lewiswhitling said:
Is it just you who plays LoTR on the escapist team? I only ask because 3 of my friends recently stopped playing when they changed the dungeon system to force you into playing with 5 people. In the later game can you avoid dungeons without feeling like youre missing out on too much content? And will you be documenting dungeon experiences?
Really not sure what on earth you're talking about there Lewis. I'm a founder since Beta, and the only changes they've made to instances is the moderately recent change to make all of the volume one epic line soloable if you choose to do so. Oh, and a revamp of the Lone-Lands, changing Garth Agarwen into a cluster of 3-man instances, instead of one large 6-man instance.
Each epic book has always had one or two group instnaces in it, from the get go, usually towards teh end of each book. Up until rivendell, you could usually scrape by without a group, if you were careful, but but Legolas' pavilion of pain was so called because it was the first one that you really couldn't solo at all... that was marked at about 40 or so, I think.
They've sinced added in an inspiration system, that counts how many people you are taking into a group instnace, and distributes a scaling buff to you based on that. If you take siz, the instnace is unchanged, and jsut as it's always been. If you're on your own, you'll be buffed up to be able to handle things, probably. if you've got three people, the buff you get will be proportionally weaker, so that the instance remains a challenge.
the greater majority of the complaints coming from people about how stupidly overpowere dthe inspiration buff is are experiencing that becuase they're going back to do quests they'd let pass, now, when they're already grossly over-levelled... Sure, you may not be able to solo a level 40 group quest with your level 60 character, but if that level 60 gets a buff that multiplies your stats, intended fo a level 40, then they're going to be stupidly godly, compared to the instance.
For the msot part, if you choose to go it solo, and at level, it'll still be a fair challenge, and some classes still struggle in certain circumstances.
In the Later Game, moria and the like, grouping becomes more important, actually... but only if you're intending to go down the raiding line anyway. If you ahve no intention of grouping or raiding, you're not going to feel overtly like you're missing out, becuase all the group and raid content is tucked away moderately neatly, and not rammed down your throat. The quests are there, and they introduce you to the instnaces, and lay out your goals, but they're nested, such that, if you've no intention of doing the group instnaces, there is just one quest per instance cluster that you leave alone, and the rest won't clutter up your screen.
If you want to raid, generally, you'll need to group first, to get some of the things you need for the raid instances, and the instances you'll be grouping in will get you familiar with a few of the simpler mechanics and tricks that you might find in the bigger raids, so it actually all flows together really well.
The focus of late has been on 3-man instnaces, rather than 6-man, and the late mirkwood instances are all designed for 3. The 12-man raid does need you to at least duck into them a few times, though.
If you don't want to group or raid, thre's still a great deal of content to be covered, and the game as a whole remains dramatically solo-friendly, while still catering to a suitable extent to the raid crowd. To date, only ten kinships across all LotRO worlds have actually completed the challenge mode of the level 65 raid... it's still challenging.
The other bone of contention is that, currentlhy, the raid gear has a "Raid-Only" stat on it; this is the measured stat which determines whether you'll be able to function decently in the raid, and for the latest raid, the bar has been raised further... what this means, howeve,r is that raid gear has to have more of that stat on it, which is not actually a contributing stat tot he palyer at all, so much as a counter-actative to allow you to function without decreased skill effect... Gear, in generaly though, has strictures which determine how much stat value can be placed on any one item of any one grade, thus, the more radiance heavy a piece of equipment gets, the weaker its other stats are forced to become.
This means that the raid gear is the absolutely most superior gear _For Raids Only_, and those who don't raid at all aren't going to feel like they're being blown away by something unobtainable and better; it's only better in raid circumstancs... outide of raids, the best crafted sets are equatable, if not better overall.
tl;dr: Game is very friendly to all and any play styles, and has only become moreso over time.