Personally I don’t disagree with anything you say.
But advocating for return of a stun stagger chain isn’t a popular opinion as playing against them aren’t enjoyable.
I think a more logical suggestion to mitigate ranged problem would be to nerf Dex scaling on bows by 20 percent so that they aren’t as much of a nuisance.
Muskets already got reworked.
It’s not like Dex is uncatchable now. They just hit a bit too hard.
u dont get it.
high dps should be high risk and die easy
real situation is range is low risk and high reward if thers no healer involved.
with the broken healing, melee > ranged in groups.
without the broken healing , ranged > melee.
so AGS need to nerf healing by 50% , then nerf ranged dmg accordingly to make game balance.
yeah I don’t really disagree. its just that if nerf the damage on dex too much its not really going to be viable at top end pvp, and I want it to still be viable, I just don’t want it to be in the state its in now where its so good it basically dwarfs any other kill build. That is why I prefer the approach to make it have a higher skill ceiling and be a less accessable build vs just straight damage.
tldr; hitbox and fire rate nerfs instead of damage nerfs.
Firerate buff is a big no no. Due to the way stamina management is you can’t buff the bow fire rate, would make melee chase builds worst than they already are.
An assassin class is something players have asked for, for a long time now and daggers are also a thing they want. Many don’t want temporary invisibility spells while some others do. Personally I just want an assassin class that is meant to get into an area with high mobility and high terrain traversal to make use of going over taller walls that others cannot and to increase crouch speed for a short while for moving from cover to cover.
But to make this class a system that works they need to hide everyone’s gamer tag info unless you hover over there characters for x amount of time. The gamer tag info in the game is what really drives be crazy in the game as a fan of stealth and misdirection gameplay.
Fire rate and projectile speed are definitely my main plights. Being able to easily spam arrows in a direction without skill and eventually hit the target is not good game design, and stamina regenerates too slow to dodge all the projectiles. Slowing Fire rate and lowering the hitbox but keeping the damage makes each shot more impactful and raises the skill ceiling, people with good aim can still land their Heavy shot → pen shot combos and get rewarded for doing so but it has a much skill floor than before.
Hello Bat and welcome to the community. It is great to see an influx of new players and I hope you have a great time in New world, much as I have had.
With 3000 hours under my game play belt I personally cannot make statements that are similar to yours in the above quote.
I would love to agree with you but cannot and will not agree. Yes I do hope that “classes” shall be able to their job though with 1 weeks game experience I find it hard to agree with your thought process.
Perhaps in another 1000 hours you may have a different view but again to reiterate. It is so pleasant to see a new players thoughts.
Right now bow is in a position where if you don’t run any resistances you pretty much have to dodge every single attack. Because they will all hit hard.
However the evidence already shows in opr and invasions that fire rate isn’t as important as high dmg otherwise heavy attacks would be far less frequent.
I would advocate for heavy attacks to be more like light attacks now and light attacks with a higher rate of fire and lower dmg that would require the user to stand still to get them off, similar to shooters stance in the musket skill tree.
I think that could work and would help to rebalance bow if you could get more utility to it’s weapon abilities in conjunction with a change to attack dmg and rate of fire.
It would literally just become a machine gun. Nobody likes when their left clicks hit like wet noodles, it just feels like it carries no weight. You also have the firestaff which already has a pretty fast fire rate and should be the niche for consistent damage. Bows niche should be mobile skirmisher that has good execute modifers. Heavy attacks should do good damage (pretty much what they do now) but require more commitment do be able to do that damage as they shouldn’t be the main source of damage (bows only heavy attack right now outside of arena). Light attacks are in a good spot and should be the primary attacks that bows use, bows shouldn’t be able to charge a heavy attack get it off and dodge while kiting a melee in ~5m range, that shouldn’t even be an option. Making the bow more spammy is 100% the wrong route to go.
Bow should lose its modifier for 100% HP shots tbh, and it should get another execute modifier or some sort of debuff application under 35% hp.
Your suggestions work for OPR but don’t change its performance in dungeons or invasions.
You seem to be more concerned with holding onto a specific kind of weapon identity than to actually provide balance changes that will help weapons become equally as viable amongst all facets of the game.
And to expand on identity. I think its better to make a weapons abilities provide more of a weapons identity than to determine its identity from how much it scales.
Hammer and axe scale pretty similarly, yet they have distinguishably different identities. The precedent is there. Same with hatchet and SnS. They scale similarly also yet provide distinguishable and unique identities.
Bow can scale on a similar level to firestaff and can have a distinctly different feel for sure. We don’t need to keep it as a slow firing chunker that is hard to balance to give it a unique identity.
It could easily have an increased rate of fire on light attacks; A la shooters stance - and still be a unique and enjoyable weapon.
I’m glad you agree that bow needs a dmg nerf, but I don’t believe nerfing rof is the answer.
Id much rather see a combination of scaling, rate of fire and projectile size changes. Plus a buff to its abilities to rebalance it for OPR, invasions and dungeons.
Bow should be outperforming in invasions though, corrupted are weak to thrust. I think I disagree with you there. Ranged weapons will probably never be popular in mutations due to the way healing works unless they enormously overtune their damage.
The thrust thing isn’t really an excuse. as arcane conversion can give weapons a similar dmg increase in invasion . And yet bow is massively outperforming every weapon. No other weapon comes close
As for dungeons, it’s not the healing at all holding bows back. It’s the lack of utility and over reliance of bows chunking to take out targets.
Bow needs rebalancing to perform better in dungeons and be less effective in its dmg output in opr and invasions.
decreasing their fire rate will make them do less dmg in opr and invasions though. Also I have seen top firestaffs keep up with bows in invasions. Imagine if invasions were angry earth, firestaff would be number one by a large margin.
Exactly, the upcoming changes are great, it balances things for PVE and PVP. Now in PVE you will need a tank instead of a dps in heavy armor using a hammer. The upcoming changes separates dps and utility classes which is how it should always have been and similar to when the game launched.
I think most people are happy with the upcoming changes, a few people are not happy but that’s because they wanted a build that could do everything all at once. I think the upcoming changes will bring more people to the game than it will people leave.
Although with so many new games coming out numbers will drop a little but in a week or two after those games come out, those players will have finished those games and they will come back to NW, which is normal for all games. That’s the good thing about New World, it’s a game that you can play at any time, take a break and come back and play again without needing to spend lots of time catching up.
But lowering rate of fire wouldn’t impact opr or invasions much. Because the nerf needed to impact effectiveness solely bey reducing rate of fire would need to be drastic. And it would make bow even worse in dungeons.
We need a change that reduces output in invasions and opr, whilst increasing effectiveness in dungeons.
Simply changing rate of fire won’t do this.
Whole weapon needs a rebalance.
You would need to build up the utility its abilities provide at the same time.
I think in my opinion that the medium and heavy dodges should not be stopped so much at the end of their dodge. the light goes further at the same time, but it is above all that at the end of the dodge it resumes its course without the slightest constraint, while dodge in medium or heavy will punish you with a stoppage.