[Megathread] New World Update 1.9.0 Feedback

Gear Set Suggestion:

Allow players to save “Attribute Skill Points” to associated Gear Set(s). This way, switching from one gear set build to another, the allocated attribute skill points will follow suit, for example:

         FROM:

460 INT and 100 CON

          TO:

200 STR, 200 DEX, 100 CON

So, players can save the Attribute Skill Points for one set then whenever players want to switch gear sets, to STR/DEX gear set build, the allocated attribute skill points will follow suit when the player switches to the desired Gear Set.

This would also be ideal for PvX content since players have both saved PvE and PvP gear Sets. Allowing attribute points saved to desired Gear Set would promote ease of access to diverse builds that players can switch back and forth between content with a click of the “Equip” button.

Thanks! :+1:

2 Likes

First off, the Seasons expansion is not bad. Forge is challenging and fun. A bit (a lot) overtuned for casual players (they won’t stick around and run it as normal is too overtuned) so you need to fix that.

Speaking about EF, what gives with the Molten pieces? Heavy Dex? Come on AGS! Haven’t you learned from past mistakes? Players are frustrated with the extreme randomness of gear in this game and just when it seems you listened and did something right you insult us with the heavy Dex Molten set. Wonderful traits on a “could have been fantastic” set (when legendary) but ends up being 100% trash because it’s heavy. DPS plays light, please understand that.

Gear set storage. Too few. Need at least 20. Cost at 5 each… definitely a big money grab but… I get it. Add attributes and weapon skill trees. Please, but at no additional cost.

Gear set UI. Tighten it up, a lot. Clunky at max.

Storage… why do we still not have a decent search capability? This is crazy. Almost seems like an intentional time sink. For gods sakes just add text search to the other text fields in the item properties!

Market search. Allow searching by 2 attributes where “both required” as the setting.

Hatchet. The experiment failed. Fix hatchet dps. Why was it necessary to kill a weapon players enjoyed? Wouldn’t you rather have players play the game and enjoy it rather than forcing them to other weapons that are viable but they don’t enjoy?

Vargarian ice storms… NEED RED EFFECTS! It’s crazy that an NPC enemy ground effect looks identical to players. Come on. Just an unnecessary frustration. We have plenty of other things to worry about other than something else that makes ice less desirable in expeditions.

Thanks for listening :slight_smile:

Thank you for the gear sets! My issue is the limit of 8. As a healer I have a set of each enemy type. The season challenges and activities require the use of different gear sets for all types of enemies. Since I can’t always heal, I also need a dps set for each type of enemy. That covers 10 gear sets! I also have a luck set, an acid chest set, etc. 15- 20 sets would be optimal. People will pay cash money for this ability!
Also add Attribute settings and weapon skill trees tied to the gear set.

This is not accounting for the harvesting and crafting sets that we are supposed to use for each of those individually. Is there a way for y’all to create a system where as we collect individual harvesting and crafting gear that it goes into a set place that is like a gear set but only for those specific pieces. Not something we have to buy but something ingame that is given so players can use the harvesting and crafting gear without being encumbered with finding it over and over and clicking on all 5 or 6 pieces to transfer to bags then click to wear then click to store?

I am enjoying the new season and expedition.
Crafting mats for the Major Human Bane Trophy is ridiculous. 50 Flame cores needs to be taken down to either 25 or 10 given the Basic take only 5. None of the other Major or Basic trophies take more then the one Epic or Legendary special item why the human one?
FLame cores are hard enough to get but we also need them to use for the Forge as it is one of the season challenges and an Activity point for the card.

I am very frustrated with the attribute pool distribution when getting gear, especially crafting gear.
IF I am playing PVE I don’t want PVP gear drops or those attributes on my crafted gear for PVE.
There should be a button to select for a random attribute when crafting, PVP or PVE as the random attribute. I would always select PVE!
33% for a PVP perk is way too high.

Since the latest update, I can’t track anything on the compass. No animal or resources show up.

Fortify/Rend changes were massively overlooked. Changes need to be done to the entire armor system if you’re going to make fortify an amor buff and not a generalize damage resistance. (Example. Helmets, Boots, and Glove pieces of the same class all offer the same protection and weight, but Helmets cost significantly more to craft compared. Following along with the resources needed to craft compared to other pieces, Helmets alone should have their weight and armor values adjusted)

Which leads me to my next point, All armor categories should be simplified. Light armor should be all light pieces and so forth for each category. Adjust the values of armor to more accurately depict their intended roles.

We desparately NEED A DETAILED CHARACTER STAT PAGE. Why on gods green earth are we not able to appropriately look at out characters, their buffs and debuffs, and what all is currently affecting them. This would benefit not just the players but AGS as well. We’d be able to identify errors much more easily and then forward them to AGS, who would in turn, fix them.

Playing Music is bugged and the game doesnt register notes 1/4 of the time.

Weapon attacks and hit registry issues are beginning to pop back up again.

The new Seasons idea is fantastic but poorly implemented. There are several activities that do not give credit (Example: Refine 50 T5 resources) unless they are performed 1 at a time.

If we are going to start implementing PVE/PVP only perks then we need to have a way to filter them when crafting gear/weapons for those designated activities.

This entire new update has hoards of bugs and issues. Your customer service department needs work as well. AGS recently announced that any players who lost items in the recent update would be comp’d but because myself and my fellow company members had our ENTIRE COMPANY DELETED, we can go piss off. No reimbursement, no compensation. I’d even settle for Marks of Fortune but no. We got a shrug in respone. 350k gold down the drain.

Please fix the aoe hit boxes for the Meatballs in the new dungeon or, at the very least, fix the camera issues. You could have easily designed the boss room more open and just surrounded by lava (thematically appopriate) instead of having the camera pushed into the wall and unable to see everything going on around you.

You need to address your PvP and PvE player bases separately. Combat and calculations that go into it should be affected differently. This would massively change the aspect of players bickering with each other to “nerf this” and “fix this” because one thing is broken in one activity but fine in another.

There are so many issues that I know I’m forgetting but I hope that in the future at least some of these will get attention. Would be nice if AGS actually read and listened to their player base, but I know for a fact that they don’t. Your DEV video’s are insulting. Why don’t you read some player feedback that is actually well thought out and poses decent questions instead of reading troll comments and waving them away.

1 Like

Removing grit from 300 strength disproportionately affected sword users.

Of all the strength weapons, Great Axe, Great Sword and War Hammer all have a talent that adds grit to their heavy attacks. They also have enough talents and synergy that it’s viable to play them all using only heavy attack + abilities (the majority of which inherently have grit). Basically, nothing changed for any of the “problematic” weapons because they can still get grit all of the time.

Sword has no talent to add grit and relies on light attacks for DPS (and threat, if you’re into that), sword players actually need to complete the light attack chain in order to activate a number of talents, which is very problematic without grit.

Also, tanking without grit is just torture. If you ever wanted to know what a pinball feels like, just try it. Sword tanks are now completely pigeon-holed into running 300 CON.

You should probably add a talent that gives sword builds grit on light & heavy attacks, outside of running 300 CON. Adding it to Confidence seems really appropriate.

Adding grit to 300 CON is still overall a good thing because now lots of weapons can be used as tank builds.

1 Like

I went back after a pause of 3 months to discover this new update and the Season Pass. From the patch to this message I finally got the 100 levels which kept me in the game. But I’ll be honest, I’ll go back hibernate to next patch.

First of all here is what I think about this patch as a full PvE player:

  1. Season Pass

I feel the paid rewards are good for early 60 players:
-that need a bit of money to buy stuff/houses
-Gypsum orbs to push gs/have umbral shards
-Boost all masteries

But what I thought as end game content with some rare rewards I got seriously disapointed by the rewards and by the way to grind it.

In absolutely all cards you’ve all kinds of content that can please or not. I’m a PvE player but can enjoy from time to time some PvP.
But the cards are not made for full PvE players and if they come in any PvP content are aren’t feeling good in the game. And take the invert for full PvP peeps that when it goes for harvesting/hunting for some of them is deeply boring and isn’t what they considered about the game. That’s no way for them they’ll look for grind on this pass, or at least from full completed cards which can offer a great exp/level boost.

I don’t find it really exciting to only focus on missions to grind the pass and would have prefered to have more world experience to grind but be rewarded a bit like the grind to 60 was.
→ By that way I mean earn passive experience for any task, and have more and more experience required the higher level you are. It will increase the grind so the time in game.
Receive experience for everything but make it the hell of time to have it completed would have been nice. because right now I’ve all time to hibernate the time the mutation that interest me come live again.

2)The rewards are way too common if we don’t care about the skins and the pet doggo which are really nice (good job the design team!)

The rng in the attribute perks is the same as in any chest of the open world, nothing accurate. Salvaged 90%+ of what I’ve received!
The furnishing got salvaged as well as it was craftable thing (almost prefered to have the recipes than the item itself)
–>Expected more rare+ furnishing drops from stockpiles. I mean, non-craftable pieces of furnishing.

So to be fair, if you’re an old player I feel it’s not really worth to pay for it. Basically paid for some skins that if I needed I’d directly bought from the store. It might be a bit rude to say but, got hyped about the new story and the new dungeon, But now I just have so few thing that can be naturally grinded that it will come with time, during the next patch if I become addict again (almost 3 800 hours spent on New World)

If you’re close to 60 or early 60, it’s a big boost for sure to catch up with people that are already fine in the game.

  1. Flame Cores

And well, about Flame Cores, what the hell of a grind it its! And can craft only 3 orbs per day?!? Why ?!? Give less ubral from it and make us able to craft more and convert the gypsum orb from the toy dude into flame cores. I feel tired that my day is to only do Flame Cores loot for the heartrunes/trophy/Flame core challenge and be conciously stuck by that mechanic that give only drops for the new dungeon (if not hand crafted like I did).

So, yeah, I’m disapointed about this Season Pass, and that mutations aren’t as 3 but still 2 active on same time. I still have an eye on future patches that would (will! I hope and I think!) improve the game but, right now, I feel the season ends right now for me.

Edit: Some ideas in mind
–Different paths for the pass to fit with all population:
****PvE only missions (harvest any amount of ressources/kill x mobs/fish/Expedition focused and not only the new one)
****PvP only missions (Overall the same as in the pass right now maybe with a bit more stuff for arena and opr (killing blows in arena/damage or heal in opr/ damage or heal in open world/time spent taking forts/more pvp missions)
****Regular experience like said previously more frequent

2 Likes

Nerfing weapons is lazy game balancing.

The Hatchet and GS were really fun to use before this patch and should have been used as the standard of weapon level.
Instead of bringing them down everything else should have been brought up to their level.
Now anyone who used those weapons has had all of their hard work taken away from them.

PVE feels terrible now and you’ll find out soon when all the servers numbers die down a lot. I don’t know any PVE players who are happy with the changes.

The focus on making the game harder in PVE is also badly timed as the dungeons are still not 100% functional. The Caretaker fight for instance in the Garden of Genesis does not follow any sort of pattern we can master. It seems worse now then when the game first came out.

The only good thing in this update is the Bane increase on ranged weapons. That was needed and well done to you for doing it. It should have been raised a bit more however and the GS & Hatchet should have been left alone.

Ultimately the game needed more content not a complete shakeup of the core fundamentals of combat (fortify changes). All that was needed: more content & buff all weapons except GS and Hatchet.

3 Likes

please look at m10 clear rates from before season 1 and now, this is unreasonable, used to log on and do m10s, sometimes 5, sometimes all 25 some weeks, mostly gold. (full pug, never in premade). post season 1, every pug is a struggle fest, usually bronze, sometimes cant even clear. random abilities that use to do 30% of a dps hp now 1 shot, and its a miserable experience for everyone. fix the pve or im not coming back to this game lol

The hatchet was way too op imo. I think its in a nice spot now, still fairly strong but better :slight_smile:

To be honest the current m10 meta is frustrating. (to be polite). Who is the genius at AGS who said to himself: “we’re going to nerf the damage of the players and increase that of the mobs”?. The game was already dying, you are finishing it.

1 Like

Like the gear sets.

That covers the good.

Subjective feedback- playing bruiser is not fun anymore. You made too many changes to it at one time. And all the synergies that made it fun (grit/ thwarting, cleave and refreshing move) have been removed. Now it’s a mush mash trying to make something works, when really nothing does.

Pvp balance:

  1. I don’t play musket and thought it needed a nerf, but you destroyed it.
  2. I do play bruiser, didn’t think it needed a nerf, and you destroyed it.
  3. I don’t play firestaff, thought it needed a buff, you went too far.
  4. Don’t play bow, thought it needed a nerf, you buffed it( by not nerfing it enough with the fort changes)
  5. Greatsword seems about right. (Don’t play it)
  6. Hatchet is good except the hit box is too small. (Don’t play it)

-Refreshing move nerf should be rolled back
-Grit should be returned to 300 str.
-Fortify nerf is fine, but you should have/ need to buff all the fortify perks accordingly. Ie, shirking fort should be approx 10% instead of 3.8%.
-Reduction damage on cc skills is fine.

The fortify nerf also threw off all the pve content balance… this is why dungeons are much harder now.

removing grit from 300 str made fighting groups of pve mobs (the play style for great axe and hammer) impossible at 300 str (the stat line for ga and hammer) you said you removed staggers… but didn’t … I notice this at castrum victualis.

I think the synergistic playstyle of med bruiser, vg/ig, and healer was healthy and should have been replicated among other “classes”, not dismantled. I know people complained about bruisers killing then in opr, but this was not solo bruisers, and even when it happened you rarely saw more than 20 kills. Instead you are setting up a playstyle of solo bow and firestaves using no synergy and him getting 30-40 kills per match. This is bad for the game. Better would be to add something like an oil pot to bow and then firestaff ignotes for damage, try to enable synergies for big damage, rather than just one man dropping a 40 bomb with no help.

1 Like

Don’t release any more content until you go back to the drawing board with armor perks, weapon perks, and damage values for every single weapon. Including their actual mechanics. The wall of text required to adequately give feedback on this update is not something I’d give away for free. Fire the entire design staff. Hire new people. Start from scratch.

2 Likes

Agree.

Instead of destroying THE pvp perk (shirking fort) they should have improved the bad ones. They have alll the data on which ones are used in wars… tweak the values of vigor and shirking heals till they are used in approx parity…

Need to reduce damage of classes like bow that consistently top all kill and damage charts.

I don’t understand why they have the present hierarchy, this would be my goal for hierarchy of damage output against a single target ( and therefore kill heirarchy)

  1. Single target melee (spear, rapier sword, hatchet)
  2. Single target ranged (musket, bow)
  3. Aoe melee ( hammer, gs, ga)
  4. Aoe raged (fire staff, ice gauntlet)
  5. Melee support (vg)
  6. Ranged support (life staff)

Melee classes have to close to do damage and take more risk so should do more than a ranged class. Aoe hits multiple targets so should do less than single.

So on the dmaage charts it should have this heirarchy:

  1. Melee aoe
  2. Ranged aoe
  3. Melee support
  4. Single target melee
  5. Single target ranged
  6. Ranged support

Goal should be for single target classes to solo someone or to secure kills, not not do high damage ( on the leaderboard). Aoe classes should do more total damage but not secure as many kills. And ranged classes doing this from safety need to do less damage to make up for the increased up time they have from less deaths. Can’t believe we even have to have this conversation, but from studying war results, opr results, invasion results… it’s clear AGS has terrible priorities.

Bow has always been at top of all those charts for damage and kills… mustier was till this patch. Fire staff always has been for invasions… and now everywhere.

I think bruiser was in a good spot and they should have pivoted everyone on them… but then they made so many changes at once… without testing…

1 Like


Can´t complete quest on chapter 3 last one cause of the pvp track is already at lvl 200 and when iam completing the pvp track it just resets… and cause its on its max lvl…

2 Likes

Void Gauntlet is the weapon most nerfed by Season 1.

It is a support class but it is almost wholly ineffective now. Rend has been nerfed across the board, and everyone is using elemental aversion so as a VG you do no damage. VG never did big damage to begin with, none of its abilities do more that 100% dmg, most are actually far less.

The crit changes also heavy affect VG as most of its passives are focused around getting crits, which happen far less now.

This does even include the actual nerfs to Invigorating Oblivion and Refreshing Harvest, which were both cornerstones to the VGs playstyle. These nerfs came with nothing to compensate, and just makes it a much less effective support weapon now.

1 Like

Issues that are ruining the overall experience:

  1. Probably the most important of them all the fact that you guys do not care about the alts(account from the same people playing on different servers) They just ruin the war experience for everyone … look at your servers how many of those servers have 1 company dominating all the big cities, track their IPs… this is a joke and it will kill your servers.

  2. Bow meta and now the firestaff meta all your players who play the 90% of the rest of the weapons have addressed this issue time and time again but you still persist in going for this range meta which is ruining the the overall fight dynamics. Its not hard to observe this just look at the amount of ppl playing those weapons in oprs and you will see how you broke this game even further…

Changes:

  • Bow cannot have movement speed from skills + mobility from light + high damage there has to be a tradeoff you stay already far from your target why do you need movement speed? so you can run to the end of the map?
  • Firestaff change add delay on pillar…
  1. Opr 20v20 pvp its actually pve because if you are not playing with a group you cannot pressure their backpoint and the moment they build it you pretty much cannot do anything + another interesting ability… the ability to repair the gate while is being attacked… that just amazes me how did you come up with it… and that repair can negate the dmg from 5+players:)) does this sound realistic to you?
1 Like

Empower perk on necklace not extending length in empoers. Checked the 20 second mortal empoer on weapon, as well as champion empower from greed and the 5 second weapon empower from keenly empowered