[Megathread] New World Update 1.9.0 Feedback

Greetings Adventurers,

We are creating a thread in order to track feedback that popped up due to the most recent update, 1.9.0 - Season 1 - Fellowship & Fire.

You can find resources on how to leave good feedback in the How to Give High Quality Feedback post.

You can find our Update 1.9.0 Bug Megathread here.

Your help in keeping feedback unrelated to the 1.9.0 Update out of this Megathread is much appreciated!

Thank you for helping make New World the best game it can be!

See you in Aeternum!

You forgot to include a named Human Bane sword and a semi-randomly generated Human Bane shield in the new expedition.

Examples of named Human Bane weapons, some of which you actually made BIS:

The Human Bane shields were probably supposed to be the ā€œMoltenā€ shields, but you put Empowering Breaker where Human Bane should be. Also you put Diminishing Shield Bash on all of them, the precedent with other shields is that you put a variety of shield skill perks.

Ideally I think you should re-work all these shields so that their perk pool is:

  1. Bane
  2. Random shield skill, because different play styles want different ones.
  3. Random 3rd perk from the normal pool.

Examples of bane shields (always have bane, fixed shield skill perk, random 3rd perk):

PS you also neglected to include a Lost Bane shield in Barnacles and Black Powder or Starstone mutations. These were probably supposed to be ā€œPirated Bucklerā€ which has Refreshing where Lost Bane should be and either ā€œAmrine Temple Round Shieldā€ or ā€œObelisk Guard Round Shieldā€ which have completely random perks.

  1. The order of these functions is very inconvenient, just think about how often someone will change their sets… Put gear set options on the bottom of the list or make them not appear unless the gear set window is open, which would be most sensible:
    image

  2. When I put items in my set, and let’s say I buy a powder keg like I be doing, if I want to put that keg down I have to equip it, right? Well I can’t re-equip my item set slotted consumable until I open the set again which also doesn’t make sense, especially in battle. TAG the items to be a part of my set, don’t put them in the void somewhere where I have to manually retrieve it from over and over so inconveniently. This needs to happen for consumables at the very least. Swapping earring for duplicating earring while I pop consumes is also inconvenient with this, but at least I can keep re-opening item sets over again before clicking Equip after nom nom’s, I suppose.

  3. Range is too strong compared to melee, you need to watch how the game plays live with this patch and adjust ASAP with hotfixes. Friends who came back are already over it and that’s not what we want to see. Balance is the key word here and we need it hotfixed without waiting for weeks.

  4. You messed up my keybinds to where when I push 1 it pops my weapon and ability, not everyone uses default keybinds. If you’re going to reset them then reset them all so I don’t have to guess if what I see is what’s actually happening or if it’s some invisible artifact that will get me killed while trying to have fun. Or tell me if you broke it ahead of time so that I can fix it for you before getting nasty surprises.

  5. Pylon still bugs out when we walk away too far and it can be managed manually with the despawn button you’ve added, but we need a symbol or checkmark on the ability itself so that we can tell when it’s up by just looking at our skill bar.

Details.

Solo Perspective on New Season:

At first, like many, I was not a happy camper. Seems that any change causes angst among regular players.

However, after playing the new update a bit more, it is DEFINITELY an improvement for solo play. Why? Because there are incremental rewards for typical activities that were sorely lacking. The rewards seem to be fairly regularly rewarded, there’s enough of them to keep playing and they provide sufficient ā€˜excitement’ when rewarded. New World needed that so very badly for solo play. On top of that, some of the rewards (orbs, shards) help overall progression - also a good thing. Some marks of fortune doesn’t hurt either.

As to the new story, I’ve progressed a bit through it and I like that too.

I’m on the paid track, but I can see even I weren’t, I’d still have more reason to play, even if not as much as the paid track.

1 Like

Wanted to offer feedback specifically for the Ice Pylon change.

I like the ability to despawn the Pylon a lot. There’s plenty of times when I need to get rid of it.

What I don’t like is that it always looks like your Pylon is ready to cast. I think graying it out while it has been placed like it used to look would be best.

1 Like

In short, the current mutation cycle for Tempest M10 is too difficult.

~40 minute gold M10 runs of Tempest with pick up groups have historically been really easy to do as long as you have ward gear and bane weapons, as well as keeping fortify up.

This week I’ve been lucky to finish an M9/M10, wiping with different pick up groups at the boss fights which is something that never happened before. It’s due in part to the mutation rotation (the shriveling ice rebuff that gives 50% less dmg and heals), but I’m really concerned about the changes made to fortify & crit chance bad luck mitigation.

With light armor, fully warded, all ice elemental resist gems in, 100 con - there are still some mobs that will one hit you even if your fortify is maxed with perforate

The nerf or trenching recovery has diminished my gameplay enjoyment while at the same time it has made the warhammer shortcomings more visible, the reasons why i think so are:

  1. I usually enjoy glob of ectoplasm farming in both my main character and my secondary character, while my main character wich has 625 heavy armor and 625 weapons dont suffer terribly from it it is indeed noticeable, wich has significantly reduced my potential to 1v1 (PvE) and my fun playing the game.

  2. My secondary character however (600 heavy armor and 600 weapons in fresh start server) is suffering hard and can barely survive mini boss confrontations, i can see how this could be a reason for a new player who wants to play warhamer to feel frustrated

  3. It has highlighted the awfull way basic attacks work on warhammer: Every time you swing your weapon you move forward a bit, but since cooldowns are so big sometimes you need to basic attack a monster several times, if the mob is a similar size as you eventually you start missing your basic attacks due to high proximity and you are forced to evade backwards before every basic attack to hit your target, this feels terrible and is frustrating,

Unstuck in Forge sent me back to the start of the expedition…

The new life staff ability animations are buggy and make it awkward when casting them.
0/10 do not recommend the new animations, really throws off the feel of the life staff as well.

Everything I’ve worked towards for almost 2 years as a brute melee is out the window. Do I want to switch to another Role for PVP?? Do I want to save tens of thousands of Asmo to start over?? No . I have no idea what Dev’s do with testing but in a live environment melee is pretty useless. This game is played by mages and say a few tanks now.

i started noticing that Discord members are now playing other games like World of Warcraft a couple days after this new update. i think it’s safe to say that we’ll be seeing more servers mergers in the coming months or maybe we’ll get mitigated to the EU server.

oh and removing Grit at 300 str was beyond stupid. if you want to play a pinball machine and do next to no dmg try melee now lol

This patch is catered to Mages and tank.

best of luck. When the game is balanced I’ll try it again

4 Likes

I have an issue with the hitboxes of the balls that drop in the corners of the room at Commander Marius in the Empyrean Forge: When you stand clearly outside of the area the balls are marked to drop on you can still get hit by them. Please increase the radius of the area that gets marked so it’s more accurate.

Secondly please change back the skin of Infernus. I prefered the much darker skin compared to the new bright blueish…
Also change back the colour of the hair of my character. It got far brighter after the update. I don’t want my character to look different to when I created it. At least not based on AGS decision, I wouldn’t mind if I could decide it on my own.

1 Like

About the Gear Sets:

  • The empty slots in a gear set should have the option to not override the current equiped set. I know this sounds trivial, but for all my crafting gear I do not care about the weapons and the 2 other jewelry, so being able to choose the bare minimum would be nice.
  • We should be able to reorder the position of the gear sets as we please.
  • The gear sets should save the Open/Closed (expanded) state even after we close the game. I’m not asking to be saved in your database and all, locally is perfect.
  • The gear disappearing from the inventory is weird. I understand why it was made that way, but sometimes I have to scroll through my gear sets just to get one gear in one random set. I have no clue how to improve this, but I think it should be given some thought!
  • The gear set menu impedes my ability to drop items. Again, a minor problem, but I do have to close the gear set to be able to drop items.

About the season:

  • The main quest is very short. I understand that maybe this update was so massive that creating a huge quest chain would be impossible, but I do hope that for the future, longer main quests will be provided.
  • The journey challenge to kill 500 players in open world and the activity card to kill players for azoth salt, etc are undoable. Maybe this is just me, but I never find anyone with pvp active. I’m always pvp active, but since the season started to this date I only found like 10 people.

Just noticed this thread after creating a post a couple minutes ago, will reply here too:

This is my feedback and experience on the PvE tanking experience (mutated expeditions) since season 1:

Will begin with a disclaimer that I am not a seasoned verteran in new world, nor a speed runner or clear time record holder so cannot speak on behalf of those people.

I do however main a tank and have been tanking mutations as my main activity in the game including M10s, some of which were gold.
I feel that the nerfs to Refreshing move as well as the nerfs to Fortify compound on each other and make it way more difficult for me to do my job because previously I would gather a pack of mobs, taunt, CC, then light attack with a refreshing move sword to bring taunt out of cooldown which I could afford to do because the fortifying sacred ground from the healer helped to keep me alive while attacking.

Now with fortify greatly nerfed even for heavy armor users, I need to hold up block way more than before, that along with refreshing move only being able to proc once per hit means it takes me longer than before to get defende’s resolve taunt back, as well as being unable to attack mobs some of the time in order to keep their aggro which causes a general mess in some mob pulls where healers and dps take way more aggro than they should and I don’t seem to have the tools to keep the group safe.

I realize that for an optimized and highly skilled team this may not be an issue because they can dps down a group of mobs before their taunts expire, but for groups that are only ā€˜decent’ or even average, it is way harder than it used to be to keep mobs under control from murdering the healer and DPS.

After doing a couple of relatively high level tempest mutations yesterday (8+9) I am for the first time not looking forward to logging on today and running mutations with my company and friends. I used to be hyped for that part of my day for the last several weeks.

To my limited understanding, these changes to refreshing move and fortify were made for PvP reasons. So is it not possible to make them apply only there?

Again, that’s just my own experience, I realize i’m no elite speedrunner, but based on feedback from others I am at least a competent tank, and I seem to be lacking the tools to do my job properly now.

2 Likes
  • What is your character name in New World: Ronaldo Balcazar
  • What server/world did you experience your issue on: Maramma
  • Describe the issue you are experiencing: Nothing shows up on my compass. Not resources, enemies, or quests. Although I’ve read this has been a bug for years, I didn’t have a problem until this update.
  • Is this a bug or an exploit: Bug
  • (if a bug) How did the issue affect your gameplay: I have no idea where anything is and rely on online maps now.
  • (if a bug) Were you able to recover from the issue: No
  • (if a bug) Please include a screenshot or video of the issue that you have experienced: Common bug, plenty of screenshots elsewhere.
  • What are the steps to reproduce the issue as you experienced: Log in and play
  • When did this happen? Ongoing.

@Aenwyn @Centeotl

You need to unbind PvP craft mods. Prior to Seasons we have approx. 2 years to farm these are get BiS (in 2 years I only got max 30 of a specific Mod). Now with Seasons we will be crafting new gear almost every season, and cannot get access to more PvP craft mods. U have no control on when you can get more, and this is becoming the bottle neck in the game.

This is the state of the musket

  • Accuracy perk is useless, perhaps due to the nerf. It won’t help at range
  • You cannot shoot from 50+ m without rng deviation (nobody will wait the reload + 2sec full bloom animation, that’s just bad design).
    DEVS: Have you tested you dps vs other weapons while doing this? It’s insane this even came to live version.
  • Zoom is unusable and makes the weapon accuracy worse

You add bloom to the musket that feels like rng and you nerf the accuracy perk in the same patch.
Knowing we had to drop the 3rd dmg perk to use accuracy now.
Do you really think anybody is goind to wait the reload + bloom after every shot? That’s like 4 seconds of no damage.

Also fix the god damm zoom.

1 Like

Regarding gear sets:

I personally enjoy playing all content that New World offers. This means PvP, PvE (Expeditions) and Crafting-related activities. As I’ve started to create gear sets for all crafting skills I want to give feedback from this perspective - the amount of gear sets available to purchase / use (total 9) is not enough. You can’t have a set for each skill so especially not for each type of content that NW offers.

I think adding more gear sets its good for the players and also for the moneys you would make with it. I hope you just wait for a feedback like mine to have a reason to adjust it.

Regarding the adjustment of Ifrit (1st Forge boss) type to human:

With having different types of bosses within one expedition you had the chance to stretch the required understanding to min max expedition runs plus you also passively advertised the usage of gear sets. In my opinion it is not smart that you got rid of the diversity.

1 Like

OPR virtually unplayable as any form of med/heavy melee. Just spend the whole time spammed by FS or Bow and its a potion simulator. Any time engaging in melee combat pretty much just get railed by range dps.

Sometimes play as FS but its pretty easy can just stand back and ability spam with little risk. Seems most ppl aren’t really enjoying the game right now. Need to drop damage on bow and firestaff quite significantly in order to make melee tenable.

I love this update, well done AGS!
Of course there are a few bugs but, as a retired dev, I feel that the overall quality has improved. I’m glad that you are now able to push back a release date when needed.

Some feedback and ideas:

  • Fire staff: I’ve been using it since Launch for over 3k hours and it feels much more responsive and fun to use, very nice.
  • Gear Set: amazing QoL, I expect more slots will become available as rewards from future seasons, major events, expansion, etc. As the number increases, it will be usefull to have a quick select list pop-up with only the set names.
  • Battle Pass: very addicting, the rewards will be usefull for new players and for my low level alts when they reach 60. I do it on my 2 accounts and expect it to take 1.5 month to complete at my current pace (doing only the gathering and crafting). Later, we could have bonus activity cards after reaching 100: 1 single new bonus card per day with small rewards like 50 gold per stamp, 1 diamond gypsum per line, etc.

QUEST. The Last Argument isn’t showing up on my map anymore, it’s in the journal but when I pin it nothing happens.