All the weapons feel like the same in pvp

Your points are all over the place, seems like you can’t even think in a straight line. People going for max damage for leaderboards has nothing to do with the burst meta. You ALWAYS do more damage on consistent damage over burst. But consistent damage does not stick in this game and it just ends up being healed up instantly. Thus, people are opting for burst builds because that is simply the only way to score kills rather than farming useless damage numbers. “Lowering healing” means nothing when the healing numbers are way over tuned. Healing someone from 10% to 80% vs 10% to 60% with disease is still a huge heal, removing a lot of the pressure being put on the player. Standing on SG + Target heal will almost instantly heal you to full in most cases. CC is also less relevant now that most people are running around with 3-5 freedom pieces. CC only creates a small window for you to burst, and with stuns functioning more like sleep, everyone would have to hit the target together or they’ll just roll away. So again, going back to my point, cc is only relevant when there is big burst damage that follow up on the cc. And as you can tell by now, burst is a big deal in this meta and leaves little room for other playstyles.

Yep, you hit the nail on the head. With how strong healing is (mostly the lifestaff), sustained DPS is completely worthless. It will always be out-healed. The only way to set up a kill is get them out of stamina, and then CC into a burst combo.

In arena it takes about 17k damage to kill a player. When a lifestaff is involved, that jumps to about 140k. It’s wild.

War assassins run around with BiS setups and carefully constructed combos that chain cc into ~30k damage in under a second because it’s the ONLY way to kill a lifestaff user reliably. Anything less than that and you’d most likely have zero kills at the end of the war.

And that alone usually isn’t enough, they have to coordinate with muskets too.

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The issue isn’t healing.
The issue are ranged players with their absurd damage. If I don’t get a 1shot combo with straight followup after circling over half the sidemap I’m just dead. So we combo 50-100con builds into full cc-burst in hopes to get a single kill on one of those 10ranged in the back before we get blasted.

didn’t know the game was based off 3v3’s, small scale combat isn’t what the game was based off, also a good assassin will melt a healer in 3v3’s. Lets change all game modes, make emmm worse for someone who cant kill a healer makes sense.

Seriously people are blind to the fact of how it really works. When i do 3v3’s we target the healer first, they melt with know where to go, its a small arena then i move on to the dps who are now down 1 damage dealer.

Play with friends 3 dps can melt a healer in seconds in arena, if they communicate this is a mmo not single player game.

Please don’t make any assumptions, this statement is so hypocritical… You don’t know what this game is based off of and it’s not your decision to make. And to your point, a good ASSASSIN will melt a healer, and every weapon in the current meta plays like one, leaving very little room for non-assassin playstyles. The reason why I am specifically talking about small scale is because in large scale the problem more or less comes from spawn timers, team compositions and shot calling/decision making rather than individual classes. But in small scale, any group with a somewhat decent healer will have severe advantages.

I like how you really like to make assumptions of me playing a single player game. Anyway, having one or two wins against a healer does not mean anything. Especially when gear is not equalized in 3v3s. You could be playing against a beginner healer with 550 GS with your BIS gear. Go against any competent healer that is communicating with their team and you’ll find that the team with the healer will win most of the time.

And I think you say it best yourself, it takes THREE dps with proper communication and coordination to have a realistic chance of killing the healer. You would never jump on the healer alone because you have almost no kill threat alone. And you’re ignoring the other 2 players in the game. Cuz yeah, they will just let you walk in and kill their healer…

Might be an unpopular opinion but those of yalls taking about OPRs and using that as evidence against healers being over tuned let me be clear: OPR is the children’s playground and what’s being played does not reflect on the power level of specific builds.

OPR was flooded with IG burst builds back when ice spike was popular, then dex players when dex weapons got buffed, now half are running GS since it just released. This has nothing to do with the state of pvp in New World. Also gear/skill disparity does play a pretty big role in OPR (you have people just getting into pvp, or leftover people who can’t get into wars vs BIS hardcore pvpers doing OPRs cuz there’s no active wars and territory pushes). Using OPR as an example in pvp is probably the dumbest thing you could’ve said. Also team compositions usually decides the game in most cases, dex players dominate if there’s not enough healing on the enemy team and become completely obsolete when there are enough healers.

Sorry, just wanted to be clear and not be an elitist or anything, if OPR is the only form of pvp you actively compete in, then this post is probably not for you.

Yep yep yep. I can see how all non Hatchet / Spear users can feel worthless and mediocre.

What role do ypu want for healers? If we dial down their heals, no one will play them. Should be maybe dial up their damage to compensate?

Ian’s healer main and I very much want to have a role in the game, just wondering how you’d keep healers relevant.

I share your hatred for cc and burst builds! It sucks.

Also, isn’t spear n bow a good “constant damage” build ? With less burst and more sustained damage?

Let me know your thoughts :blush:

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Not really, I think there will always be dedicated players that like to heal, obviously, could be a turn-off for people on the edge. And any changes will need to be pretty significant because you will have to change things across the board (burst damage nerfs, cc’s and etc).

I think AGS should nerf SG healing output (by half or so) and skill perk that gives increased healing for people inside the circle. Instead SG could be used to cleanse 2 debuffs with increased fortify buffs. Then they should probably combine the 2 targeted healing skills into one and make it ~12-15 second cd so it can’t be spammed (removing cd reduction on light attacks could work too, basically having less windows to heal would work, forcing healers to think about their heals rather than using whatever comes off cd). To compensate, add small continuous healing and empower on the target for 5s maybe even heal another closest ally. Also, would be nice if they gave life staff a more offensive skill, I feel like it would make support players more engaged in combat. Obviously, this will require damage nerfs/tuning down on most DPS weapons, especially burst damages (ice spike, spear 3 stab skill, BB burst combos, bows, hatchet… etc) to address the fact that healing is reduced and life staff providing empower buffs. Damage multipliers on skills should go down as well. I think one thing that nobody talks about are light and heavy attacks, they should be buffed to help increase sustain dps. So basic tldr, nerf healing and change damage modifiers down on dps weapons, with healing being hit harder than overall dps.

Also your point on spear and bow, spear isnt really a constant damage although it is really strong right now. Spear has easy ccs with swipe and kick followed by big burst with the 3 stab skill, which makes up most of their dps. Damage falls off hard after their abilities are on cd. Bow is a constant damage but AGS keeps power-creeping the weapon and now most skills will destroy most light/medium armor players. So in essence it’s slowly becoming a burst weapon if not already.

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Agreed :ok_hand: there needs to be a way to keep healers as a viable class without making them too oppressive :blush: great ideas

now a days u need at least 250 con to survive in OPR with a pocket healer… this game is going to die

Omg 250 con! Dead game

^^

Wow only 250 con to survive 1v5 with pocket heals, games not broken at all lul.

it is equalized in 3v3s and opr u get 600 gs bump, also 3v3’s were added a few months ago its not a assumption. As for the 3 dps coordinating, thats 3 crap dps that should be able to do that but one good one will single handle the healer.

i also play opr with 100 con and like 410 dex, int, str, or focus i play all roles

That s because AGS want everyone be the same with all the same tools kit … aka Fable game when you do everything at once ! Look how New World lookslike to Fable O_o Maybe it s the only game these devs plays … who knows…

Bruh you smokin some good stuff.

Calling yourself crap dps and yet talking like you know it all. :smiley:

410 main stat with 100 con, you clearly are the master of this game

No i’m not all over the place, I see 5-6 people chasing one guy running from the outpost instead of staying to cap the OP because kills/damage is worth more.

If people stopped calling for nerfs on the FS/IG sustained AOE would actually cause problems for healers.

The heal circles themselves are relatively small and you can knock people out of them

As for CC, multiple stuns still have a dramatic effect on a healer making it almost impossible to cast.

Lasty the changes to light armor make it impossible for a healer to escape melee now with the slow.

Play a healer and you will see it’s not all it’s cracked up to be. I normally play support rolls but gave it up in New World because of all the nerfs.

I, too, don’t like the burst or gang-up meta. I initially thought this game would be more skill-based, but sadly it has devolved into what it is now. PvP is about chaining your skills in a way that an opponent can’t fight back or getting a pre-made and hunting randoms to feed your ego.

i can solo kill healers, unlike you im not here crying because i cant perform unlike some.