Coming from someone who has 650+ hours on this game since launch, I feel like I have a good understanding of the current state of the game as well as PvP/PvE. (Before anyone comments “go outside” “touch grass” I literally don’t care what you have to say because this wasn’t targeted at you anyways. You probably have like 20 hours on the game, but I literally have nothing else to do as I am an online college student)
First I wanna talk about the content of this game, I understand that games like this take time to develop and take time for new content to come out. The amount of content in the end game is pretty lackluster to me but I understand that Rome wasn’t built in a day. It takes time, as for the content we have, End Game WM grind, OPR, Wars, Invasions etc. I personally think there isn’t enough to do (which I think everyone would agree with me on). As someone who has pushed almost 600 WM GS, roughly around 590ish, once I hit 600 there will be pretty much nothing for me to do, except the occasional war, or invasion. I think end game content needs to be added very soon for more players to come back and continue to play, but like I said, I understand it takes time.
PvP Flag Changes
I think the changes that grant you extra luck, and harvesting luck while PvP flagged was a good step in the right direction, but I think that you shouldn’t necessarily reward people for flagging, you should reward people for going for and getting PvP kills. Sometimes other faction colors will just run past each other and not kill each other regardless of being PvP flagged only because they would rather have the luck without having to fight instead of fighting. Rewarding people for actually fighting instead of just being flagged would promote more open world PvP than there is now. (which at least on my server there is very very little.) This ties into my next part of the post right below this.
Next, I wanna take a look at the outer 3 outpost zones (specifically the open world dungeons) and what can be done to make it a better experience for players in general. I have a couple ideas of what could be changed to make them easier for players to get better loot as well as more drops. The current meta for efficiently running these with the best chance of getting the best loot is to zerg them flagged with players in your faction.
The problem I see with these areas not being PVP flagged is that other factions can come in and just literally grief you just by them being there and tagging mobs. Mob drop rates are lowered with the amount of people who hit them and you can tell very quickly that this is true if you run with 2 groups opposed to 3-4 groups.
Not only drops, they are also affecting the people who go out of their way to go flagged to these areas to farm legendary materials with that extra 30% luck. Non flagged players can just run around unflagged and take valuable material, wasting that 30% luck from a player who is flagged.
(Also, If someone had a similar idea to me, I’m sorry if you posted this before but I haven’t read many posts on here so I might have something similar to you.)
This is the first Idea that I came up with.
I think that the outpost regions of the map that are not claimable being made PVP exclusive zones where you are PvP flagged no matter what would be a great addition to the game, and would promote more open world PvP. Once you leave the outpost you will always be flagged for anybody to kill you, especially after the more recent changes to the PVP flag harvesting luck and normal luck.
This is the second idea that I came up with.
Making these WM areas like Mines and Myrk instanced zones where you can use some mats (to craft an orb) or a cooldown that you and your 4 other people can run like a mini dungeon. This would make getting drops more consistent as well as allowing you to not be griefed by other factions that are not PvP flagged.
This is the last idea that I came up with
Making the WM areas like Mines and Myrk PvP exclusive zones. Instead of making the whole area PvP only, only open world dungeons would be PvP, they would pop up a message saying you are entering a PvP area and would ask you, would you like to proceed anytime you walked into the starting area of one. This way you can still have non flagged people doing what they like outside of these zones without harming the others players who take the extra risk to be flagged to these areas.
I will preface my argument when it comes to weapon balancing by saying this, I personally think the best way to balance a game like this is to not nerf weapons for being too strong, but buff other weapons to be on the same level as the stronger ones, and then gradually tweak them over time. This will result in allowing other classes to feel like they are doing more than before, without making the stronger class feel like it’s nonexistent.
With the most recent changes to Ice Gauntlet and Fire Staff in New World Monthly November update. It has thrown this game into a run melee or you lose meta, which I don’t know if it’s just me but being constantly stun locked or cc’d by hammer/great axe combo isn’t very fun or enjoyable.
One of the most effective counters to melee before the November update was playing mage, a class with only 2 weapons and now 3 with void gauntlet. The changes to both of the 2 strongest weapons for an intellect build being heavily nerfed, this pretty much gutted any mage player as a whole. I’ve played mage for the majority of the game (also have played every other class as well so I’m not biased) and I personally can agree with everyone when I say mage was pretty overpowered, but I think a majority of that came from the Ice Gauntlet more than Fire Staff. Fire Staff got hit with a huge nerf in the monthly patch that I personally think was not warranted. Yes, I agree that it was strong. Yes, I know mages were the top of leaderboards in wars, but these don’t justify the extreme nerfs that fire staff has gotten because of it. Mages will always be the top of war because their class has the most AOE out of any class. As for Ice Gauntlet, that thing was overpowered as fuck, I think it 100% needed a nerf, but not as hard as it got nerfed. The weapon is pretty much unviable to play with in any situation. The problem I have with the nerf of Ice Gauntlet is this, you nerfed the only form of safety net that a mage player has when getting jumped on. The Ice Gauntlets utility of saving yourself when you are getting jumped on by a melee was the only thing mages had. The nerfs to Entomb and Ice Shower really hurt the class more than it helped other classes shine in my opinion.
War Hammer / Great Axe Meta
This is the current meta that is going on right now and I personally think it is the most bring, unoriginal meta I have ever played in this game or any game for that matter. (Granted there has only been like 1 meta lol) The amount of stuns, roots, staggers that this combo has means that if you get hit by ANY SINGLE PIECE OF IT you are instantly dead. There is no counter play to this, the only counter play is to not get hit by it, which is unrealistic because no one is going to be able to dodge 6 abilities with a stamina bar that you only get 2 (light, heavy) or 3 (medium) dodges with. Don’t even get me started with trying to live through multiple people running GA/WH (FYI, It’s impossible unless you have a healer, and even then you will more than likely die). The problem I see with this is that there is nothing in the game that is a cleanse to these roots or stuns, once you are caught in one, you are pretty much dead. The server that I play is Nunne Chaha, a relatively small server with only around 300-500 people max at peak times. The server is majority Marauders and Syndicate players, and I can safely say that probably around 75% of the player base in both of those factions are running GA/WH just because of how overpowered the CC is with the two weapons.
Life Staff and Healing
As someone who swapped from Mage, to healer for my 5 man group I played with, I knew for a fact that life staff was broken, but the only problem with it being broken is that it NEEDS to be broken. Life staff being the ONLY healing weapon in the game warrants it being overpowered until they add another main focus/healing weapon. This is especially apparent after the void gauntlet addition which has perks that apply a debuff that decreases the amount of healing that you get.
I personally think that the majority of the dexterity builds that include bow, spear, musket, rapier and hatchet are all in a pretty good spot aside from the fluidity of how bow plays. Playing bow feels very clunky and not fluid like the other weapons under this attribute. If you would like to know how I feel about the bow, my friend FrizB made a great post about the problems with the bow and what should be changed if not already changed.
Overall, I really enjoy this game a lot and I think it has great bones that AGS can build off of. I definitely can see this game being one of the biggest new MMOs in the next 2 or 3 years if they continue to add and update their game as efficiently as they do now. I have never been as addicted to a game as I have this game. Hopefully everyone read all the way down to this part and if you did I thank you and appreciate you for taking the time to read it.