Lord of the Rings Online buffs mob health and balances crafted gear

    
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Over in Lord of the Rings Online this week, Sauron gave a pep talk to his forces that increased their morale. It was a very inspiring speech, you should have totally been there. Lots of emphatic similes and a promise of free fro-yo to any creature that turns in Elf ears to his or her commander.

But seriously, Update 23.4.1 is probably not going to make many players happy, seeing as how the team buffed mob health in the level 41 through 75 range. Moria dungeon mobs also were treated to this increase, so be a little bit more careful while venturing into the depths of this kingdom.

Crafters might — might — rejoice at this, however: “All crafted armour has been adjusted to bring it more in-line with other itemization in the game, in terms of stats awarded for various amour types and at various levels. This change is being done to make crafted armour a more viable equipment choice at every tier. While this change makes make crafted items, especially Journeyman through Supreme, more appealing, it will also reduce the power of some pieces, particularly some armours in the Westfold through Anorien tiers.”

Source: Patch notes

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RandomThoughts
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RandomThoughts

Hello Everyone!

I read this in the forums, and just sort of shook my head a bit. Not really in disbelief, but more in a “Why, exactly, did they change things?” way.

For what it’s worth, I’m the main, go-to person for Metalsmith items in the kin. And I, along with many of our other crafters, have no requests to make anything. I have the full set of Guild recipes available, with many crests that sit in my vault alongside my mats (which I cannot get rid of because Someone Might ask me for something). From time to time, a kinnie will ask me for a new tool at 55+. Not in the last four or five months though. Yes, some of the players have multiple alts that can craft items, but not all.

Then my brain had a spark: some have been asking for crafting to be made more viable again. The thought was at the higher levels, we needed more recipes, and there were no sets of armour we could easily make, as we have in the lower levels. Instead they have made the lower mobs more difficult, and maybe someone needs some crafted items to get through them, instead of relying on drops and quest rewards.

Make the enemies tougher and toons will need better armour! Oh, but we’ll nerf some parts of them just a bit in some areas…

I’m… still shaking my head. It sounds to me like an “update” no one asked for or wanted.

Enjoy the Game Everyone!… RT

Nephele
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Nephele

It’s been years since I last played LOTRO but I remember that same sort of problem. I could make all kinds of stuff, some of it really nice. But no one ever really needed it. Not really because stats were subpar, but just because they got everything they ever needed from other places.

On paper, rebalancing crafted stats to be in-line with loot/quest rewards makes sense. But I question whether that’s really going to help. If you can just complete the various quests you find while leveling up and get equivalent gear, you’re still never going to bother to go look for a crafted piece. Unless you’re just one of those players who hates doing quests.

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Sally Bowls

Periodically, I think I should return to LotRO for a bit. Alas, inevitably I read a Justin article about some decline in QoL that makes me realize I was wrong.

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Joey

What decline in QoL are you referring to? The game is basically the same game it has been since 2007.

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Tandor

Agreed. I dip in and out from time to time and this current period of playing is actually the most enjoyable and sustained I’ve had since pretty much the initial launch.

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Joey

Lotro is a still a great Lotr experience. Has a great community too! I mean it isn’t the best MMO, but it is a great way to just immersive yourself in Middle Earth.

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Richard Earle

the LOTRO “progression server” might have been the most easy and boring and mindless and shallow MMO experience I’ve ever had.

Shame on me, seriously. because I expected an immersive MMORPG and got a mediocre Warcraft clone. I should have done some research but i was starving for something decent until Pantheon releases and jumped in. regret it

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Ironwu

The LOTRO progression server was always going to be the same content as the live servers with just the various expansions time-gated.

Pantheon may or may not be the ‘classic’ MMO experience we would all like to see. Really need more information and game play details.

Another option to get involved with now, if you act fast, is Saga of Lucimia. Need to do it soon if interested as open enrollment is closing. They have a lot of videos explaining the game and showing progress. Worth looking into, I think.

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Joey

While I agree that it is a WoW clone, this game has been around since 2007. You should have done your homework. :P It has a pretty decent community though. If you are looking for the old school vibe as far as community goes. Lotro is a great place to experience that.

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Ironwu

There seems to be a trend in MMOs to make the pre-current expansion content more and more difficult, and more time consuming, to get through.

While that may make things more ‘interesting’ for players new to the game, it makes leveling alts a painful, grindy, and needlessly lengthy process.

I think this is a big mistake for MMO developers to be making. While making early content challenging looks good on paper, what players of current servers want to do is get their alts up to current content in a judicious manner and not be futzing around for months banging against content they have already completed a half dozen times.

In my opinion, developers should be reserving this sort of change for progression and/or classic servers. Those are arenas where players expect, and want, a more challenging leveling experience.

Just my 2c.

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Tandor

“There seems to be a trend in MMOs to make the pre-current expansion content more and more difficult, and more time consuming, to get through.”

I’d have said it was without doubt the very opposite. Developers are constantly lowering difficulty levels, increasing xp gain, and speeding up progression throughout the main part of the game so as to allow new players and alts to catch up with the latest content and endgame more easily. Most players complain that as a result the content is too easy, especially for those who are not playing through it for the first time.

As for progression and/or classic servers, it’s precisely in order to revert to the original difficulty level before the game was dumbed down that original players are keen to play on those servers. They certainly aren’t calling for classic servers on WoW because the game has become too difficult over the years on the normal servers!

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Ironwu

Note that I am not speaking about current content. Which may or may not be to easy.

For instance, in the case of WoW I am talking about the 110 levels one has to slog through to get to the current content. By instituting Level Scaling, Heirloom nerfs, and increased mob health, Blizzard has made this pointless 110 level grind that much more painful.

Of course, one could just spend $60 to boost a (single) character to 110 and skip all the pain. But, maybe that was the whole point of the exercise: to extract even more $$$ from the faithful.

For me, I would rather walk away than waste my time grinding an alt to 110 and I certainly won’t be paying that sort of cash to skip it.

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Bruno Brito

A Achievement system would be a decent fix for that. For every non-overlapped achievement you acquired in your account, you would get a small XP bonus toward leveling. Like GW2 does. That proceeds to keep the starter line reasonably hard, but makes the alt-leveling way easier, as long as you put effort in the game.