Our Vision For Combat: What Happened? v2.0

Who of us guys here in this discussion is opening up a new thread about stagger on heavy attacks? :sweat_smile: As if there wouldn’t have been a thousand in tha past :wink:

ALL HANDS ON DECK

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:slight_smile:

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DEPT, MOAR DEPT

the above is a USDA-verified complete sentence.

@ Treviz who said we’re still playing this game? Majority of the ppl here left the game, I left after 40 hours, esp after finding out that they butchered combat… I always felt like combat was lacking somewhere and Halcyon’s post made me leave. This isn’t Halcyon’s first post either, AGS has been clearing forums after each test and there’s been many, many, other users that’s been asking for stagger back in closed beta, open beta,etc. So yeah, its an issue.

lmaoo… I had a feeling it’d happen, eventually

How does stagger make sense? This is not a solo game. This is an MMO. The main end game of this game is war and OPR, so PvP. Imagine as a melee fighting team fights on a point, you won’t be able to move. If you think range is meta now, no one is gonna play melee if they turn on stagger. There is enough CC in game as it is now IMAGINE to add stagger on top of every attack. Most players will quit.

People didn’t zerg back then the same as they do now. The removal of stagger directly influenced this zergball vs zergball gameplay. You are correct in assuming that zerging on a point with stagger would be… detrimental.

So what happened wasn’t zerging but smaller skirmishes happening around the point, those who won the skirmishes would push on and help teammates in their skirmishes/eventually overwhelm whoever was left. It was a lot more skillful than shoving two death-balls against each other in a war of attrition.

Also free stagger roll was a thing… so yea.

This is exactly it. I can only now announce that I reinstalled New World yesterday and logged into my level 43 main character. I read some positive articles about the development of New World and saw some improving reviews on steam. So I thought, if I don’t try New World now I will probably never return.

I readjusted my character. Spent some skill points here and there, did some crafting and packed a few weapons into my inventory. Needless to say nothing about my equiptment or build really fits, but this is just something you have to accept during leveling. So I headed into the world with some fresh quests in my log and searched for some action in Restless Shores.
I immediately was reminded of the beauty of this World and enjoyed the stunningly well designed sound effects. Two major aspects that absolutely stand out. I enjoyed many of the QoL-changes and saw that during my one year absence things really improved.
But, and I am still sad to say it, there is still no way combat is ever going to convince me to play this game any longer. Despite all the positives it is combat I do most of the time. Every challenge, every achievement in this game is somehow connected to combat. It is rather frustrating to see that crocodiles and other NPCs are still attacking you with sudden attacks you can’t defend against. That mashing LMB and spamming all your abilties as soon as they come off cooldown is still the best way to progress. I feel like the game is still punishing players for playing mindfully. The Depths expedition was no different. People are clearing this content in no time and I as a rather inexperienced player was just dragging along.

Long story short - I quit again after just 3 hours.

On a sidenote: fair open-world PvP is still not available as I was flagged all of the time and the only players that engaged with me were level 60 gankers.

It really is a shame, but I think I can finally put New World to rest.

Thanks again @Halcyon for giving players like me a platform to discuss.

:wave: :wave: :wave:

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I do wish more people could understand this concept. They get halfway there then give up.

I’m going to keep playing, because even as it is, the combat is more fun than/different enough from other mmos.

i am going to call it bullshit (risking the ban) melee didn’t need any help or buff by nerfed range or healers

Eh. Wrong call.

I am sure not. AGS needs to start realize they need to balance a difference way or eventually we are going to start calling this shit bruise world. There is so much a ban can do to work towards the quality of life in a server population. Today opr was a mix of bruisers and muskets brought you by AGS nerf in light gear.

Trick or Treat!

That was one of the two flagged messages I received notifications for.

The other was telling a guy to seek out therapy. :man_shrugging:t3:

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I got flagged for being “Too dissent with the community.” Aka, I disagree with the community too much, so take that as you will lol.

Anyway, Glad to see you back. To get a conversation going.

I can’t help but notice people almost never ask for counterplay in this game. All they want is nerfs, nerfs nerfs. I think it’s one of the reason combat just keep getting screwed, cause people keep asking for the wrong things.

Like the range complaints. Now for me, I have a problem with the kiting the range playstyle offers. No amount of slows a light armor player will get will change how easily they can force you into a chase for god knows how long.

For everyone else, they mostly complaining about the damage in this game, and while I do think weapons like musket needed some adjustment, wouldn’t it be better if we had counterplay for something like that?

You know what Guild wars 2 had to help you against ranged players? A counterplay called projectile hate. A Reflect to send an arrow or bullet back at the range player, projectile destruction aoe that let you fight on point without worrying about getting hit by arrows. Stuff like that. In fact, didn’t Life staff used to have some bubble that deny any range attacks?

What I’m saying is, without counterplay like this, people are just going to keep making justified complaints, and seeking wrong solutions.

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Yep.

And then they killed that beautiful weapon (that also had attacks!) and turned it into generic healbot stick.

And agreed, game needs more counter-play options. I’ve been asking for generic sources of Disease for a while, and now we’re getting a Heartgem for it. Surprise surprise. Healers don’t need a nerf, people just need a way to counter their healing effects.

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Even then, with how the mana system work right now, Healers should be Ooming far more often than they do now. They can heal forever because their mana sustain simply make the mana system outright negligible.

In fact, I don’t think there’s any magic weapon in this game where you run the risk of ooming other than Void gauntlet. Void gauntlet is the only weapon in the game where you can easily oom. You have the harvest ability that let you get mana back, but it’s balanced by the fact that you’re put in a very vulnerable state. It’s not something you’re going to use when you have pressure on you.

I can tell you right now though, if we get a perk that allows you to drain mana? I’m going to priories that over some disease. Being able to deny a healer mana and forcing them too oom will be far more valuable than some healing debuff. Course, you gonna see healers screaming bloody murder.

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They gutted it’s direct counter because those ranged boys cried on the forums enough.

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and they’ll buff mana regen and make a counter-play absolete once again.

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And I agree that the root were too oppressive in this game. But the way AGS handled that nerf empowered light armor users to dodge roll their way out of a situation.

What AGS should have done? Actually give us some item, potion, or even trinkets that let you cleanse that stuff off you. This is something I’ve been asking for a long time, and we got it in a form of a heartgem ult.

The purge option we have pre greatsword is too unreliable to use. Greatsword is the only weapon that actually gives you a decent purge.

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