
So I have to say that Book 7 has brought a hell of a lot more than I anticipated. While I’m sure everyone will argue over alterations to their individual classes, I definitely can’t bring myself to say that Turbine has skimped here. They’re continuing to set the standard for content updates as far as I’m concerned, even if someone will always unfortunately remain disappointed.
I figured I’d talk a bit about things that caught my eye. You can also read the full notes to see how your class is affected (I’ve largely ignored that here as I’ve not played them all and don’t necessarily know what’s important) and what else might be happening in Middle Earth. It’s long, so get something to drink! A lot of what I note is from their highlights, which personally I was most interested in as a more “casual” player.
We all knew we’d be seeing Lothlórien open up in Book 7. Turbine has also talked a bit about the new faction, the Elves of Lothlórien, as well. As expected you’re going to have to win their trust before you can have freer access to their lands, but interestingly they’ll fire on you if you’ve not met this prerequisite. I thought that was a neat touch. I can’t complain about 50 new quests either (or the continuation of theVolume 2 epic quest line), particularly as they focus on those at or around Level 60.
Turbine has also spoken in the past about updating some of the starting areas. I didn’t think they’d be doing anything about that with Book 7, however. Turns out I was wrong. They’ve restructured the Elf and Dwarf questlines, added more quests to Ered Luin and cleaned up The Shire and Archet as well. There’s even new travel paths.
This is something I’m pretty excited about. I think a lot of us feel like we’ve been through Ered Luin one too many times already. Mixing it up a bit is something I’m very happy about and more new things to do early on is always a plus. I hope they make some additions to Bree and the Lonelands in the future as well.
The Quest Guide is a huge surprise. Similar in nature to what’s in Age of Conan and Warhammer Online, the Quest Guide allows you to track quests in your radar and world map. The five quests in your tracker will be the ones tracked in your radar and map. How dead on this will be, I’m not sure.
I imagine people are going to be mixed on this as I know there are a people who already hated the use of coordinates for finding things and those who felt people should read the quest dialogue to find what they need to find. At the same time, this does open the game up to a lot of people, particularly new players and those with a more casual focus. We’ll see what effect it has on the game overall, but I think in the end it will be positive.
We also knew about the 12 man raid. A lot of people seemed to think this would pop up in Lothlórien, but it’s actually in Moria’s Waterworks. I don’t raid much, but raids of this nature were sorely missed when the expansion released. Posts on the forums have been pretty down about this, however, because many believed we’d see a full on Rift-style raid with this book. Instead, it sounds like this will be a one boss encounter. Turbine states their next cluster version is well into development and they wanted to polish it, so it’s now scheduled with Book 8.
Crafting instances is something we’ve heard nothing about before. Turbine compares them to the daily Item XP instances, except you’ll instead be awarded with crafting materials. I thought the points about this were of interest:
- Adventure in 6 new repeatable solo instances
- Aid the Iron Garrison in reclaiming ages-old caches of resources
- Challenging monsters that may vary each time you play through
- Reputation and Legendary Item experience
Sounds like a fun diversion to me. Crafting has also received some tweaks of its own, such as a reduction in Crafting Guild cooldowns, lower prices for common vendor crafting items, fixes for quite a few recipes and so forth.
I was also surprised to hear about the XP curve change, made because Turbine wants more players and alts to see as much of the game as possible. The amount of experience needed to get from Level 1 to Level 60 has been reduced. I wonder if this will abate those who say the game is too “grind heavy”, something I’ve never really agreed with in terms of gaining levels (but could definitely agree with on Deeds, although I find them oddly satisifying).
DPS and mob difficulty have been rebalanced across the game, with special focus on Levels 50 through 60. Morale and resistance for enemies in this range has been reduced. Post-50 weapons will see a reduction in DPS to help account for some of this.
Another surprise: all classes will be receiving a self-resurrection ability that they can use instead of retreating. How often you can use this depends on your level:
- At levels 1 through 9, characters will have a 30 minute cooldown (shown via a “Revived” effect) that prevents them from reviving again.
- At level 10, when the character receives the “Journeyman” characteristic, the revive cooldown increases to 1 hour.
- At level 40, when the character receives the “Heroic” characteristic, the self revive cooldown increases to 2 hours.
In addition to the cooldown, the ability cannot be used in instances, during monster play or after instant defeat (I imagine such as when those statues in Angmar take you down). I think this is a good move overall and could help stave off frustrating deaths. Its limitations make it so this won’t be replacing Minstrels (and others) anytime soon, which is alos a plus. I do wonder how much Morale and Power this restores, however.
Induction times reduced. Quest objects are now have inductions of 1 to 5 seconds instead of 3 to 10. Thank you! I’ve always hated how long it takes to use various game objects for quests. Additionally, gathering wood and ore is a bit faster now as well.
White dye! Small thing, but this is something quite a few people have been asking about for a while.
Fixed anti-exploit issues in “We Cannot Get Out” session play. This is a big one and something many people have been clamoring about. Glad to see it’s finally been directly addressed. They’ve also addressed a lot of raids and instances… I know these were pretty screwed up before, so I hope they’re all set with this patch. It’ll kind of force a lot of people to come up with new strategies, that’s for sure.
The Rune-keeper finally gets a rift weapon. UPS must have left it at the warehouse before. Additionally, the new consumable items and chisels for the class that were mentioned in the dev chat will be made available.
Warg-riders will count as goblin AND warg kills for deeds, not just goblin kills. Considering what a pain in the butt these guys are, this is very welcome.
Turbine has added an advancement tracker UI that will allow you to track your Legendary Item experience outside of the Legendary Panel. I like this, very handy. Going back and forth when you’re oh-so-close to leveling your weapon up is a pain.
There’s quite a lot of other stuff. Feel free to say anything that caught your eye that I missed.
Also, am I crazy or is there no mention of fixing the Rune-keeper’s in-combat running animation? Makes me sad.
