LOTRO Legendarium: Analyzing the first look at Brawler and Legendary Items 3.0

    
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Friends, I am genuinely so excited to be a Lord of the Rings Online player these days. It feels like this year in the game’s been on a steady rise in quality and communication, and we’re about to tip into the fall expansion, Fate of Gundabad. And while normally all we’d be talking about is the actual content of the expansion, SSG still hasn’t really told us much about what’s in it, and all anyone wants to know is what’s going on with the new class and legendary item revamp.

A whole lot of curiosity got sated this week as the Brawler and LI 3.0 went on the public test server. Immediately, fan sites and YouTubers descended upon it to mine the additions for every scrap of information — of which there is an awful lot. So I thought that today, we could do an analysis of the first look at both of these features. Are they net positives for the MMO or a step in the wrong direction?

Brawler

Let’s start with the flashy new kid on the block, the Brawler. A new class is a Big Deal for LOTRO because, to date, we’ve only received three past launch (the Warden, Rune-keeper, and Beorning). Not only is the creation of an additional class difficult in and of itself, but the developers have to draw it from Tolkien’s lore. In this case, the Brawler is based on Helm Hammerhand, a very punchy guy from ancient legend.

From all of the descriptions and videos I’ve seen this week, the Brawler isn’t what we’d call “complicated.” It’s a class that likes to punch (and sometimes kick) a whole heck of a lot, building up and expending Mettle for the purposes of damage, some off-tanking, and a bit of support. I still feel that this fills the role of a Monk or martial artist in the game, although the Brawler’s attacks are more down-and-dirty pugilism than anything else.

The look may be an acquired taste, but I kind of dig it. The Brawler gets decked out in heavy armor, with steel headgear and battle gauntlets to round out this image of a fierce front-line fighter. Yes, it kind of looks like an MMA fighter going into the ring or something, but that’s the kind of feel they’re going for with this class anyway. Someone who charges in screaming, flailing, and dominating.

What’s really odd about this class is that the third trait tree can’t be selected for specialization. Brawlers have to pick either the Fulcrum (off-tanking/support) or Maelstrom (DPS) as a specialization, and can then supplement that with the Fundament tree. It’s a little weird, but I guess it shows us that this class is so un-complicated that it doesn’t really have room for a third main spec.

I’m sitting back in my chair and thinking about how the Brawler is going to be received by the playerbase. I mean, with any new class there’s always going to be a surge of popularity for the shiny toy. It offers a bottom-to-top different way to experience LOTRO, and that’ll be very welcome for veterans who’ve done everything else to death.

And I can see the Brawler really appealing to people who enjoy that visceral feeling of up-close combat without a lot of fiddling around. I can’t say that the concept or description has hooked me yet, although I will withhold judgment until the final version goes live and I can roll up one and give it a good test drive.

Legendary Items 3.0

As apathetic as I am toward the Brawler, I’m practically jittering with excitement over the new legendary item system. Mine isn’t the only voice that’s been vocal about how obtuse, grindy, and frustrating the current LI system is. Honestly, I can’t believe we’re actually here looking at a new version considering how many years — literally, years — it’s been since the studio has promised a revamp.

Out of the gate, Legendary Items 3.0 accomplishes the task of being far more streamlined and simplified than the current iteration. Gone is the old LI panel with its many frames and level bars, now replaced with an easy-to-understand (if not very ritzy) item screen. In fact, the screen for an LI 3.0 looks a lot like socketable items we have in the game right now, which should go a long way toward making it instantly accessible.

So the idea as I understand it is that this system finally accomplishes the goal of giving us, the players, items that we’ll have for our entire journey from level 50 onward. There’s no more breaking down old LIs and replacing them — just two items per class that’ll be with you forever.

These items then have four categories of sockets that can be filled with “Traceries” (traceries are the new essences, I guess).

Each item has a heraldric tracery slot (for stat and damage buffs), 2 or 3 word of power slots (for damage and healing styles as well as utility), 6 word of master slots (which mod class-specific abilities), and 3 word of craft slots (generic stat increases). As the Legendary Item is leveled up, slots can accept higher levels of traceries. Additionally, traceries of various rarities themselves can be leveled up with enhancement runes.

I do appreciate that the setup here is straight-forward and allows for the option of infinite improvement as the game progresses. However, this system raises a whole bunch of questions in my mind that aren’t answered yet, such as:

  • How will LOTRO handle transitioning people from current LIs to these?
  • How do we get traceries in the game? How rare will they be?
  • Is there a grind hidden in this system that might conjure up thoughts of essence grinds that are in the game right now?
  • Will these Legendary Items be, on average, more than capable of helping players through landscape questing and content?
  • How much of this system will be tied into the cash shop?

Obviously, this is all an early look, but seeing as how LI 3.0 should be coming in the next couple of months, having these questions out there is unsettling until they’re answered. It’s also entirely possible that SSG makes further changes to what we’re seeing right now on the test server.

That said, I’m generally encouraged by seeing this. I can’t wait for a new system to replace Legendary Items — but I want that new system to be solid and fully functional. I hope that SSG puts this through a whole lot of testing and takes the feedback from the community to heart.

Every two weeks, the LOTRO Legendarium goes on an adventure (horrid things, those) through the wondrous, terrifying, inspiring, and, well, legendary online world of Middle-earth. Justin has been playing LOTRO since its launch in 2007! If you have a topic for the column, send it to him at justin@massivelyop.com.
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Dennis VonBeck

What’s next, The Fish Slapper?

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Slaphammer

Can you freely swap out traceries or does it require some scarce item like essences currently do?

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Life_Isnt_Just_Dank_Memes

Man, I remember everyone asking for LI reworks in like ’09-’10? Maybe ’11? There’s some real patience on the part of players who are still around.

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Ardra Diva

Y’all should pretty much just quit wishing the game would be something it isn’t and probably will never be.

The fact is that you will likely never ever get another game this detailed that has brought the entire map Tolkien drew to life. Enjoy it while it lasts… warts and all.

Its like will probably never be made again.

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LibertyPrime8

Word

I’m still surprised people were even excited for that dead amazon lotr mmo. It was just going to be a cash grab mess anyways. There’s no way in this day and age any company would even attempt to do what LOTRO has done. The incentive really isn’t there, not to mention the MMO market is a shadow if it’s former self compared to when LOTRO released.

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Strixxx

Well, they sell weapons for 800$ in Lotro.. Cash grab?

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Joseph Watson

Did they fix their server lag and raid performance issues yet? Asking for a friend…

I’ve supported this game since closed beta. They need to spend the money to bring a solid systems programmer and graphics/physics programmer in to fix what someone on that team broke more than a few years back with the game client. Lag is worse today on servers and in raids than it was when we started playing the game on sub par hardware over ten years ago.

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LazyLex

I had to permanently shelf my Warden because of the lag. About to permanently shelf my account since they’d rather follow the Daybreak playbook of opening legendary servers to milk their nostalgia-hungry zombies than fix core problems.

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rk70534

LI change is welcome, sounds better than I expected.

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Munchmeat2

It is going to be even more P2W now. There are 14 store buttons on the LI UI now lol.

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Strixxx

This article sounds like it come from a fanboi. Its p2w, you can max it out for around 800$. SO YES! ITS P2W

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Ashfyn Ninegold

I’ve only just touched on it (seriously distracted by New World OB), but I also found the Brawler underwhelming.

However, I am all for the 2 Skill Trees Plus Utility, because when it comes right down to it, that’s what everyone plays anyway. You’re a Blue Minstrel grabbing up some Yellow and Red tree goodness. You’re a Red Champion getting AOE from Yellow. You’re a Red Hunter filling out your skills with the Blue line.

If anything, Brawler’s two skill acknowledge what we all know anyway: Only 1 or 2 skill trees are ever viable and the third languishes. Better that 3rd trait tree become a utility line than to create a gimped out of the gate spec that will never work.

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Vincent Clark

I find it funny that they’ve just given up on bothering with a third skill tree. Don’t get me wrong, I think the majority of players only play one or two of them anyway and SSG lacks the resources to properly balance the classes, let alone 3 trait trees for each of them.

But SSG has always been about kicking out new, broken and unfinished things while everything else continues to rot on the vine.

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Bruno Brito

So, Age of Conan has a 2-skill tree system where the third tree is a generalist tree based on your archetype. So Dark Templars get a Soldier tree, barbarians get a rogue tree, etc etc.

I think that would be interesting to do. Everyone has 2 trees, a dps one and an alternative playstyle one, and a generic tree based on archetype ( armortype ).

And then instead of balancing 3 trees, you would just improve upon the two, and expand on them.

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Tobasco da Gama

I never cared much for the Essences system on armour, in large part because it was layering extra fiddliness on top of a gearing system that was already pretty fiddly.

That said, even if the Traceries end up being just as grindy and fiddly as Essences I still think the new system is a huge win for clarity compared to the old LI system.

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LazyLex

Was excited for Brawler but then played it. There is nothing notable about its skill set — it does everything worse than existing classes and brings nothing to a group. Plenty of other specs in the game are still broken after years of neglect, so they add another class with a poor design scope?

LI system — needs MASSIVE changes as it’s current iterations resulted in many broken classes. Champions doing 150k damage while wardens are at 600k. Some classes missing core elements that they have relied on since LIs originally came out. This is obviously beta, however Vastin is managing and doing all of this work. That’s right — 1 person. He’s had ‘input from the systems teams’ but this is his project. He is already overworked and now they’re throwing all of this on his plate?

LOTRO doesn’t have the greatest track record of fixing problems before pushing them live. There is nothing to suggest this won’t follow the same flawed formula.

The cash infusion briefly hinted at during the last EG7 call better go to more staff and better management.

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Bruno Brito

The cash infusion briefly hinted at during the last EG7 call better go to more staff and better management.

Hah.

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Vincent Clark

Folks still waiting on someone to save this game…

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Bruno Brito

I gave up the moment Ji was announced as the “new” CEO.