Lord of the Rings Online

AlekseiFL_sl

shitlord
489
1
http://massively.joystiq.com/2013/01...nd-more-rohan/

LotRO commits to housing revamp, player council, and more Rohan in 2013

Turbine's Kate Paiz might be brief in her Lord of the Rings Online producer's letter, but this economy of words holds a treasure trove of ideas for the year. In the letter, she outlines the primary goals for the game in 2013, including a much-requested housing revamp and further expansion into the Rohan region.

Paiz outlines four initiatives for the year. The first is forming a player's council to facilitate discussion and feedback between players and the dev team. The second is adding Western Rohan to the game, initially through a region called Wildermore in the spring and later through a bigger addition in the fall. The third is the aforementioned housing revamp, which will take place later in the year.

The fourth initiative is an effort by the team to make "significant changes" to classes. "We will be making some significant changes to the skills and traits of the Free Peoples classes," Paiz writes. "We'll be pruning out skills that just feel disappointing in play and increasing the potency of others. The end result will be fewer skills, but a more profound impact on moment-to-moment play."
 

Breakdown

Gunnar Durden
5,810
8,022
Im confused on Membership levels, and am just going to subscribe VIP to avoid any confusion.

So I bought the game way back when, in like 2008. Bought all the way to Mirkwood.

So I just rejoined as F2P and can access any content on my old characters. Created a new one and it wants me to purchase map packs on anything post Lonelands.

So basically new characters arent grandfathered, right? Which is fine.

So if I go VIP I can do anything in the entire game, or do I have to then use Turbine points to purchase all of the Moria, Mirkwood and Rohan Content as well?
 

McCheese

SW: Sean, CW: Crone, GW: Wizardhawk
6,890
4,249
So if I go VIP I can do anything in the entire game, or do I have to then use Turbine points to purchase all of the Moria, Mirkwood and Rohan Content as well?
If you go VIP (monthly sub) you get everything in the vanilla game for free, including some of the added/revamped zones. So basically all of Eriador is included in the monthly sub.

If you want to go to Moria, Mirkwood, Isengard (Dunland), or Rohan you'll have to buy the separate expansion packs, which can be done either with Turbine Points in-game or with real money.

When I resubbed about 2 years ago I didn't have any of the expansions. Through casual playing by the time I was high enough to enter Moria my monthly 500 TP had accumulated enough to buy the pack. Likewise, when I finished Moria I had accumulated enough to pick up Mirkwood, and when I finished Mirkwood I had enough to buy Isengard. It all depends on how quickly you level of course, as well as how many deeds/etc. you do to pick up extra TP.

They tend to offer pretty good TP sales on the expansions so if you're patient you can probably pick them up quite cheaply. I believe I managed to get the Isengard expansion for 50% of the regular TP price.

*Note* For some of the expansion packs you can skate by even more cheaply by simply purchasing the quests/zones and not worrying about extra stuff like new classes and other bells and whistles.
 

Breakdown

Gunnar Durden
5,810
8,022
If you go VIP (monthly sub) you get everything in the vanilla game for free, including some of the added/revamped zones. So basically all of Eriador is included in the monthly sub.

If you want to go to Moria, Mirkwood, Isengard (Dunland), or Rohan you'll have to buy the separate expansion packs, which can be done either with Turbine Points in-game or with real money.

When I resubbed about 2 years ago I didn't have any of the expansions. Through casual playing by the time I was high enough to enter Moria my monthly 500 TP had accumulated enough to buy the pack. Likewise, when I finished Moria I had accumulated enough to pick up Mirkwood, and when I finished Mirkwood I had enough to buy Isengard. It all depends on how quickly you level of course, as well as how many deeds/etc. you do to pick up extra TP.

They tend to offer pretty good TP sales on the expansions so if you're patient you can probably pick them up quite cheaply. I believe I managed to get the Isengard expansion for 50% of the regular TP price.

*Note* For some of the expansion packs you can skate by even more cheaply by simply purchasing the quests/zones and not worrying about extra stuff like new classes and other bells and whistles.
Now since I already bought Moria I wont need to buy it "again" for the New Character I created last week. Really since he is a new F2P Character if I go VIP I unlock eveyrthing up to Moria, then since I already bought once I should have that along with Mirkwood that I already bought.

That makes sense. Either need to sub or buy the Eriador content, even on an old Premium account as its a new character.
 

McCheese

SW: Sean, CW: Crone, GW: Wizardhawk
6,890
4,249
Now since I already bought Moria I wont need to buy it "again" for the New Character I created last week. Really since he is a new F2P Character if I go VIP I unlock eveyrthing up to Moria, then since I already bought once I should have that along with Mirkwood that I already bought.

That makes sense. Either need to sub or buy the Eriador content, even on an old Premium account as its a new character.
If you already have Moria and Mirkwood I'd go ahead and do a 1 month sub if only to unlock all the perks like extra bags and whatnot plus 500 turbine points. Go ahead and create any future characters you might want to play so they'll get grandfathered in even if you let your subscription expire.
 

AlekseiFL_sl

shitlord
489
1
Last week FYI it was like 72 hour and some extended downtime to all turbine games, sites etc.

http://massively.joystiq.com/2013/02...-back-players/

Turbine gives bonuses to welcome back players


It goes without saying that many Turbine players were disheartened by last week's excessive downtime. To make it up to the players, the studio announced that it's turning on the happy bonus switch in some of its games as a way to welcome fans back.

Lord of the Rings Online players will get 100% more XP per monster kill and an increased drop rate for lootboxes until February 26th. These bonuses come on top of the 250 Turbine Points that will be given to established players as compensation for the downtime.

Dungeons and Dragons Online players will see +2 quality loot in chests and receive +25% Heroic and Epic XP. These bonuses last through February 20th.
 

AlekseiFL_sl

shitlord
489
1
http://www.lotro.com/en/game/article...on-information

Update 10 -- Itemization Information

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.
 

Menion_sl

shitlord
267
0
It's way too expensive to get back into this game. Why would they not make all the previous expansions part of Rohan like other MMOs do? My old LOTRO account has the expansions up to Moria and there is no way I am dropping 80 bucks to get my LOTRO account up to date.
 

Faltigoth

Bronze Knight of the Realm
1,380
212
It's way too expensive to get back into this game. Why would they not make all the previous expansions part of Rohan like other MMOs do? My old LOTRO account has the expansions up to Moria and there is no way I am dropping 80 bucks to get my LOTRO account up to date.
Steam had a pretty massive sale a few weeks ago, which, alas, is over now. If you are in the mood to play this, however, you can probably rack up enough turbine points doing deeds/quests to buy the expansions that way. That is a lot of work and alot of deeds, however. Just by normal playing, you would certainly get enough for mirkwood and possibly Isengard. Rohan, though, would take serious dedication, was like 4000 turbine points when last I looked.

You are right, though, they should just roll all that shit into one pack with each expansion...which it looks like they have done, but left Rohan separate for some reason.
 

AlekseiFL_sl

shitlord
489
1
It's way too expensive to get back into this game. Why would they not make all the previous expansions part of Rohan like other MMOs do? My old LOTRO account has the expansions up to Moria and there is no way I am dropping 80 bucks to get my LOTRO account up to date.
I agree with your point, even though have alll expansions and lifetimesub.

Also about your point, WoW and Eq2,eq1 does the same shit now.

I worry that EQnext will probally do the same, SOE used to launch expansions, if came back and missed 1-3 whatever just buy newest and your good to go, but now there greedy bastards like all the rest.
 

Menion_sl

shitlord
267
0
Steam had a pretty massive sale a few weeks ago, which, alas, is over now. If you are in the mood to play this, however, you can probably rack up enough turbine points doing deeds/quests to buy the expansions that way. That is a lot of work and alot of deeds, however. Just by normal playing, you would certainly get enough for mirkwood and possibly Isengard. Rohan, though, would take serious dedication, was like 4000 turbine points when last I looked.

You are right, though, they should just roll all that shit into one pack with each expansion...which it looks like they have done, but left Rohan separate for some reason.
Ya, I fired my account up the other day and my Hobbit Guardian is level 65 which means that it's ready for Mirkwood etc... Oh well, back to MMO roulette!
 

AlekseiFL_sl

shitlord
489
1
http://www.lotro.com/en/game/article...eveloper-diary

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!
 

Running Dog_sl

shitlord
1,199
3
http://www.lotro.com/en/game/article...eveloper-diary

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.

[snip]
I was under the impression Turbine / Warner Brothers had not renewed their license on the Hobbit "content" so it's mildly surprising we see Dale and the Lonely Mountain. The LOTR license itself lapses in 2014; Turbine can extend it for another 3 years but no word yet AFAIK.
 

AlekseiFL_sl

shitlord
489
1
I was under the impression Turbine / Warner Brothers had not renewed their license on the Hobbit "content" so it's mildly surprising we see Dale and the Lonely Mountain. The LOTR license itself lapses in 2014; Turbine can extend it for another 3 years but no word yet AFAIK.
I have no Proof but im pretty sure Turbine has safely renewed for another 5-7 years or more.

Its their Main MMO atm.

You have 2 more Hobbit movies coming out, then the Blue Rays, then after you gotten all 3 lol then they have to extended cuts come out to redo them all again lol.

Also there doing houseing revamp soon, the instance cluster promised with Rohan, and revamping old content as time goes on.

So dont think they be doing all that if they planned on it ending any time soon.
 

Mangala_sl

shitlord
6
0
I was under the impression Turbine / Warner Brothers had not renewed their license on the Hobbit "content" so it's mildly surprising we see Dale and the Lonely Mountain. The LOTR license itself lapses in 2014; Turbine can extend it for another 3 years but no word yet AFAIK.
The Battle for Erebor described above isnt Hobbit related, its from the apendices of LOTR, which Turbine do still have rights for.

The Hobbit battle around the Lonely Mountain was the Battle of 5 armies and happens way before the ring stuff does.

This Erebor/Dale focus from Turbine is an attempt to cash in Hobbit hype rather that them having the rights to anything directly related to that book.
 

AlekseiFL_sl

shitlord
489
1
Massive Patch today for those playing.

Update 10, Against the Shadow,Part II Official

Of Special Note
?Mithril Coins are now available.
?Instance loot has been revamped.
?Warden's have received a change to their primary stat. Wardens will now have Agility as their primary stat.

Critical Defence Changes

Monster Play
?The amount of Critical Defence provided by the innate Armour Passive has been reduced. We wanted to create more parity between Freep and Creep access to Critical Defence and felt that the base values were so high they did not encourage investment in Critical Protection Corruptions.
?The amount of Critical Defence provided by Critcial Protection Corruptions has been increased to 1376 per Corruption.

Critical Rating Revision
?Critical Rating now increases both chance to critically hit and the magnitudes of both your critical and devastating critical hits. Critical Hit chance caps or conversion rates have not been altered by this change.
?All skills (unless otherwise stated in the skill) have a base 1.5x Critical Damage and 2.0 Devastating Critical Damage. Critical Rating now adds to those values.
?Critical Defence's conversion rate to Critical Damage Reduction has been modified to be a counter stat to Critical Rating. Players will see a reduction in their current Critical Defence values as we intend for itemization to play a stronger role in this system.
?Critical Defence will now be available on Armour, Jewelry, and Shields for all classes.

Critical Defence for mobs
?Signature or Greater mobs now have Critical Defence with the amount increasing based on mob type.

Monster Play: Critical Defence
?Due to alterations in the Critcial Defence conversion rate, Creeps will see a significant reduction in their base Critical Defence values. We feel this a good change as the Live values are so high that Creeps need not utilize the Critical Protection Corruptions.
?Rank 1 Armour Passive now grants 800 instead of 600 Critical Defence
?The amount of Critical Defence provided by Critcial Protection Corruptions have been increased to 1376 per Corruption.

Critical Effect Revision
?For effects delivered by skills: If the skill delivery is Critical or Devastating, then the applied effects will always crit; if the skill does not crit, then the applied effects will never crit.
?Note: This change applies to instant effects, and to the initial pulse of damage-over-time effects (DoTs) and healing-over-time effects (HoTs). Subsequent pulses of DoTs and HoTs will roll for critical effect just as before.

Area Effect Visualization

To improve communication and clarity of game mechanics, hotspots now come with a visual indicator of their boundary. Friendly ones will have a white boundary, negative ones will display a red boundary. There is a gameplay option to turn this off. The option is called, "Enable persistent area effect visualization."

Fate/Power Revamp

Fate has undergone a rather large revamp and should now provide much more noticeable effects on ICPR and OCPR as players stat into it. Will and Power have also undergone noticeable changes, as Will will no longer contribute to players' power pools or OCPR. Instead, players will receive an increased amount of Power at each level, and all skill costs will now be based on a percentage of this power. Each class has also undergone adjustments to their overall power consumption/restoration rates in an attempt to normalize combat longevity.

NEW instances are now available
?The Bells of Dale (6 Player)
?Flight to the Lonely Mountain (12 player)
?The Fires of Smaug (12 Player)
?The Battle for Erebor (12 Player)

In Their absence
?All of the instances in the "In their Absence" instance cluster can now be scaled from level 65*85.

Several MTX buffs now have stackable durations

Using one of these items again before the first item's duration has elapsed will increase the buff's duration by the normal duration of the buff. For example, using two +25% Mark Acquisition (90 min) will give you 3 hours of buff duration. This affects the following Store buffs:
?+10% Run Speed Boost (90 min)
?Scroll of Max Morale and Power (90 minutes)
?+5% Attack Damage (90 min)
?+25% Mark Acquisition (90 min)
?Tome of Extraordinary Experience
?Tome of Accelerated War-steed Training
?Slayer and Skill Deed Boost (90 min)
?Tome of Defence
?+20% Renown (3 hours)
?+20% Infamy (3 hours)




It's the little things.

"Forced" Emotes

"Enable Involuntary Emotes" has been added to your social options panel. This option is set to "enable" by default. Henceforth, you may uncheck "Enable Involuntary Emotes" to opt out of involuntary emotes (emotes which another player is attempting to force you to execute).

When enabled, you will execute emotes when nearby players target you with emote inducing skills, such as Minstrel and Captain class skills, and festival item skills. This was the previous behavior for all players. Disabling "Enable Involuntary Emotes" will allow you to opt out of involuntary emotes (emotes which another player is attempting to force you to execute). Players who have disabled involuntary emotes are treated as immune to these effects. If you attempt to force such a player to execute an involuntary emote, you will see "Immune" appear briefly above them. Affected players will also see the "Immune" text when they resist an involuntary emote effect.

Dread on Defeat effects removed and Other Dread Changes
?Players will no longer receive the dread effect when defeated. This applies to defeat dread only. Other forums of dead will continue to exist as before.
?The Rouse Spirit perk has been removed in accordance with the removal of Defeat Dread.
?Eglain Barterer, Fr'agyr, no longer offers Defeat Dread Removal Tokens.
?As part of the Miss Chance revision, we have removed Miss Chance from non -defeat Dread.

Quests & Tasks advance in Raids.
?There is no longer a concept of quests which can't be advanced when the player is in a raid. Any quest can now be advanced in a raid.
?Completing Tasks should now work properly when in a raid group.

Monster Kill XP adjustments

XP from mobs that are more than 8 levels above has been zeroed out to prevent some extreme cases where scaling could provide unintended amounts of experience. Alienware Owners Players with Alienware Light FX compatible hardware will now see their computer lights turn red while in combat.

Release Notes

Miscelaneous
?Fixed a bug that was causing monster damage to grow at exponential rates (leading to auto-attacks and standard skills that could potentially wipe groups).
?"Stunland" (Dunland) Brigands, while very stunning, have been told that too much of a good thing is never good. As a result, they've agreed to do significantly less stun and much more fun!
?The damage per second of level 85 weapons has increased, especially in regard to 2nd Age LIs.
?XP from mobs that are more than 8 levels above has been zeroed out to prevent some extreme cases where scaling could provide unintended amounts of experience.
?Fixed a few possible client crashes from dragging chat window over various UI panels.
?The induction time on the application of heritage runes has been reduced.
?Fellows who have not contributed to a monster kill will now get a chance for their own quest items similar to how normal item loot works.
?Mordirith's Brand should no longer drop from locked lootboxes.
?Riddermark-bound Lootboxes should no longer drop Golden Tokens of the Riddermark.
?For every Skirmish Seal that you have in your inventory, there will be a one time conversion to Skirmish Medallions at a rate of 20 Medallions per 1 Seal.
?Fixed a bug that could allow a player to complete a remote bestow quest objective while traveling, with strange results.
?Fixed a bug that was causing the Coordination buff to be consumed if applied while currently inducting. The buff will now properly apply after the current induction has ended.
?Medallions of the North-men no longer exist. Any existing ones will be automatically converted into 10 medallions apiece.
?Conjunctions have had their power restore magnitudes increased slightly.

Classes

Changes to ALL Classes

Stat contributions are undergoing several changes:
?Agility will now provide 1 point of crit rating whereas Fate will provide 2.5
?Will will now provide 2 points of Tactical Mitigation to compensate for the loss of power contribution.
?Wardens will now derive their mastery ratings from both Might and Agility. Once U11 hits, these ratings will only be derived from Agility.
?Champions will now receive 6 points of Parry from Might rather than 4 points of Block and 2 points of Parry.

Power Pools have been adjusted.
?Non-Will users will gain 50 points of power per level whereas Will users will receive 65.
?Skill costs have been adjusted accordingly (based on Non-Will users' pools)

All skills have had their power costs adjusted to account for changes to Fate/ICPR. Several power restore skills/traits have also had their magnitudes adjusted for the time being as we continue to normalize Fate's new contributions:

Burglar:
?Increased application chance of Mischievous Delight to 50% and increased power restored

Captain:
?Slightly increased the power restore of Improved Defensive Strike
? Reduced the Fate contribution from In Defence of Middle-Earth
? Reduced the ICPR buff from Herald/Banner of Hope
?Slightly Reduced the ICPR buff from Tactic-Focus and Song-Brother

Champion:
?Lowered the ICPR boost on all Champion stances as their effects were far too strong given the recent Fate revamp
?Increased the cooldown of Second Wind to 20s
?Reduced the ICPR provided by Controlled Burn

Guardian:
?Increased the power restore on Deflected Blows and Parried Blows
?Increased the power restore on Take to Heart and Thrill of Danger
?Reduced the power restore on Catch a Breath

Hunter:
?Reduced the power restore of Press Onward
?Reduced the power restore of Strength of Earth slightly
?Reduced the power return on Bow of the Righteous

Lore-master:
?Reduced power drain effect on Power of Knowledge
?Slightly reduced power restore effect on Power of Knowledge
?Channeling time has been reduced for Power of Knowledge from 17s to 8s (Untraited) and 25s
?to 16s (Traited)

Minstrel:
?Reduced the Fate contribution from Tale of Heroism
?Slightly decreased the power over time effect received from the Minstrel buff 'Vigour of the Minstrel'

Rune-keeper:
?Sustaining Bolt will now reduce power costs by 5% rather than 10%
?Reduced the power heal on Rune of Restoration

Warden:
?Lowered the ICPR on the Warden stance 'Determination'
?Increased the power restore on Dark Before Dawn

Class Specific Changes

Guardian
?The tooltip for the trait, "Quick of Foot" now accurately states that it reduces the cooldown of Stamp by 10s instead of 15s.

Minstrel
?Changed the Minstrel skill "Song of Restoration" to remove one Poison, Disease, Fear, Wound effect from a single target and changed "Improved Song of Restoration" to remove one Poison, Disease, Fear, Wound effect from a 15m area. Previously, these skills were used solely to remove Dread from defeat, and we no longer apply Dread on defeat as of Update 10.

Rune-Keeper
?Improved Rune-sign of Flame: Miss Chance buff has been replaced with a buff that allows skills to Bypass 5% of their target's Resistances.
?Scribe A New Ending: This skill now dispels 1 Poison, Disease, Wound, or Fear every two seconds, for six seconds from a target.

Warden
?Deeds *Warden *Some Assailment skills were not properly advancing deeds. Assailment versions of skills should now advance deeds as intended.
?Traits *Warden *The Trait "Skillful Blocking" is changing names to "Combat Positioning", and will now proc from Evades and Partial Evades instead of Blocks and Partial Blocks in keeping with the change from Might to Agility as a Primary Stat.

The following Warden armour sets have been converted to give Agility in place of Might:
?Armour of the Tireless Sentinel
?Armour of the Spear-way
?Armour of the Fist-way
?Armour of the Shield-way
?Armour of the Aithlen
?Armour of the Thamen
?Armour of the Porbad
?Armour of the Hytbold Spear
?Armour of the Hytbold Shield
?Armour of the Hytbold Fist
?Armour of the Wall-warden (level 85)
?Armour of the Spear-lord (level 75 and 85)
?Armour of Solidarity (level 75 and 85)
?Armour of Vigilance (level 75 and 85)


The Ettenmoors

Freep Battlefield Promotions
?Freeps now gain a Battlefield Promotion effect for each PvMP Rank they earn.
?Battlefield Promotions grant bonus Health, Power and Damage for each Glory Rank the player has.
?Battlefield Promotions are only active while in the Ettenmoors.

Creeps have also undergone significant changes which include standardized un-traited power pools and adjustments to skill costs, restoration effects, and ICPR buffs on all skills to provide creeps with a similar treatment that the Freeps have received. With these changes, Creeps should find that they are able to actively participate in combat for longer periods of time. Although many restoration effects and buffs have been reduced, innate power expenditure should be at a much more manageable point.

Reaver:
?Increased base ICPR rate
?Increased the cooldown of Time-Out to 90s and reduced power return and ICPR buff
?Decreased the power return of Wrath
?Reduced the power restore of Against All Odds while traited

Weaver:
?Reduced the power restore on Feast
?Reduced the ICPR provided by Drinker of Blood

Blackarrow:
?Increased base ICPR rate
?Reduced the power restore on Centre
?Reduced the ICPR provided by Tireless Warrior
?Reduced the power drain effect on Toxin

Warleader:
?Increased base ICPR rate
?Decreased the ICPR provided by Command Post
?Increased the power restored by Quitters Never Win
?Reduced the ICPR provided by Empowering
?Reduced the ICPR provided by Tireless Warrior

Stalker:
?Increased base ICPR rate
?Increased the ICPR provided by Shadow stance

Defiler:
?Increased base ICPR rate
?Reduced the power drain/restore effects on Plague of Flies


?Six new Critical Rating Corruptions have been added to all Monsterplay classes.
?Fixed a bug that prevented the Tracking Talisman Box from being usable by Creeps. These items can now be opened by all Creep players.
?Lainedhal's Insignia and Ak'lhun's Brand (ranks 1 through 14) are now usable in combat, provide a break out of negative combat states and no longer grant any immunity. Their cooldowns have also been reduced.
?Rank 15 versions of Lainedhal's Insignia and Ak'lhun's Brand immunity granted has been reduced to 10 seconds, down from 60. The cooldown has been reduced as well.
?Ak'lhun's Brands and Mordirith's Brand now share a cooldown channel. Using one will put the other on cooldown.
?The Spotted Warsteed and Orc Head on a Pike mounted cosmetics are back on the Warband lootboxes.
?Fixed a bug that was prevented the Warg Pack members from performing a number of their combat actions.
?PvMP *Items *Warden *Sealed Insignia of the Boar will now increase Boar's Rush Critical chance. Old Daze application chance was no longer valuable given changes to the Gambit.
?PvMP *Items *Warden *Armour of Fror 4-piece Set Bonus will now increase Boar's Rush Critical chance. Old Daze application chance was no longer valuable given changes to the Gambit.
?The Black Venom Weaver appearance trait was briefly applying an incorrect appearance. This has been changed back to the orriginal, intended appearance.
?Fixed a bug that was giving new Creeps rank 9 food on creation. New Creeps should now receive the appropriate food.
?Fixed a bug that was causing the Barter List Names to display the wrong item level.

Mounted Combat
?Increased the potency of the Mounted Minstrel Skill ""Anthem of the Red Dawn"" to buff damage by 10% instead of 5%.
?Increased Base Power Levels for War-Steeds (formerly 2175 for all 3 steeds, now 2500 for Light, 2350 for Medium, and 2250 for Heavy)
?Altered the Medium Steed Traits ""Patience"" and ""Understanding"" to affect Mount Power Cost as well as Rider Power Cost
?Altered the Heavy Trait ""Conservative Combatant"" to affect Mount Power Cost as well as Rider Power Cost
?Lowered the Mount Power Cost for Mounted Burglar Skills ""Keen Strike"" and ""Jollification""
?Lowered the Mount Power Cost for Mounted Hunter Skill ""Noble Arrow""
?Lowered the Mount Power Cost for Mounted Runekeeper Skills ""Fixation of Flame"" and the ""Oration"" skills
?The Champion's 'Boundless Fervour' mounted relic should now appropriately provide a 25% chance to maintain Fervour when using Recuperate, Destabilizing Strike, and Horn Blast
?Mounted Combat: The War-steed's Power Trait will now reduce the cost of using Spur On. If Power is fully ranked up, there will be no additional power cost of using your skills. The Power trait will also decrease the power usage per second cost of using Spur On.
?War-steed: The simple tail should now accept dyes correctly.
?Mounted Combat: Guardian skill Driving Slash was not lowering monster armour correctly.
?Mounted Combat: The visual effects for the Burglar skill All in the Wrist are now aligned correctly for hobbits.
?Spotted War-steed trait and Orc Head on a Pike trait cannot be re-used if the character already has the trait.
?Reduced the induction time on learning some new skills and trait from 10 seconds to 4 seconds.
?Mounted Combat: Fixed a typo in the War-steed panel for Wardens. ""Wargen"" changed to ""Warden"".
?Mounted Combat: Fixed an issue that caused some mounted monsters to exhibit super-awesome-speed when dismounted by water.
?Mounted Combat: Uruk-hai Raider attacks will now animate when wielding a 1-handed weapon.
?Fixed a bug that allowed users to deal trample damage to banners
?Mounted enemies who have been dismounted will now mount up again when they reset
?The Exalted Combatant Effect which is applied to Champions in Glory when they are traited 4 deep into the Martial Champion line is now correctly suppressed when the champion is mounted and reenabled when the champion dismounts.

The following Lore-master skills have undergone revision in Mounted Combat
?Rohirrim Discipline: +200 War-steed Armour Rating has been replaced by +10% War-steed Morale
?Riddermark Discipline: +10% War-steed Morale has been replaced with an increase to Power Cost Reduction (10% to 20%)
?Mearas-lore: Cooldown has been increased to 30 seconds
?In Rohirrim, targets damage and attack speed will be further decreased (10% to 20%)
?In Riddermark, attacks will now have a 10% chance to dismount target for the next 10 seconds
?In Red Dawn, target's tactical and physical mitigation will be further decreased (10% to 20%)
?Bond of the Rider: Number of targets has been increased from 1 to 3 and an increased power restore while in Riddermark Discipline
?Sign of Power: Inspiration: This skill is now a toggle

The following Hunter skills have been adjusted in Mounted Combat:
?Rohirrim Discipline will now provide a bonus to evade chance rather than incoming healing.
?Flay Open will now restore power to players, rather than morale (in Rohirrim).
?Seeking Arrow will now restore morale to players, rather than power (in Rohirrim).

The following Mounted Combat traits/legacies/relics have had their critical rating contribution reduced:
?Wrath trait (Light Steed): 25% to 15%
?Light Bridle 'Wrath Crit Chance' Legacy: 10% to 5%
?Insignia of the Steeled Mind (Warden): 10% to 5%
?Insignia of Wrath (Captain): 10% to 5%
?Insignia of Mounted Precision (Champion): 10% to 5%
?Insignia of the Fighting Edge (Guardian): 10% to 5%
?Insignia of Deadly Precision (Hunter): 10% to 5%




Instances
?Sentient and non-sentient bosses within the crafting instances have a chance to drop the Ancient Riddermark scrollcases.
?Level 75 instances will no longer drop the Store version of the Star-lit Crystal. They will continue to drop the in game version.
?Quests and Deeds from the In Their Absence cluster now reward Medallions, in place of Medallions of the Northmen.
?Existing Medallions of the Northmen are being converted into Medallions, at a rate of 1 Medallion of the Northmen = 10 Medallions
?Level 75 content no longer gives Seals
?Unhatched Spider Eggs and Orthanc Sigil Fragments may now exchange for Medallions, in place of Seals
?Existing items which cost seals will either have the Seal cost converted to Medallions, or have an additional option added to exchange for Medallions
?Level 85 1st Age Symbols are available on the Skirmish Barter vendors for Seals. They require completion of the new Erebor raids, with different costs based on the Tier of difficulty completed.
?New gems have been added which may drop from the Erebor raids. These are fully tradeable, and used to upgrade the Rohan rings, new raid sets, and used in special crafting recipes.

The following instances now use Remote Looting and have new rewards, ranging from Rare quality through Legendary quality.
?Library at Tham M?rdain
?School at Tham M?rdain
?Halls of Night
?Inn of the Forsaken
?Great Barrow: Sambrog
?Great Barrow: The Maze
?Great Barrow: Thad?r
?Annuminas: Glinghant
?Annuminas: Ost Elendil
?Annuminas: Haudh Valandil
?Fornost: Wraith of Water
?Fornost: Wraith of Fire
?Fornost: Wraith of Earth
?Fornost: Wraith of Shadow
?In Their Absence: Ost Dunhoth
?In Their Absence: S?ri-surma
?In Their Absence: The Northcotton Farm
?In Their Absence: Lost Temple
?In Their Absence: Stoneheight

Scaling Instances

Scaling instances now have separate reward chests for defeating bosses on tier 2, as well as an additional chest for completing the challenge objective on tier 2 at level cap. This affects the following scaled instances:
?Great Barrows (all wings)
?Annuminas (all spaces)
?Fornost (all wings)
?In Their Absence cluster (Stoneheight, Northcotton Farm, Sari-Surma, Lost Temple, and Ost Dunhoth).

In Their Absence Scaling
?All In Their Absence instances can now be scaled up to level 85.
?Various upgrades to enemy AI, and skill adjustments to meet modern instance standards (adjusted targeting, cooldowns, damage, etc.)

Stoneheight:
?The challenge mode objective has been changed, and will now only affect the final boss
?Bubhosh-grat has received some additional skills on tier 2
?The first 2 bosses will now receive buffs if there corruptions are removed on tier 2

Northcotton Farm:
?The cauldron encounter will now occur at the end of the instance after the battle with Thadur.
?Trash monsters have had their poison glow effects toned down
?A contextual quickslot has been added to the cauldron fight to allow easier access to a /slap button

Sari-Surma:
?The challenge mode has been changed, and will now only affect the final boss
?Osan will now spawn more adds when the previous ones are defeated, if they are defeated faster than the timer
?Drugoth's possession skill will now deal damage over time, but the skill will be used less frequently once disrupted

Lost Temple:
?Some boss deeds may fail and rebestow if they were currently underway, due to versioning.
?A gate has been added to allow faster access to Ferndur from the entrance once the mini-bosses have been defeated
?Ferndur will now cover his arena in deadly poison clouds if players take too long to defeat him on tier 2.

Ost Dunhoth:
?The Raid has been split into 3 wings, each of which can be access via world join once pre-requisites have been met.
?The landscape entrance will now open only the Wound/Fear wing. Other wings must be acessed through the Instance Join UI.
?The boss of the Fear Wing has 2 new skills, which apply curable, ranged, damage over time effects

Iorbar's Peak
?The two Dourhand brawlers talking at the base of the mountain will now attack intruders on sight.

The Farms of the Norcrofts
?Mobs within the instance no longer drop currency.




Legendary Items
?Standardized the names of Tier 1 through Tier 9 relics. This should make it a little easier to tell what the main stat is when selecting a sealed relic from a quest reward.
?Slightly lowered the amount of xp on the heritage runes received when refining relics. The amount of xp will increase as the level/tier of the relic being refined increases.

Crafting
?Lower tiered crafted armor has undergone some re-leveling to make the armor levels within each crafting tier consistent. Crafted Light and Medium armor within these tiers has also had some of their stats replaced with stats more beneficial to the classes they support.
?The Tarnished Crests of Rohan can now be found on the Crafting Skirmish Barter Vendors.
?Crafting XP values are being adjusted down.
?Crafting Guild Reputation Items are now only useable by players who are actively a member of the respective Crafting Guild.
?No more having to travel out of town to make that tasty trail food treat! Cooks will now be able to use ovens, as well as campfires, to make their trail foods.
?Recipes for First Age weapons and class items can now be found on the Legendary Craft Guild NPCs.

Items
?The Seer's Orb has been changed from the Small Furniture category to the Thin Furniture category.
?Exciting new words have been added to the patch notes here because, well, they're exciting! ?Ossify
?Tautology
?Paucity
?Heterogeneous
?Reciprocity


Armor Sets
?Armor sets which give players skill modifying set bonuses have been altered. They will no longer give players stat boosts in addition to skill modifying bonuses. In addition, skill modifying bonuses have been standardized to be on the 2-set and 4-set bonuses. This allows for greater freedom in variety for what the player can wear, and allows for equipment to be upgraded without worrying about losing additional stats from set bonuses, which were becoming increasingly more powerful with each set.
?The Hytbold and level 85 Ettenmoors sets have seen their stats change to reflect the Fate alterations.
?New level 85 armor sets have been added to the Skirmish Vendors
?The level 65 Ost Dunhoth sets may now be purchased with Marks and Medallions at the vendors in Enedwaith
?Armour Set bonuses that reduce the cooldown of Escape from Darkness have been unified to a reduction of 150s each. This is being done to prevent Escape From Darkness cooldown being reduced to 0s.

User Interface
?The use of the Revival Service will no longer log "You Succumb to Your Wounds" in the chat window. Instead it will report that you have been revived.
?Changing tooltips for skills, items, and effects to more consistently use red to indicate harmful things.
?The ""Find Items"" feature now darkens the non-matching items and bag icons instead of using the ""New Item"" swirlies.
?There are two new chat text filters: Loot ( Self ) and Loot ( Fellow ). Loot notification messages for you and your fellows will go to these filters and you can change their font/size in the Options/Chat panel.
?Certain friendly NPCs will now once again show their quest rings on the radar.

Graphics and Effects
?Resolved a number of issues with openGL rendering.
?Effect icons and map notes should no longer flicker when running with DX10 and DX11.

Quests
?The drama sequence toward the end of the Book I, Volume 11 Chapter 4 instance has been made completeable once again.
?Fixed a number of typos in the Lone-lands, Volume I Book 13, and Volume III Book 8.
?Frodo claimed to be a Man, not a hobbit, during Volume III Book 7. We told him he was wrong. Very, Very wrong.
?Reminded Acca how to start his session play in Volume III Book 4 Chapter 23, 'The Wizard's Vale.'
?Quest rings should now properly show up for Laeglang and Ningloril if you out level their Epilogue quests in Mirkwood.
?Volume I, Book 4, Chapter 5, * Switched the quest item that shows up on the quest tracker to reduce confusion.
?Putting weapons back in the hands of sparring partners in the Volume III, Book 8, Chapter 10 instance.
?Rioc wasn't properly delivering his lines in 'At the Stone of Erech.' Now he will!
?Lone-lands: Quest counts have been lowered for a number of quests (eg. Instead of kill 24 wights, it's now kill 10.) Quest kills should now be in the 8-12 range, which we feel is a more reasonable number.
?Angmar monster-kill quests have been adjusted to have shorter objectives and higher drop rates for quest items. (This change affects mostly solo quests.)
 

Nhilist_sl

shitlord
32
0
Lots of good stuff, some of the guys in my guild were doing Bell's of Dale last night, it sounded cool.

Wait what?

Dread on Defeat effects removed and Other Dread Changes
?Players will no longer receive the dread effect when defeated. This applies to defeat dread only. Other forums of dead will continue to exist as before.
?The Rouse Spirit perk has been removed in accordance with the removal of Defeat Dread.
?Eglain Barterer, Fr'agyr, no longer offers Defeat Dread Removal Tokens.
?As part of the Miss Chance revision, we have removed Miss Chance from non ?defeat Dread.
Easing the death penalty, but, now what excuse am I going to have to go fix a cocktail, like I needed an excuse.
 

Faltigoth

Bronze Knight of the Realm
1,380
212
I kind of liked the way they handled the gear reset - take everyone's seals, turn them into medallions, make the old stuff more easily accessible off the skirmish vendors. Helps bring people up to speed without having to bullshit through old content, while making it so you have to do the new content to get the new stuff. Well, you will still have to grind out skirmishes to get caught up I guess, but they go pretty quick. Meanwhile, the bleeding edge folks will have their fancy new gear that is tough to get, and the casuals can get not quite as fancy gear that they otherwise would not have a chance of getting. Everyone wins.

I enjoy the scaling instances as well; great way to re-use old content that would otherwise get blown by. I know, its a cheap excuse to not create new stuff, but LOTRO's dungeons are each a little unique and deserve to be done every once in a while, in my opinion.
 

Phalanx

Silver Knight of the Realm
92
12
What's it take to get into this game, is all of this content F2P or are there exp packs that need to be purchased?

Any recommended servers?