The game was, “balanced,” around hit on stagger. Now that it’s removed and they padded everything else under the sun that went along with it we’re left with this.
Wow…it’s been a month for me since I roamed the forum the last time. Seems like things are still not going in the right direction. 1,5 years I haven’t touched New World. I was hoping for a statement on stagger and the combat system in the August Dev Video, but it seems there is none (yet).
Anyway, I give it another month.
@Halcyon Your thread is now the most replied to open topic in General Discussion ![]()
It’s funny to me, because they recently nerfed Leaping Strike’s stagger to prevent any sort of combo route.
This demonstrates that there is no issue with them fine tuning stagger to prevent any sort of abuse, especially since they’ve already got the free dodge roll/anti-stagger mechanic still built into the game.
It really makes you wonder what the logic is during meetings when discussing combat.
Ah, good memories. I really, really miss that combat right there. Not people kiting all over the place and tossing abilities everywhere because the only way to slow anyone done now is with the CC abilities.
If they did that I’d just play PTR exclusively, lol
@Shadow_Fox I’m sure a lot of us are still waiting on some type of answer or even a “they’re still getting back to me”. It’s been radio silent for about 88 days now.
I wonder how many players from the Alpha are left now?
Anyways, bump for a good thread. Maybe one day I’ll reinstall.
I love you guys, but can we please leave this thread alone for a bit? People are enjoying NW especially the combat. The combat was staggerless before launch so you can’t say it’s what killed the game. There are much bigger issues AGS is trying to deal with, and we as a community are pulling them in 1000 different directions instead of letting them fix things 1 by 1 from top to bottom. Even if they added this back into the game, it would solve 0 player population issues. It would maybe bring a handful of beta testers back temporarily. The bigger issue is lack of competitive end game PvP to express all the hard work you put in to getting 625, BiS Gear, Mastering General PvP, and Mastering your weapons. War is all we have and that’s a gated end game content with no way to practice it. The biggest thing we should all focus on is an inclusive competitive game mode and a way to practice for that game mode within our own competitive communities. I can tell you all are passionate about this game, but prefer the souls like combat of old. I promise if you give the faster paced action packed modern combat of NW another try, you’ll find some niche builds that will suit your playstyle!
I have 108 hours in new world post launch, not a lot of hours really, but enough to tell you that I want stagger back and I’m not going to find some niche builds that will suit my playstyle.
For me the only things that would make it appealing to keep playing new world would be either of these (or both):
-
Bring back Stagger so that combat has that fun, meaty, gritty, thrilling feeling again.
-
Add massive amounts of interesting PvE content and other gameplay features that expand upon the world and immersion of the game. (Examples: Mounts + trade caravans, player built settlements, boats, new continents, loads of more interesting and different enemies).
(I’m not under any illusion that all my requests in number 2 are reasonable, but these are the things that’d keep me interested even without stagger)
Having kept up on this thread for a while I’ve just been stewing on all the issues I have with new world, and realize how much of it is all a tangled mess. The original game was a survival/mmo hybrid where individual action based combat was the core gameplay mechanic. As such all the weapons were built around this philosophy. Even big group fights were meant to be smaller individual fights in a large battle due to the way stagger/hit/stam management worked.
So many of these core things are still around and make the game arguably worse because the game design philosophy around individual action combat (souls type game play) just doesn’t go well with the holy trinity classical mmo experience.
The servers are super small, a legacy of the survival type environment.
The weapons are all still built mostly around individual combat and those weapons that have any group utility tend to be the most used. Look at musket or bow or fire staff which all have zero group utility and all the abilities are based around raw damage or some sort of cc. It’s no coincidence that these weapons tend to be the least used in any sort of organized competitive pvp environment.
If this game is going to be saved they need to either go back toward the original vision, particularly around combat. How they balance the pve aspect I’m not really sure. Or they need to double down on this transition, which requires a full on rework of many of the weapons.
I’ve put some ideas on a thread where basically the main point is to reduce the overall damages to make stuns, roots, dots, anti heal and buffs more prevalent. Giving identities to melee, ranged and healers.
I think melee might feel good even without staggers, but they need to have the time to fight, them or their opponents.
Iunno. define ‘left’ . I’m still sort of around. But I don’t play the game anymore. Just pop into the forums every now and again to see if they reversed the decision. So far, no.
The bigger issue is lack of competitive end game PvP
It’s almost like removing the skill based portion of the pvp removed all of the competition in end game pvp. Fancy that, eh?
The PvP is incredibly skill based, just with fast paced combat with multiple actions per second instead of the slow paced combat people in this thread prefer. Like I said in my comment, even if you you added back stagger we would still be lacking end game pvp. People would still only have duels, OPR, and for a super small portion of the community, War. There is no real format to practice competitive PvP or any sort of ranked our tournament system. We need OPR to have cleanse pots and a cross server MMR system, or a custom war game mode.
The combat here isn’t fast, and the servers can’t even accurately track hit registration. You can typically get off about 2 “fast” attacks per second. 500ms per attack isn’t fast by any competitive game’s standards. Meanwhile, a 30ms connection to the game has you missing swings on stationary targets only to find out a half second later they’ve moved or dodged. That’s what PvPing at prime time gets you, as well as mobs that don’t correctly spawn on time in dungeons and OPRs. The servers aren’t meant for the sloppy spammy mess they call PvP.
Worse, it’s not even about skill. It’s about gear, build, and whatever the devs have decided should be the current meta. This combat team is a joke.
All they’ve managed to do is screw up melee to the point that you either have a weapon with incredible lunge or you’re ineffectual, meanwhile most players have recognized the game is drastically easier if you just equal a ranged weapon and pewpew while ignored an entire axis.
We’re approaching the 2 year mark of one of New World’s worst possible decisions and they still haven’t found a way to make it feel good.
Maybe this will be the patch? I doubt it.

what do they mean by dodge translation?
also i think the nerf to cleanse pots will slow down the game a bit more for your liking. hope to find a happy medium for everyone
what do they mean by dodge translation?
They’re sketchy with their wording but I think it’s safe to assume the translation is referring to dodges affecting slows.
Currently, a melee hitting a player causes a fake slow. The hit player is slowed but no debuff appears. This means the hit-slow does not translate to dodges like a proper slow. Paired with how bad hit registration is, melee is in a godawful place and can’t even keep up with people they’re hitting without haste buffs.
It’s a huge part of why everyone just plays ranged of some sort in OPR and such.
The new change coming might work in the opposite of your favor but have the same result.
instead of slowing the game down, heavier armor is sped up.
I think they should have made heavy null to it, medium 1 second and light 2.5 seconds AND add it to dodge distance even though technically it’s a, “disable,” sprint mechanic rather than an actual slow.
That was really impressive post my dude, nothing more to add.
Revisiting this Thread every now and then to dream of what could’ve been if they actually sticked to the original vision and refined it over time.

