Light Armor Mobility is NOT the Issue

Nobody is gonna bother with heavy attacks.

I’m shocked people think LA is an issue when Medium + GA + shirking fort is meta for a reason.

  • Medium procs shirking very reliably, light does not.
  • GA mauler perk is basically a second stamina recovery.
  • Medium has a cheaper dodge cost.

You get so many I-frames in medium it’s ridiculous. You can spam-hop your way through a small army and not get hit once.

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it isn’t about how many times you can dodge. besides with 150 dex or hearty you can dodge the same amount plus they also have stam recovery and shirking energy so its not like they are missing out.

the reason med is used is due to the way the gamemodes are set up to win. controling point in a big clump is the only thing ga/wh does well at. not that a light player can’t be there its just a little bit hard. in pure fighting capabilities light swamps the floor with any other armor do to the distance of its dodge.

Fortify really should be just a % buff to armour, not a force-field spell. That would make more sense to me and although it probably won’t fix all the imbalances, at least it would be a step in the right direction.

Bringing back the armour values from beta would make heavy and medium viable again but make them all the same mobility as light and remove damage bonuses. It’s not the first time this has been suggested either.

Beta: light had high mdef and low pdef, heavy had low mdef and high pdef.

No longer it was possible when there was no stamina recover delay. Now you cant, dodge is too short, its easy to be caught.

Thats a good point. Shirking has the best results in LA cuz you absorb the highest amount of damage, what leads to many unbalances, when in LA u take similiar/ only a bit higher damage than in MA or HA but you dont lose damage and mobility.

Explaining the armor type in new world to a friend thinking about playing the game. Hearing the response from a person that has not played the game was interesting. Looking at the armor weights on paper the imbalance plain as day to see.

One armor type has more 30% more healing, 20% damage, and a dodge that covers a longer distance. Also has an armor exclusive perk to regain stamina by dodging an attack and a perk to remove dots by dodging.

The next armor has a cheaper short dodge and 10% more damage and roughly 11% more armor. Also Has an armor exclusive perk to remove debuffs

The next armor class up has a 7-9% more armor 30% less healing, a sidestep for a dodge, but increases cc duration by 15%. This armor doesn’t have any exclusive perks

I don’t want nerfs just balance, when you sit these side by side the winner is clear

In Light armor I have around 830 def in 625 with 150 const, in medium armor I have 1430 also with 150 con. Its much more than 11%. About rest I agree with everything, LA is the winner here in every case. About Def physical and elemental I am not sure how it works and how its being calculated when u take damage.

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Yea this is definitely an issue. And I feel medium’s I-frames aren’t really worse than lights, and in some cases I prefer it. It really is just heavy armor is not balanced and at a complete disadvantage compared to both other armor classes.

Light armor has too much mobility, try catching one with melee medium/heavy armor - literally impossible. Adds rapier to it’s kit, and you won’t even be able to touch them.

All armour classes have the same amount (16 frames i think) but i think you can cancel them early doing another action.

Its really odd in this game how poorly it is designed from a balance and theme standpoint. Ice and VG have some of the best blocks and mage/healer weapons besides Sword and Shield. Its silly how much utility was put into kiting weapons compared to melee.

Melee weapons besides sword suck at it. I agree blocking shouldnt eat your stamina dodging bar and should be a seperate pool like mana, etc. That the INT weapons tap into currently with their perks.

Things got really out of whack when they reduced heavy and con mitigation and survivability and tightened the mitigation ratings between light, medium, and heavy. They killed heavy.

Heavy needs its own line of perks of similar quality as the Shirking ones for light and medium. Something that makes them ignire damage for periods of time and speed up, or grow larger whilr ignoring damage and turn into Sauron from LotR swinging his mace and knocking back waves with long reach.

Tanks need a vacuum ability to suck ranged/kiting playstyles in and then cc.

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Yes light mobility and endless rolling is a huge issue. Stop pretending otherwise. The roll distance needs to be lowered (instead of delay) and certain melee ability closers need to have their distances significantly increased.

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Blocking doesn’t fix the la issue, tho I would like to see it be useful.

I think we need certain attacks need to disregard the iframes.

Removal of melee stagger killed a huge portion of how melee was intended to function.

It’s been almost two years since that patch (Dec 2020) and they’re still trying to band-aid it.

Maybe next patch will finally be enough?

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Bump

You’re right blocking will help give players options. In the current game new world lacks the base of any action combat game with the core active defense abilities.
But if new world does move away from the dodge spam gameplay the next major issue will be the character state desync that is present in the game. Even now if I do use a shield and block 50% of perfect timed blocks still all damage to my character but play the shield block sound.