apparent to us in our survey of the ‘moors is the disparity in damage and healing between Creeps and Freeps. Pound for pound, Creeps tend to get outgunned and outhealed compared to the kind of numbers Freeps can put out. We will be taking steps to bridge this gap this season. These steps might go too far, or not far enough. We will be monitoring and the pendulum will continue to swing as necessary.
We think that the Blackarrow and Warg Stalker are in a good place damage-wise, so the majority of our attention went to the Defiler, Weaver, Reaver, and Warleader. These classes have received a significant damage boost to their skills and damaging effects, making them more viable from a damage-dealing standpoint. We’ve also made more damage available via corruptions by increasing the potency of the Mastery corruptions.
When looking at Creep healing versus Freep healing, the thing that stood out to us the most was that Freep healing could be augmented by Incoming Healing Rating. This was something which Creeps didn’t have access to. In this season, we’ll be distributing a total of 40% Incoming Healing Rating across the ranks of Battlefield Promotion.
New Skills
Each Creep class is being given a new skill to help round out their rotations.
All skills unlock at Rank 9.
Reaver
Impale
The Reaver unleashes a savage attack on a bloodied target.
- Melee attack that does additional damage for each of the Reaver’s bleeds on the target.
- For each of the attacker’s bleeds on the target Impale does an additional 25% damage.
Blackarrow
Explosive Arrow
The Blackarrow launches an explosive tipped arrow, doing damage to the target and all nearby foes.
- Ranged attack that places a delayed explosive on the target. After 5s, the target explodes doing heavy damage to all enemies within 5m.
Weaver
Toxic Carapace
The Weaver secretes her venom over her carapace causing damage to all attackers.
- Buff that increases the Weaver’s mitigations and reflects 30% of all incoming damage back at the attacker.
- For each pip consumed on cast the duration and mitigation bonuses are increased.
Warleader
Shield Bash
The Warleader dazes his foe by smashing his shield into their face.
- Strong Melee attack that on crit stuns the target for 6s and resets the cooldown of Shield Bash.
Stalker
Piercing Claws
Your vicious claws allow you to tear through even the toughest armour.
- Melee attack that ignores 50% of your target’s mitigations and does 10% of the target’s max morale as damage.
Defiler
Constant Pain
The Defiler inflicts terrible pain upon a foe. Nearby allies find the enemy's suffering so joyous, they regain morale
- Channeled attack that damages the Defiler’s target while healing the Defiler’s fellowship.
Skill & Trait Revisions
Reaver
Enhanced Skill: Jagged Cut
- Application chance of bleed increased to 100%.
Extended Reach
- Max targets increased from 3 to 6.
Wrath
- Now restores 2% Max Health on skill hit.
- Now restores 3.5% Max Power on skill hit.
Blackarrow
Punctured Target
- Ignores 30% of the target’s mitigations.
Headshot
- Ignores 30% of the target’s mitigations.
Penetrating Arrows
- Bow attacks now ignore 10% of the target’s mitigations.
Enhanced Skill: Gash
- Stuns target on hit for 6s.
- Cooldown increased to 20s.
Enhanced Skill: Headshot
- 50% Knockdown chance on hit.
- 100% Knockdown chance on crit.
Weaver
Piercing Attack
- Ignores 10% of the target’s mitigations.
Enhanced Skill: Piercing Attack
- Ignores 15% of the target’s mitigations.
Latent Poison
- Countdown reduced by 10s.
Warleader
Banner of Horror/Terror
- Cooldowns reduced to 5 min.
- No longer share the same cooldown channel.
Quitters Never Win
- Cooldown reduced to 5 min.
Enhanced Skill: Quitters Never Win
- Reduces cooldown to 3 min.
Enhanced Skill: Quitters Never Win
- Cooldown reduction increased to 15s.
Stalker
Howl of Unnerving
- Fear proc chance increased from 25% to 50%.
Rabid Bite
- Power cost debuff increased to 40%.
Disappear/Topple
- Cooldown reduced to 5 min.
Sprint
- Cooldown reduced to 5 min.
Enhanced Skill: Rabid Bite
- Increases power cost debuff by 35%.
Enhanced Skill: Disappear
- Reduces cooldown by 2 min.
Enhanced Skill: Sprint
- Reduces cooldown by 2 min.
Defiler
Enhanced Skill: Plague Gourd
- Crit chance increased to 50%.
Fast Lob
- Reduces induction on all Gourd and Curse skills.
Advanced Skill Revision
With Riders of Rohan we will be removing the concept of ‘Advanced Skills’ by splitting them into skills and ‘Enhanced Skill’ traits. This will expand both the skill set and utility of each Creep class as well as providing more meaningful choices when selecting trait loadouts. In many cases the functionality of the old ‘Advanced Skill’ has been split between skill and the trait, thus requiring Creeps to invest to utilize the full potency.
The new Skill and ‘Enhanced Skill’ traits will unlock on the same rank as the old ‘Advanced Skills’ and can each be purchased by visiting your trainer. Players that have already purchased the ‘Advanced Skill’ trait will be granted the new skill & ‘Enhanced Skill’ trait automatically.
It’s important to note, that racial ‘Advanced Skills’ are not part of this revision. These traits have been renamed ‘Racial Skills’ and still require a trait to be slotted.
Reaver
Blade Toss
- Ranged attack that does more damage from behind.
Enhanced Skill: Blade Toss
- Slows targets.
Resilience
- Removes CC from the Reaver.
Enhanced Skill: Resilience
- Adds a temporary CC immunity.
Against the Odds
- Resets skill cooldowns.
Enhanced Skill: Against the Odds
- Add Health and Power restore.
Blackarrow
Set Trap
- Places a trap on the ground that roots the target.
Enhanced Skill: Set Trap
- Root is less likely to break on damage and trapped targets take more incoming damage.
Steadfast Barrage
- Channeled attack that cannot be Blocked, Parried, or Evaded. Not usable while moving.
Enhanced Skill: Steadfast Barrage
- Usable while moving, but speed is reduced.
Snare
- Drops three traps that slow enemies.
Enhanced Skill: Snare
- Adds a 10% movement speed buff to the Blackarrow.
Weaver
Clinging Webs
- Miss chance debuff.
Enhanced Skill: Clinging Webs
- Adds a Parry and Evade rating debuff.
Feast
- Skill reset and this skill restores power to the Weaver.
Enhanced Skill: Feast
- Power restore is now applied to the Weaver’s fellowship.
Warleader
Purge
- Removes CC from target.
Enhanced Skill Purge
- Adds temporary CC immunity.
Snap Out of It!
- Removes CC from Warleader and allies.
Enhanced Skill: Snap Out of It!
- Adds a Heal over Time to all targets.
Stalker
Rallying Howl
- On Defeat Event Heal over Time (now stacks up to 6 times).
- Heal only applies to the Stalker’s fellowship.
Enhanced Skill: Rallying Howl
- Stacking Fellowship Damage Buff. Each Stalker’s howl adds to the stack (cap of 5).
Flayer
- Armour & Mitigation buff with Health bubble.
- Values have been reduced from current ‘Advanced Skill’.
Enhanced Skill: Flayer
- Increases Armour & Mitigation buff.
- Sets values to current ‘Advanced Skill’ totals.
Defiler
Blessing of Darkness
- Redirects damage from target to defiler. Heals defiler.
Enhanced Skill: Blessing of Darkness
- Heals target.
Fungal Spores
- Places Heal over Time on target.
Enhanced Skill: Fungal Spores
- Adds Incoming Heal Buff and an additional heal at the end of the Heal over Time.
Class Mechanic Revisions
Reaver
Relentless
- Reavers now gain bonus mitigation and damage based on their current health.
- At full health, the Reaver has bonus mitigations. As his health is reduced his bonus mitigations are reduced but he starts gaining bonus damage.
Weaver
Venom
- Venom pips now increase the Weaver's damage and resistance penetration by 5/10/15/20/30%.






