Is Resilient too strong, or are crits too weak?

I agree, Resi needs a nerf or Crits should be buffed in multiplier.

BUT when you do this, you also need to downgrade overall weapon damage of everything or we will have an insane burst meta.
The aim of this change should be to reward more Backstabs/Headshots, not increase overall gameplay damage.

so nothing needs changed then, good to know

Lost Ark only lost 450k people and it took longer than New World took to lose 900k.

So people stopped playing after peak? That’s my damn point. Hype trains don’t last, it’s fresh and peaks then levels off.

Resil is fine, especially considering 200 con attribute bonus nerf which is incoming. I understand your thoughts though and as someone who stacks crit (SnS) think certain weapons which are underperforming could have their crit modifier adjusted in future patches.

And Lost Ark levelled off at 600k more players than New World.


Much different logistics regardless of, “Hype Train.”

lost ark is also free to play trash

theres noway u’d have problem to bb lmao thats cap.
I’m musket with 50con in light armor, I die sometimes to bb when they successfully do that one sequence but if they do anything different im able to roll out and hit back.
Dodging/blocking the leap is the key too, thats like the only thing u can do to avoid their combo. Once they miss their leap they tend to shield bash right the way, which put them on cd

so ur saying new world is paid to play trash

lost ark is a Free to play new World isnt… If New World has a Player Base of 25k im totaly fine with this. These are more than enaugh players

Nah man. Lol. It’s not even that. They still hit heavies for 10k. Lol. Imagine being in a Frontline brawl and out of nowhere, pop, pop, pop. Dead as fuck.

The crit modifiers are fine, if anything they need to come down.

Come down? They basically don’t even exist alrdy since 35% resilient eats it all up. Base crit damage needs to be buffed by 0.1 for all weapons IMO.

Resilient should reduce all damage in pvp, but the percentage will be less, thereby slightly increasing the time of killing from non-crit damage.
And the most stupid thing is that the root is not knocked down by damage, but the stun is immediately knocked down.
IMHO, you need to make the crit uninterrupted by damage, and the root can be interrupted.
Make dimishing so that there is no stun lock and add another kind of potion with a cooldown of 1 minute that removes all types of control.

The TTK is simply too quick for an MMO and should be towned down.

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I think your thought process is right but not precise. There are very specific situations where its to high or to low and it needs to be balanced accordingly. This however brings in a very complex and long topic about if such changes are both in harmony with the design concept of the game and the developers plans.

There is for sure lots of work for this and it would likely be recieved well if the classes just had design passes done on them with much better talent tree designs and more stable classes (ie not all 6 abilities are about damage).

There is just so much potential for the tree’s right now and some of them like bow are just doing such unstable things that a broad statement like that just seems to lack precision.

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You are right LS and VG trees are a disaster for example. I would really like them to rework existing weapons before introducing new ones.

Especially the right VG tree needs a rework …

If you want to use them as a healing offhand, you can only spend 5 Points (7 if you’re going for Orb of Decay explosion) for healing.

Baelful Theter is utterly useless for anything, as VG DPS would rather Skill VoidBlades+Oblivion+Scream/Essence Rupture, VG healing uses Orb+Essence rupture+Oblivion/Voidblade.

Its more beneficial for a healer to put 11 Points into the left Tree for ultimate passive with VoidBlades, than to go for the right tree ultimate passive, as you could reset your cooldowns + 3 stacks desintegrate + 6sec of AoE healing around you.

But btt:

If resilience would reduce PvP damage for 2% and PvP crit damage for 2% we should get nearly the same damage numbers but crit would still feel useful with most weapons.

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Another issue there is no rot based meta and so the constant damage allows healers to spam all day without any potential for “out of mana” phases. This is part of the reason why they are so overtuned. That topic also gives way to cleanse meta, which has to come at the same time.

There are a lot of things like this missing and they will provide lots of balance. I suggested months ago that vg dots get buffed to 25% and the initial damage gets lowered to help give way to that, but the design team seems to have ignored it.

Burn effects ironically have just gotten some increases but it was no where near the damage it should of been. Dots realistically need to do 500-600 damage on average for enough pressure to build to give way to a cleanse meta. This would of also mage vg range more viable because constant orb pressure would apply such rot/purge effects.

Not a bad idea. Even better, each armor piece should reduce total damage and crit chance by 3%. This way crit damage is still affected, but more rewarding while you don’t lose any defenses. This will bring you to a maximum of 25% crit chance and dmg reduction, crit dmg included.

If you think it’s to much, make it 2% per armor and reach 20% instead.

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