Id rather get 1 shot comboed then left click spammed

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 ā€œARCADEā€.

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 ā€œless funā€. 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

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in pvp SnS has better burst and chase potential than Hatchet (Only if you hit the target if you didn’t hit the target hatchet is better for chase since beserk). Hatchet is kinda good at everything not great at anything but is better at fighting other melee (which SnS is ass at).

In PVE Hatchet is king and its not close. in AOE situations hatchet gets 10% base damage per enemy in combat (which is not being show in dukes tests) they also get 10% damage to anyone with a deubff (not being showed in the test but always applicable in pve). Also The SnS has terrible recovery animations and the only viable ability for resetting the light attack recovery animation is whirling blade which is also terrible and will get you killed in pve. Hatchet on the other hand has excellent light attack chain resets with all of its abilities and beserk has very high uptime with the right build which is a 20% empower and don’t have to lose dps by queing a heavy. Hatchet also brings rend and weaken to pve whereas sword only brings leadership (most likely your tank is going to have that) and a small 5% rend with whirling blade. You have a gigga vendetta against SnS and its hilarious but keep on going I guess. The hatchet does not need a tracking buff. Also Rapier has higher dps in ST PVE than SnS with omnidirectional evade.

honestly hilarious to think that the whole pve community has been wrong this whole time and SnS is the kind meta dps weapon for pve.

sns/bb meta ??? best time

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