The end game progession is getting new stronger gear to complete harder challenges for even better gear.
My ward gear is significantly worse than my 625 Gear I spent over 200k on and now I just flatout refuse to wear ward. I literally feel less powerful in ward gear and that’s the opposite of MMO end games I feel like.
Since some players have expressed that carrying Angry Earth ward is really not need for Nereid, this does not solve the issue when we will be facing three different creature/boss types in the Brimstone Sands expedition and if multiple ward/bane sets are going to be utilized.
In BnB we’ve encountered Tentacles that are primarily Angry Earth but do we switch weapons for them? No. We use whichever weapon suits us at the time for regular mobs. Alligator area are Beasts creatures, again, we don’t use/switch off to Beast Ward or Bane. So, I can see where some players may realize not all wards are needed and again, these are just L66 mobs that can be easily burned down by the group. So, the question at hand is, will we need to carry around extra ward/bane gear for the new expedition? We know very little and have been informed very little. I would like to have a peace in mind knowing I can prepare ahead of time to put together my 3 or 4 Ward/Bane sets “just in case” we encounter different creature type bosses. Ultimately, this falls on when we will receive the information when the new expedition becomes available on the PTR. Until then, we’ll just have to wait and see what the expectation will be.
More challenging is fine, but Ward gear serves one purpose and its to be a time sink.
The content is not more challenging its simply written in the code (XXX attacks deal XXX more damage) therefore the player needs to find gear with XXX Ward (XX% damage reduction from XXX mobs)
More challenging would be more elaborate mechanics on a boss fight, not a blanket increase in damage that requires a player to spend more time finding oddball gear missing preferable perks.
why … U need so much resists and thats why back in like 12 years ago blizzard remove the fire resists etc. I posted about this some like 2 months ago and here we are.
Most people who play the game will never run a M10 not to skills but only to gear and Gold
Only a small % of the players are making gold and can have multiple different armor sets
where most people never get to run a M10 . I know a M8 run with out ward amor but have ward amor and gems make it a lot easier My problem I Run M7-8 laz no ward Gen 5 no ward and corrupted from 1-9 with ward armor Black power 6-7 no ward.
this ward amor is a problem for the game
Small % of players at the top always trying to look for a M10 player and the amount of time they wait is long, Even for a M7 on my server we waiting 45 mins for a tank.
People running M1-M2 all the time , but the shards from M1-M2 is like 0 vs 6k from a M10
and most people who are not a M10 player but who wants to Never get the chance to do so
Amor cost a lot or crafting it ALOT OF GOLD
not 1 set but many
Shards to leveling your amor sets up try level 3-6 sets up to 625 from M1-M6 shards see you 2 years
as I sad in my older post was even for PvP resists are bad . for balanced and everyone is yelling about balance this weapon nerf this weapon I know but do u know how hard it is for a Dev. ITS really hard it’s common math , More calculations the harder it is to balance the game. Most Other mmorpgs knows this
remove them resists or cut down on them dont have 20000 different resistance groups 2. Make one or 2 resists or a other system
Have a Melee resists , magic resists and different gem that do different thing, like in the upcoming new gems right now way to many
I don’t know what be best or what is need to ne fixed
but the reason why blizzard remove they resists and Hit expertise and all the other tings was very simple it did not work .
I’ve mentioned before I’ve already obtained every full ward/bane sets for each creature class for many months now, Corruption, Lost, Ancient and Angry Earth and conduct M10’s on the regular and have zero issues using them for any expedition. It’s just the topic at hand that’s the concern, not just for me, but for other players wondering the same thing, IF we’re going to need to carry extra sets into the Brimstone Sands expedition. Consensus from the community, players would rather NOT carry around 2-3 extra ward/bane gear sets into a expedition for different creature boss types and switch out gear accordingly. I haven’t put together a full Beast Ward gear set, although I have the Bane weps covered. Not sure when we will have a full Beast expedition, but, if the rumors are true (or may not be bc no one knows for sure), the Sandworm “arena boss” is Beast, so, that’s something to look forward to for players to put together a Beast Ward set if the Sandworm is actually going to be a arena boss instead of a visual creature just sifting around in the desert sand as we venture in Brimstone Sands.
I’m actually sitting here wondering what the developers are thinking about this type of situation where players are going to face three different creature types with the possibility of different boss types in the same expedition. Do they expect players to carry 3 or 4 sets of Ward gear? How is this not being though about, and if it has or is, why is no one mentioning anything?
They are absolutely fogging up the end game. Its extremely counter productive to wear ward gear and it makes you feel like you are taking 2 steps backwards. Why put awesome set pieces in mutated dungeons if we are supposed to be wearing ward gear all the time…
Does not make sense to me. I highly doubt its going to make much sense to a lot of the new people coming back.
They need to get rid of Ward as a requirement to enjoy endgame content. I cant imagine Im the only one who sees it as an extremely cumbersome system.
While I do not have the PTR installed for Brimstones Sands (personal preference to experience Brimstones Sands when it goes live) and while viewing / watching streamers play the new expedition, it’s painstaking to see how many creature including sub-boss and boss types including multiple different elemental damage from one boss encounter. It makes the expedition that much more frustrating because no one set of current ward or slotted gems are going to satisfy the damage mitigation from the creature classes and elemental damage within the expedition.
I sincerely hope the people and teams at New World can see this as a futuristic problem. I and many of us implore you to test out this expedition yourself and come to the realization that there needs to be a physical/elemental mitigating ward to cover expeditions only. Again, players carrying 3 to 4 different ward sets will make the new expedition that more tedious, frustrating and irritating at the same time since there’s no “one and done” Ward for a multi-creature and elemental expedition.
we golded m10’s in the first week of mutations release with our pvp gear. you dont NEED ward gear just git gud. if you wanna make multiple sets for 1 expedition to be extra safe then go for it. hopefully we get gear loadouts soon
I don’t get the complaints. PVE ward gear is the easiest thing to get, every dungeon drops multiple sets, many can be upgraded to legendary with a 3rd perk. You can farm it in open world. You can buy it for cheap on the market.
It’s also content, it gives you something fun to do. I enjoyed farming, buying, and upgrading my ward sets. Isn’t that what an mmo is all about anyway? Collecting gear and min maxing?
As for sorting, I just leave it all in the same locker, nothing but 625 ward gear. Whenever the dungeons rotate, I pull out the set or 2 ill need for that week and keep it on me.
Edit: I do agree needing more than 1 set for 1 dungeon is too much, but most of these comments are just complaining about ward sets in general.
I recently returned and was looking a that very thing. Awesome armors and cant use them for the higher levels because you need ward gear. like what is the point!!
oh but see you do understand with that edit.It’s a convoluted system.For no real reason other then to stretch content out.People were doing gold m10s the day mutators launched.An arbitrary GS number makes muts hard.
If its not necessary to complete the dungeons in a harder difficulty whats the point? you say min/maxing but gold m10s is the max to that game system and its been done WITHOUT ward sets.
I did gold m10s in voidbent when muts launched,now everyones requiring ward gear to get into groups? nah.
You run a dungeon a few times, and you’ll have all the ward pieces you need. And once you start doing m10 dungeons you’ll have endless shards. I don’t personally mind it, but I do play the game a lot.
If my previous posts within this topic were read carefully, I’ve already explained I have every ward set for each dungeons and conduct gold M10’s on a regular basis. I have ZERO issues with equipping ward sets. Obtaining ward/bane sets is not the issue here as per the topic. The issue is brining multiple ward/bane sets for the 3 or 4 different boss creatures within the new expedition. And best believe there will be group finder leaders out there requiring ward/bane sets for Corruption, Ancient and Beast that we’ve seen that’s in the expedition. Is it needed? Some will say yes, others no. However, if you’ve seen the complexity of the new expedition with all the different creature types for bosses including different elementals, you will realize that more than one ward and elemental mitigation not including whichever the mutation would be to mitigate damage/resistance.
That’s the whole point of this topic, to find a solution to cover a ward specifically for expeditions only. Going in there with Onyx and Opals for phys/ele resistance in non-ward gear is not going to solve creature type “ward” resistance when they hit you like a truck not to mention, whenever the mutation comes out, that won’t be resisted either. I really hope some of you are comprehending the complexity of this situation. There needs to be a solution because it will remain a problem in the future.
Ward is a problem these days and it hurts more than it helps PVE overall because it’s too difficult to manage.
It could be a protection to give a buff each time attacked by a monster type instead of simply decreasing the damage. This would make the ward relevant, but not necessarily mandatory in every slot. This would allow using multiple wards in dungeons with multiple types of mobs.
This would greatly decrease the number of equipment needed to make a more complex dungeon.
For example:
Corrupted Ward - Increases damage absorption from Corrupted 25%.
Heal dont need ward gear, iam also main heal and run every dungeon as m10 from tempest light heal gear. Heal have a specific position, cause we try to avoid any damage. Sometimes a melee dd cant avoid or tank, so i think ward gear is very usefull for a tank or dd, that can save u from some little failings
I also dont like the idear to have several sets of ward gear and i also dont like the idear to swap euip diring dungeon.
I prefer the idear to have one BIS gear and max this out.