Is Resilient too strong, or are crits too weak?

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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What if, resiliant just increases your armor, so it would still be beneficial for PvE. Then introduce a perk (can also be applied to some abilities) which penetrates armor (armor penetration) and make it so, pve mobs also have armor.

I’m actually not sure if some mechanic like this is already in the game.

they do, u can see the difference between lvl’s of the monster u do less the higher they are

Some few weapons have Armor pen within their skill tree and with May Update there will be Armor and weapon perks for pvp armor pen.

No, there is already to much damage reduction. Armor values are up to 90% Dr. It needs a hardcap at 65%.

We don’t need more damage, or more tank. We need more consistency(like nerfing gems role and buffing armor and making armor values closer). The variance between light and heavy, and heavy and light is to significant. The variance between a player that has acess to, and knowledge of the “broken builds” is to significant. These builds need a nerf, the rest will balance out from there.

I have mentioned this many times on the forums. All players should have a targeted 2-6k dmg range. The variance of the classes should fall in there somewhere. In general nothing should exceed either values (bot/top).

When we are talking about the TTK / survival rates of characters we should be targeting the mass majority of people in the 15-20 second area. The healers should be in the 40-50 area, and the tanks should be in the 80-90 second area. these values should differ based on conditions or situations. For example the mass majority of a tanks survival time should be in block, a healer should depend on buffs and there for have a hard counter of purge (obliv and similar effects that remove buffs).

The rest of the classes, specifically damage the application of removing the buffs should counter play their kill pressure and ability. There for, the majority of the survival rate is fairly stable and very few things should change that rate (tomb being a good example of one that should).

The problem in all this is that fortifying really needs to be stripped from the mass majority of dps classes, and in general, the armor values should be closer to provide that stability in targeted times.

Other wise we enter this situations where if you have lots of fotifying, lots of heals per second, lots of armor/gems and so on you enter an “unkillable” phase.

In game design there are two aggressors (in combinations of each other) that tend to break games, and break them in a serious way. Those combinations are Attack speed and Critical chance, and Damage reduction and healing/regen.

Following this logic (ie the above balance + combo breaking) we can ses many situations where things are not good for class distribution and that is the real secret here.

You see chasing balance is a very ilusive thing and you can only catch up to it for moments in tim. By the time you do catch up your out of breath and need break to chase it again. There for it is a waste of time to chase balance. It is similar to the quantifiable nature of skill.

Until we make the choice to break the mold of this cycle (in this case defining skill with an quantifiable value) we will also be in this unending cycle of what is skill. In a similar way, when we talk about balance we will always be chasing balance until we break that mold. the way we break it is by ignoring it and defining balance as the distribution of classes, not the performance of a class.

Meaning, if all classes are equally used, the game is balance. this is another mindset to “lets make everything good”.

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Without many critical chance options for stacking I think resilience lowering crit chance would just make this game critless. Lol.

12% on ring and weapon, then it’s all based on weapon and what modifiers it has.

Resillience cancels 40% I think it is when you have full res and 150 con.

You can’t even have over 40% crit as a base state going into combat.

3x5 = 15 + 10 from constitution that 25%. Where did you get the 40% lol

As mentioned, if 25% is to much you can always lower it to 2% per armor piece + 10% from constitution to reach a max 20%. That’s 20% normal/crit dmg reduction and 20% reduced crit chance. You don’t crit as often, but when you do it’s going to be noticed