Combat ideas that other games have solved that would benefit new world

The combat in this game has a lot to be desired and posts seem to be upset about cc in general so maybe I can offer a an idea.

I mostly come from a moba background and really only got into mmo’s later that being said they way new world is set up, in my opinion, creates a lot of overlap between the way moba combat works and the way new world combat currently exists.

Currently cc feels the same regardless of ability and the outcomes don’t seem different after use. Then there’s the high strength high health melee with healer back up is near impossible to kill. There need to be counter play without completely removing strong synergies with teams. I don’t think we have a good version of that currently.

A few design ideas that you could borrow from mobas are making the high impact spells in the game cost something on your build. Example gravity well has been super impactful since day one. In the weapon tree spacing into gravity well should require a sacrifice in other build option to spec into. Like severely impacting damage and pushing you towards a more support role while also limiting how tanky my you can be. So things like have to hard commit on a certain path to unlock it, have its effectiveness(like size, damage, duration) reduced if the passives on that side are not used. Make the cc in gravity well unique. For example only stuns can stop channeled abilities so gravity well only pulls and pulling only has very niche properties other cc doesn’t meaning it only good for clumping enemy’s not at slowing or holding in place.

Next things like knock back. Knock backs should only push ppl away but make it function purely to create space whether it be to get away from Melee or push someone off the healer. Incinerate knock back shouldn’t be ineffective against any melee even more so when tanks can deal pretty good damage going 300/200 build.

I use those examples because they have pretty clear understandable mechanics. I would say abilities like ice showers and the vg root are less straight forward in their design in their specific role and instead are just very strong in most scenarios. They lack the checks the niche ability design provide to keep them from being over tuned so easily. You could say gravity well is like that as well but the design is more straight forward imo.

I guess my point is when a person has a build for their character what play style choices do certain weapon tree choices limit and promote a very niche uses. A spell sword build should fit a certain role in impacting fights. Every tree choice, and armor perk choice should force a player into certain strengths but also very apparent weaknesses. Things like incinerate pushing more magic melee build.

The builds you see used in this game do to much in general. Cc has to many uses and types of cc overlap to much in outcomes during fights. Weapon trees don’t focus players enough in play styles. Having a variety of options for heavy armor is good but give players 1 thing they are good at. In mobas a more versatile character can be a support, utility, damage, or tank but not all three. If your a more tank you can splash utility but you’ll never impact the fights like a more focused utility and so on. Since launch the game felt like you can build tanky with great utility, good damage, and pretty good mobility all in heavy armor. strong builds can do to many jobs.

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