I thought healers were so uber they didn’t need skill? ![]()
Only if 1.) They really suck and don’t dodge anything
or 2.) have multiple people on them in which case they’re still being effective
You guys have never been in any competitive scene and it shows.
This game has gone to the shitters.
As long as you get what you want it’s alright ![]()
It’s not about what I want. It’s about what the developers have planned and what their vision is. They sailed this ship away from the game models used in alpha and beta when they launched. We continue to sail away from them. They aren’t coming back. It’s like wishing for .05 cent gasoline prices while paying 7.00 at the pump. You can stomp your feet, shout at the top of your lungs and get red in the face but it’s still 7.00 at the pump.
We aren’t going back to a more PVP centric game - absolutely nothing we’ve seen from the developers leads any subjective credence to that possibility.
It’s a PvX game and it will be ran like a PvX game - until it’s not - but all indicators are it will be.
PvX indicates a balance between PvE and PvP.
Designing without strong consideration of PvP would indicate that it is NOT PvX.
But that just opens the door to the real questions on how the devs view PvP and what they consider GOOD PvP and what are their goals for PvP.
And I bet they’re too afraid to share how they really feel.
Rapier users can be killed, riposte and evade has long CDs.
It’s more about shirking energy and stamina recovery perks that let people use 220 stamina.
Evade is getting nerfed, but good players would still be able to proc it 98% of the time.
Riposte… I don’t like this ability at all, it’s nearly a 2 seconds immortality.
Should have a 1 minute CD same as defy death lol
PVP is with solo play as your foundation, not group play dynamics
So nerf dex?
Again no it does not.
PvX indicates that it includes elements of PvP and PvE it does not indicate that they are equal or balanced.
Look at the present state of the game. That is how they view it. This is moving in the direction they envision whatever that is. We don’t need them to spell it out in black and white, it won’t change anything. Actions speak louder than words and we have a year of hsitory to show you the general direction the game is headed.
Other people said that and so will I
Play Life Staff before asking for nerf
Well, another Nerf life staff Thread.
at some point, no matter how trivial, a mod will respond with the words: thanks for your feedback. I will forward it to the devs. So and how many threads about this topic is that now? in how many is this topic currently being discussed at the same time? Do you think it is not necessary to forward the whole thing or what is the attitude towards this. be silent until the last one has given up? very frustrating.
So what you’re saying is it can be a PvX game and still be PvP centric.
I don’t think it’s moving in a PvE direction or a PvP direction. Most of the content they’re adding is deliberately useful in both PvE and PvP. The only difference is the PvE crowd needs constant attention and the PvP crowd is mostly set and forget (though AGS is still struggling with the “set” part).
I think New World is moving in a direction that aims to make low performers feel “skilled”. As players regularly demonstrate that they’re unable to rise to the occasion, AGS will continue to lower the bar.
Anyways, as usual. I think current Life Staff is fine, but Disease and Fortify need serious re-evaluation.
Indeed or it can be PVE centric. It purely means you have both and both have to learn to get the F*@# along.
This was more aimed at the “back in alpha” crowd. It has dramatically shifted its shifted less recently but it has shifted from where it once was.
I think this is how any game wanting to make a broad appeal and profit approach things. Personally I dont find the game hard but I know a large percentage of the player base we do have struggles with the mechanics in the game. You can’t have such a large disparity in performance from paying customers. Something has to give and no rational business person is going to settle on the smaller profit margin which catering to the skilled players tends to be.
I don’t think it’s fine despite my advocation that it’s fine in terms of surviving attacks by a group of players.
The mechanics of the life staff need to be reviewed not the HPS. AOE heals scale far to efficiently in PVP and I honeslty believe that is a core problem with the weapon that people don’t give enough credit to. I play all 3 roles at a high level so I see it from multiple sides. If I’m spamming 3 abilities that i have to actively cast to keep myself alive that is one thing. Being able to place a sacred ground on the ground and stand in it and then stack heals is an entirely different problem. Sacred Ground specifically…once its down its down…while your in it you get bonus heals to the ones you get off and many healers stack other instance persistent HOT effects. Depending on the build there are definatly some very low skill builds that have very high ceilings with low floors that are higher than some weapon ceilings.
It’s not how much we heal it’s how we achieve it. We need that same output when ignored but we need more skill involved when under attack and by doing so we can increase the need for more healers in large scale pvp instead of one side only having one bing a huge advantage. Limit that potential.
I disagree, simply because AGS has chosen the B2P model.
They’ve adequately tuned encounters to be accessible to everyone, to the point that you can achieve a full 625 GS set without ever stepping into a dungeon. Everyone can at least experience the content even if they can’t complete it at the highest difficulty.
I think accessibility is good to the point that everyone gets to experience a baseline of everything the game has to offer. However, when the ceiling of your content is placed near the floor, the game actually loses a lot of its engaging qualities and fails to keep a long term following.
That’s part of why I think OPR is brilliantly designed. There are many welcomed strategies for players of all skill levels, and in the right conditions any of them can lead to victory. It achieved that by copying a lot of tried and true MOBA qualities.
Expedition/mutators are in a great place as well (IMO). For all the crying over Nereid being a non-traditional Angry Earth in a Lost expedition, it was a smart move for the game’s longevity as it opened up new variables to build around. Now, you don’t NEED to build around them to succeed, but it certainly helps and gives an optional difficulty meter to the encounter. You get out what you put in.
Anyone can clear Depths, but very few can clear M10 Depths.
You don’t want to exclude players from content just because they don’t want to develop themselves as a player, but those players are also the least involved in game which means you don’t need to develop a lot for them.
Much in the same way it’s easier to balance PvP first and tune PvE around that. It’s easier to design engaging content first, and then add accessibility options after that.
/rant
As for life staff, you can nerf/change healing all you want, but until you give other players a way to engage with (and counter) those mechanics, healing will remain a binary transaction. I think a more reliable way for players to apply disease is the way right now.
I appreciate where you are coming from and I do believe your feelings represent a portion of the player base but I don’t think they are as large of a portion as most players in that situation like to believe. I say that as someone who has completed the most difficult PVE content available at the moment in multiple roles.
Being on the cutting edge of content tends to lead to the same sorts of mindsets as growing up in a state of privilege gives. It’s human nature, we surround ourselves with like minded and similar individuals and we start to believe that our feelings, our interests, and our reality is consistent with a broader majority when it only is consistent with the individuals we have chosen to interact with.
Very few people step out of their sphere of influence and really empathize or try to look at a broader perspective.
The best games out there the ones with real true staying power have power creep something many PVP players are against. That power creep serves a bigger purpose than adding to the tread mill for the leading edge. It provides an increase in power to offset skill deficiencies that allow the average player to experience the harder content.
It provides more and opens up more to everyone. Lets face it with PVE and scripted encounters the more you run them the easier they become it all becomes muscle memory so even to a skilled player the hardest content only stays relevant for so long. More content has to be added to keep those players interested regardless. They consume it faster and therefore require new challenges.
This is one of the mistakes I think NW has made with how they handle PVE specifically. The additional instances and mutations without increasing the gear score and ceiling on mutators. There really should be M11-15 if not M11-20 at this point with at least 650 items allowing the players still stuck in low mutations to go higher and allowing the uber elites more challenge.
How that plays into PVP is a different story but horizontal progression doesn’ retain player interest as well as verticle progression.
PvP disparities almost universally exist in the power of various perks.
I’ve been advocating to buff Disease, so far most of the forums disagree and don’t want the only direct counter to lifestaff be buffed. ¯\(ツ)/¯
Yeah, it’s just pure idiocy to think the current options for disease are a good rebuttal to rampant healing.
Crits below half health or a heavy attack. If I’m in a position where I can control causing either of those, it’s more efficient just to outright kill the target.


Which leaves us with perked BB or VG.
Great design.

Look at this lol and people will still defend healing, although to be fair it’s both LS/Rapier that allows this gameplay and AGS not addressing anything.
I think it’s ironic given how quickly they squelched SnS/Hatchet comboing people.
Apparently, killing squishy single targets is a no no, but invalidating multiple people is perfectly ok.
AGS is not interested in good PvP.
because AGS made this hek staff for pve and mmo noobs
but when the good players picked up the hek, they become immortal gods.
while the bad players sitll whining about how the hek staff lack of CC, mobility, and suffer from line of sight lol
Good healers knows its broken and wants a nerf for it, while bad players just keep defend it as if it got nerfed they will sunddenly find themself so trash in pvp by so relaying on the hek.
And ppl keep saying its the rapier that broken, while actually is the lifestaff itself outheals everything.
Take the rapier and pair it with any other wep, all you can do is run away when 3-5 ppl on you, but with a lifestaff, you can just dancing around forever.
In this game, dodging and running is 2x easier than landing an attack.
This is because all attack has windup and slows yourself, but rolling is immediate and dont slow you down.
All attacking need to be in specific range and direction, but running away can be in any range and direction.
if you are bad at pvp that you have no chance to beat that guy, but you can always run away from him if you choice some moblity abilities and light armor rolls.
healing is 10x easier than doing dmg.
This is because all attacks need line of sight, need to aim, need to be in range, need to timing the iframe, need to manage stamina or watch target’s stamina,
but healing is tab targeting, auto targeting, ignores iframe.
if you are bad in pvp that 99% of your arrow miss, you will be contribute 100x more to your team by simply swap to a lifestaff and hide behind your team and spawn heals.
All these makes playing rapier and lifestaff become 20x easier than other dps weapon.
