Shockwave also has this issue where it will active at the top of the animation instead of while its coming down. Gotta love new world net code.
You tested it and observed the same findings. The SnS and GS have similar heavy attack tracking distances.
SnS light attacks have significant tracking as well. SnS light attacks track through dodge, for instance. I have no objective way of testing it by myself, though, especially when considering the impact on attack speed, dodge distance reduction and Achilles heel. I can say if you apply Achilles heel, the enemy in light armor can dodge 3 times in a row and they will still be in light attack tracking range.
I can objectively say the SnS heavy attacks nearly track as far as the GS heavy attacks.
You can simply use the weapon and tell it has significantly more tracking than the rapier or hatchet.
Additionally, there are a lot of SnS players who couldn’t kill anyone in 3v3s prior to the dodge reduction changes who seemingly overnight started to carry 3v3 matches.
YES.
Some days it always happens, some days it never happens like, super frustrating way to die. Guy isn’t even half way done with the animation and I get knocked down…
yeah I understand your plight, SnS definetly feels opressive in arena moreso because you use musket and have no where to run your only option is to fight them. If you get hit by the third swing of SnS that’s a misplay though. Give those SnS players a GS and they will do even better tbh. SnS tracking has always been its strength though, like chasing people down was always its niche even before the dodge slow reduction changes. I would have to see gameplay from you but my guess is you need to roll through people more as that pretty much counters all melee tracking in the game except for the GS overhead abilities. Honestly though I mostly agree with you just revert the roll slow reduction, don’t think they should touch sns light attacks though, weapon has had enough nerfs.
I use the GS and SnS/rapier now. I started with the GS rapier, but I discover the SnS is a lot easier than the rapier. I haven’t tried the GA too much yet, which might be better for what I want to do, but the SnS has better tracking than the GA, so I don’t know.
They should just buff the hatchet/rapier’s tracking at least 25%, so it can be on par with the SnS.
SnS/GS is better for arena imo, its just bad into triple range comps (ironically even though it counters single range extremely well). GA/GS is kind of just good in content since grav well.
LMAO. You cannot buff hatchet tracking to be on par with SnS. You have no idea how overpowered that would be. Rapier is iffy I don’t think rapier autos are even the problem its the recovery animation on tondo needs to be fixed. probably could use a longer range on its heavy I think its lights are in a good spot personally though.
You do realize that weapon attack speed has to be considered when balanced lunge ranges yeah? @Kippp
I don’t understand why you think that shouldn’t have have hit?
He was out of the dodge, starting to use fleche. I see that he was mashing riposte, but he got hit during that fleche startup animation and was interrupted before riposte activated.
my main point is where he is on his screen vs where I see him on mine were completely different. And to me, looks like he is still in dodge. he can’t even activate an ability even if he wanted. Like the i’frame on light roll is kinda scuffed, you aren’t immune the entire time, you can get hit towards the very end of it like in the clip but not have the ability to activate any abilities yet even though your no longer in i-frame.
i have this desinc issues too no clue how to fix it tryed different things adding anticheat etc. i run lowest grafic possible not exploiting Nvidia profile inspector to hide all the flora what ags said its not allowed but not even baning ppl using it on stream. on the other side the homing doesnt work often for me as melee with the desinc. on the other side with the high potential of escaping with light roll + hatched speed or rapier the homing atm is needed. did you try to kill a bow hatched or bow and rapier without bruiser meta build in arena?
Yup, killed plenty, I don’t play melee.
the first 2 light attacks on S&S have very good tracking and lunge compared to GA, the third light on S&S with the slow attached has very poor tracking and distance lunge, if oyu dodge the third light attack and the S&S isnt directly on your butt then a heavy dodge isnt enough to get back into tracking distance as long as you dont have a slow attached. if you do get hit by the third light attack then you cant roll until the next third light attack comes in, the slow will be ended by then and allow a full dodge distance away. a mistake i see alot of people do is trying to roll away after getting hit by the third attack slow which will keep the S&S user on your butt after they dodge with you. you essentially have the dodge distance of a heavy at that point.
PvP just has not been the same ever since they released Brimstone.
Too many heavyhanded changes to light armor in one patch and the introduction of the absolutely busted Greatsword combined with all the countless combat related bugs that still haven’t been fixed to this day killed the game for a ton of good players and turned their combat system from being a strong point to being laughed about.
That’s what happens when the developers are completely disconnected from their own game and apply major changes to core functionality of the game based on feedback from subpar players like themselves.
Yeah, experience the same shit all the time. Game is just a hot mess and they show no level of urgency to fix combat related bugs in a reasonable time. Just terrible, terrible developers.
Yea this sums it up nicely
I don’t think it really matters anymore at this point. I mean, I don’t think it matters if its balanced or not because nothing is balanced. They should just make things fun at this point. Rapier and hatchet would be more fun at 5m tracking distance like the SnS.
Alternatively, if they cared about balanced, they’d nerf the SnS tracking distance to the level of the hatchet or rapier, but that would be less fun for you.
Simply put. In general, the damage is incredibly high for the amount of max health that we have. That leads to a really low Time to Kill (TTK). And makes PVP frustrating for the most.
They should start by changing the current proportions. 300 con should give you >150k - 200k health.
That would allow for proper damage balance. No nerfs needed (no one like nerfs). And encounters that last more than 1-3 skills (that is absolutely ridiculous)
And you should be able to hit for 10k or even 20k. People would feel their damage is rised, rather than nerfed, whilst the developers would have a wider range of max health to balance things.
Longer encounters are NOT a problem. Longer encounters are EPIC, not a problem. And would truly reveal who really have hands.
The whole combat implementation should take rationale process.
From dodges and skill responsiveness being to slow, and locking you too much to the ground, to consumables preventing actions, to single attacks preventing the use of skills and consumables… (INCREDIBLY HUGE errors in an MMO). Having your movement speed lowered too much on hits.
All those things makes the game unplayable. And not Enjoyable. But it’s worst. Because these things makes the combat controls UNRELIABLE. And that is a serious problem that completely destroys the combat experience.
And most people blame weapon balance, when that’s not the biggest problem. Combat controls are. All those that blame balance and not combat controls are blind to me (and they never played a good mmo before).
IMHO they should ditch realism, and elitism, and their pure & archaic vision of combat action of punishing you for your bad actions… and relax them so while there’s still some punishment the user experience could have a better, more enjoyable, fun to play, and reliable experience. I have no doubts that the game should be more “ARCADE”.
Less punishment leads to better combat experience for everyone.
The combat should be fast on reactions, not lagging on actions, should also be intuitive and predictable. These things would make the combat Dynamic, and so fun to play. Nowadays it is too annoying.
They failed hard at delivering a PVP ready game. For Three reasons:
- Servers architecture (no cross server).
- Combat controls
- Combat balance
Don’t think that will happen because Amazon Games Studio has stated that the server does calculations on the server side. @jeflopogames
Increase the number of digits the server has to calculate per second and you easily overload whatever fragile server performance the back-end of the game relies upon to make basic combat function.
Server performance has historically been horrid, especially during the game’s launch quarter (first three months). Look no further than Ice Gauntlet + Life Staff melting down war performance and causing slide shows and stick figure combat.
nah it wouldn’t be “less fun”. I understand what your trying to say and promote; however, you have to factor in weapon attack speed for the lunges. There is never a world where SnS has the same lunge a hatchet, it attacks slower.
SnS has such a better attack pattern (swings left to right & vise versa) compared to Hatchet’s wonky head to toe swinging arc.
Hatchet has really bad time swinging at a target that is on a sloped staircase.
The SnS has more DPS than the hatchet in most situations. The SnS has greater DPS than the rapier. There is no reason for the a higher DPS weapon to have further reach than a lower DPS weapon, but that’s the case in New World. None of the pvp balancing makes any sense, so might as well make everything super powerful.
New World’s REAL Best DPS Weapon Isn’t What You Think! (with Skill Trees) - YouTube