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First fight impressions

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Vyxe
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The fights began with 9ish freeps (58+, all experienced and have fought in the past) vs 12 creeps (all but one were hard veterans that i've lead before). The freep group had one captain for healing with two burglers while the creep group had two warleaders. (these numbers changed later.. will get to that after the first engagements)

They had been fighting a bit before I got on so my impressions were a bit later as the fight progressed.

- Captain healing is very very significant now. Now you HAVE to shift targets when it's locked on for healing by a minstrel

- Dead... fast. They weren't exactly heavy in champion AoE, but when we had 4 reavers contact them at close range, they were all dead before the stun wore off. 3/4 of them were traited for 6.5k+ morale.

- On the other hand, those who lived could kill a hunter reasonably fast. Champions were a tough nut to crack but burgs got a lot squishier (but they hurt a lot too, had two on me). All of the freeps' "get out of jail free cards" made killing them a tough proposition and the ratio was around 5 of us for 1 of them.

- WL rez nerf hurt.. a lot. Maps are absolutely critical now to get back into the fight.

- Can the WL bubble be removed by a corruption removing skill? I had a fully bubbled reaver go from half health to zero (that's 3k) before I could land a subsequent heal.

-----------------------------

Stage 2: They picked up a minstrel and a few more (to roughly 12) while we added another full group with the significant addition of two high ranked weavers and another 2 warleaders with another 5 low levels in the wings (not in raid)

- Still very bloody, kill ratio when the fight went mass on mass was around 3 of us dead for 1 of them. If we could get them unprepared for us, we brought it back down to 1-1 or better if they broke early for EC.

- Weavers are extremely valuable now to keep something like a minstrel busy. Two weavers on a minstrel and it was a non-factor. Without the two weavers on it, whatever the minstrel decided to heal was going to live.

- Greenies and blues are meat on the table: We didn't incorporate them in our group but watched them just get detonated within a second or two. Not fun.

- The CC wasn't even funny. Fears, stuns, roots, the whole ten yards incapacitates everyone.

- Pretty much the only way to 'win' against an experianced freep group is to overwhelm them with at least a third more of high ranked, very coordinated creeps. At the same time you burn the freeps' cooldowns with a full attack and wipe (creep wipe) then you come back within 5 minutes to do it again before the cooldowns are back up.

Summary: Not fun. 1-1 creep to freep fights are somewhat viable it appears from all the reports, but as you scale up and the force multipliers begin, the viability of creeps goes WAY down the toilet.

On the other hand, killing 3/4 of the freeps then quickly taking EC and saying hi to the freeps who are coming back to EC was quite fun. But at that point with raid + non-raided we outnumbered them 2-1.

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Hamramr
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Hellnakh wrote:
Went freep side today, or this evening in order to give the creeps something to do. Only six of us, comprised of the following: minstrel, hunter, hunter, captain, champ, lore master. It was slaughter, on the COMPLETE wrong side. Six of us manage to wipe the ten or twelve creeps that were there on an OPEN field batt....slaughter. Really it was just wrong. I was easy able to keep up with the healing on a target that was LOCKED DOWN.

Long story short, if we don't stick together...we are so screwed it isn't even funny. But at the same token, I encourage you all not to back down from the challenge. That would make me all kinds of sad.

So far, I have not had any problems with the new expansion except with NPCs. They are the ones killing me the most since they hit hard and there are so many of them. Yesterday, I probably looked like a porcupine because I had so many NPC arrows in my hide. Hunter damage sucks and did in beta too. This one hunter had me down over half morale in about 5 shots with a Second Age Bow at 60th level. I had to hips and then I killed him once I got close enough.

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Hamramr
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I was out in the Moors creep side yesterday morning and had a nice fight at EC. Prior, it was usually dead when Hammy dropped by. A freep here and there that would not return after realizing there were creeps in the area.

My freeps are too low to come and visit. School has been taking a lot of my time lately - finals you know.

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Hellnakh
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Went freep side today, or this evening in order to give the creeps something to do. Only six of us, comprised of the following: minstrel, hunter, hunter, captain, champ, lore master. It was slaughter, on the COMPLETE wrong side. Six of us manage to wipe the ten or twelve creeps that were there on an OPEN field batt....slaughter. Really it was just wrong. I was easy able to keep up with the healing on a target that was LOCKED DOWN.

Long story short, if we don't stick together...we are so screwed it isn't even funny. But at the same token, I encourage you all not to back down from the challenge. That would make me all kinds of sad.

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densha
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In a recent TA -> bridge -> EC shuffle with about even numbers on both sides (favoring freeps early in the fight, favoring creeps later), I can report that freep healing is still insanely good in group situations.

We had several BAs, spiders, and maybe a warg or two focusing on one target and with 3-4 minstrels, we were unable to DPS them down. One target we couldn't kill was a level 55 minstrel. Another target was a level 53 hunter who took focus fire for 20-30 seconds before we finally overcame the healing.

I don't think I've seen an example of this kind of healing power creep-side since MoM was released.

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gerpler
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Macrame wrote:
Quote:
It feels like they are trying to make this game more like WAR imo (hammer, not craft). The fights in WAR are very fast-paced, almost to the point that they are MK-like button masher's.

The big difference is WAR damage keeps increasing while healing was supposed to be decreased though they backpeddaled on that. There's no way to keep a target alive if more than 3 people focus fire in WAR. LOTRO on the other hand has solid healing for both sides and once heals start a raid can pound on the target and it can live.

Your report makes me sad. My fear was the keep changes creating perma-blue maps.

Yeah it is similar unfortunately. The FF I got from just 4 hunter's a few days back at EC was so much that I didn't even have time to reach for my key for Evade...and that was with at least 1 WL heal + a Defiler HoT...barely enough time to even realize you are being FFed :lol:

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Macrame
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Quote:
It feels like they are trying to make this game more like WAR imo (hammer, not craft). The fights in WAR are very fast-paced, almost to the point that they are MK-like button masher's.

The big difference is WAR damage keeps increasing while healing was supposed to be decreased though they backpeddaled on that. There's no way to keep a target alive if more than 3 people focus fire in WAR. LOTRO on the other hand has solid healing for both sides and once heals start a raid can pound on the target and it can live.

Your report makes me sad. My fear was the keep changes creating perma-blue maps.

Budoweb
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I had to laugh earlier. 1v1 against a captain with ~7.4K morale. Creeps had too much morale - lets take from creeps and give it all to freeps I guess. Still, I felt pretty good as a weaver to take a heavy armor class w/ 2K more morale than me under 1K before buying the farm given only common damage. 1v1, weavers will be okay. Just still not sure about the group v group dynamics.

Hellnakh
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Shun the negativity! First impression? Minstrels are squisher, half are traited for damage, which stuffs their group over. Same for Lore Masters. Win for us right there. I was about to shout a minstrel to death fairly quickly. If we get organised I think we'll be okay. Might be slaughtered at first, but thats no different to what we have experienced in the past. :)

Finally, lots of people are replacing their shadow mit armour, so shouts =win.

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SpittingSting
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My experience with these first fights I've been in since moria were mixed. At the beginning it was a slaughter but I did feel I helped out a bit. My multi-root and regular root helps a lot when freeps are on a chase or a retreat. Once we got organized I found things a bit better. I concentrated on the minstrel and dazed when their healing target was about to die. I am still figuring out all the debuffs and when best to use them all. The daze is a BIG help!

I think the fights went well and wasn't too frustrated until later during the day when groups of creeps were slaughtered with ease by freeps.

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gerpler
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Budoweb wrote:
Vyxe wrote:

Summary: Not fun.

This is what I'm most worried about. It sounds like the new moors does not fit my idea of fun. I had most fun running my weaver around seeing how long she could last and flirting with death. Fun to me was running into a group of freeps and seeing if I could get out with 100 morale or less. Exploding doesn't sounds like fun to me. Still withholding final judgement, but if its going to be a slaughter with quick deaths, it just isn't as appealing to me personally.

It feels like they are trying to make this game more like WAR imo (hammer, not craft). The fights in WAR are very fast-paced, almost to the point that they are MK-like button masher's. During the fights in WAR, both sides WILL lose at least 50% of their forces unless one side is heavily out-numbered. They really seem to be trying to emulate that with the new combat system, and for LOTRO I think that idea is full of fail.

To mirror some of the points Vyxe hit on, Yes the freeps have much better mits/armor now. Before I could count on a crit Strong Pull or Puncture to knock a fair size piece out of most freeps, but not anymore. Only the most powerful attacks seem to be effective vs the new breed of freeps. Champs especially - the few that ran amok in our midst last night had what felt like Captain-Guardian range armor mits.

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Cortante
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Quote:
They had been fighting a bit before I got on so my impressions were a bit later as the fight progressed.

The only impressions that need to be added before you showed up... well, pretty simple:
No warleader, no chance.

No reason to even engage in an open field area without a warleader. We had Scooby leading six of us against a similarly sized force, plus there were three or four greenies around flailing about. We'd get two kills typically, then wipe completely... and those were the good engagements.

As for before that when I was the only creep on the map, LC can still be drop-pulled by Freeps. Kriptic kited the Tyrant around for what seemed like fifteen minutes or so with only a level 53 minstrel (that I kept trying to interrupt, and still Kriptic could not die from the Tyrant). Without even numbers, still no point to trying to defend LC. I'd hazard a guess that the rest of the keeps are the same way. Looks like the dev remarks about making sure the tyrant and chieftains are leashed together were... well, less than truthful.

Budoweb
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Vyxe wrote:

Summary: Not fun.

This is what I'm most worried about. It sounds like the new moors does not fit my idea of fun. I had most fun running my weaver around seeing how long she could last and flirting with death. Fun to me was running into a group of freeps and seeing if I could get out with 100 morale or less. Exploding doesn't sounds like fun to me. Still withholding final judgement, but if its going to be a slaughter with quick deaths, it just isn't as appealing to me personally.

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