Endgame skill < gear

this is more poking and prodding at the games combat system rather than trying to figure out what is the best gear to beat everyone whilst pointing out the futility of a beat everything build.
from my findings throughout the life of New World there is a clear dominant choice of heavy armor and making use of the [insert personal gripe over powered weapon combo here, because apparently you guys will argue about this small detail until the cows come home]
if you dont see this as an issue you may have missed the point. the system is supposed to be a rock paper scissors mechanic where one weapon is good at beating another player using a particular weapon while its not good beating another player using a different weapon. if everyone is gravitating towards a particular build and armor, you arent achieving that balance of multiple player builds because there is only one that reigns supreme. this is amplified by the gear being used. whether you love or hate the void bent materials there really is only one armor weight class that your going to make regardless of cosmetics.

the problematic solution is yes somewhat experimental. there was a beginning to a beautiful mechanic that has been merely touched and unfortunatly only by a select few weapons and therefore regarded as EXPLOITS and quickly thrown away in a trash can. what people didn’t see was the beginnings of a complex combat system that would have undermined the known combat systems of all competing mmos and shaken the known mmo foundation to the ground and ushered in a new form of action based mmo. Im talking about the animation cancels and combining combat abilities to achieve unique results by enabling the players to move more erratic and unexpectedly. why is it that the player has to be a static body on the ground when casting a spell or about to start a heavy attack? the game could embrace the flow of combat. with the mindset that there are no rigid martial artists yet when I see players fight in the game its alwaysmove, pause attack, pause, dodge, pause, attack, pause, move, dodge, pause, attack, pause. and all the while im thinking, who imported the static stances in the game? because this encourages the problem of players choosing highest tier weapons that make large swings and high damage to make the most of these combat animations rather than making movements feel more fluid.

to bring this all back to the post topic as skill in this game isn’t nearly as important as the value of your gear because the combat is so simplistic that all of the movements are static in between transitions of other movements and thereby telegraphed windows of opportunity rather than trying to find an opponents blind side or dodging medial or lateral attacks with acute precision. meanwhile this game is inherently a race to get the best weapons to win and that is it. personally I like the idea that a weapons stats affect pve combat but when it comes to pvp, those features should be muted to enable fair combat amongst all players. using your level can be an understandable feature as your personal stats are parallel to a players capabilities but I cant help but feel jaded for that player that spends their time to dial in their skills and honing them to a sharp edge only to get smashed but some player that has been given a max tier weapon with the best augmentations by their clan.

Who doesn’t fear the heavy Warhammer musket user? They conquer the whole world.

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Guy, what server are you playing on? I think the vat majority of servers have a very different idea of what is good. WH musket, is some unique stuff tbh…

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yggdrazil but yeah the warhammer musket does come up fairly often I’ve found or the warhammer great axe combo. which can be a fun build, dont get me wrong, but if there is a majority choosing a combination for a tactical advantage, that is countering their core design of having weapons being systematically better than the last selection. which is why I would like to see more combat combos that would turn the game from skills < gear to skills = gear or preferably skills > gear in my opinion but I would be satisfied if a skilled player could compare to a well geared player. unfortunately with the stamina and combat the way it is this is not happening any time soon.
when the public said they wanted to have a dark souls like combat system one’s first thought was dive rolling sprinting jumping off ledges and landing difficult but rewarding attacks through trials and tribulations to master the skills necessary to be proficient in combat in the game. what we got was role, role, role, get exhausted, jump off a ledge and no drop down attacks, and rather just keep clicking faster than the other person when your not pressing one of 3 heavy attacks. instead of combining those heavy attacks to turn them into other attacks which could add up to 6 or 7 effects (combining q,r/q,f/r,f/or (q,r,f)) to get much different effects and combining that with making use of interrupting basic heavy attacks and following up mid attack to change the effect of the attack. its these controls that could be added to the game that hasn’t been done in any mmo before.
yes some heavy attacks can be interrupted once connection is made and another attack can be made soon after for some weapon types and I’m not arguing with that as a mechanic, to me that is a good start.

I’d just laugh if I saw a musket hammer player tbh. That’s like a healer rocking a musket.

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It’s broken because when he uses the Musket he deals 200 damage per shot on a player with 10k+ hp

:rofl:

I’m on Ygg as well. WH/Musket sounds like a hilariously bad loadout.

Did you say heavy armor Hammer/musket? You know nothing about this game.

holy crap guys just drop the particular weapon combo just mentally replacing with [insert overpowered combo here] and move on with the other details. your hung up on the little stuff.

I’ve brought a focus musket in open world a time or two.

Crippling Powder burn while they get chased to death.

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