Player Health Pool Increase and QOL Improvements

About me
I have 224 hours spent in this game.
I fit in the demographic, where people spend 2-4-6 hours per week playing this game.
Spent 2x times cash on your Shop to support the game.

Player Health Pool
The ask
Reduce the TTK (time to kill) by:

  • Increasing default health pool
  • Increasing armor rating for Plate/Medium with decreased dmg the higher you go in armor.

I would like to address if there is a possibility to double the number of Hitpoints currently available. Or somewhere around the 18000 - 20000 mark.

The reasoning
For any player, that is around 500 to 590 Gear Score, they are not having a nice adventure in New World. This probably counts as 90% of the returning player base.

Right now, the Time to Kill is extremely low in PVP.
I know your teams are constantly trying to balance things out, but you are always working on the same spreadsheet of 8000 HP to 12000 HP Pool.
While most weapons hit for 2000 and depending on GS it scales way up, you will always get in the scenario that something simply one or 2 shots a player.
I am sure it is hard for your teams to always balance weapons, this month, then the next to always not have 1 single choice since that one can 1 shot people.
I have countless footage of this, going into a Battleground (as a returning player with 540 GS) and getting 1 shot, without anyway of escaping it.

  • I strongly feel that if you raise the current HP pool, it will provide some much-needed relief for returning players from not dying in 1 shot (like a blunderbuss to the face and you die in 1 shot)
  • It will not take from the PRO players, that invested heavily into their GS
  • It will not make the skill-based combat any less.

It will just give any returning player a feel, that they can participate in any form of mass PVP and not die instantly in any 1v1 or group combat.

QOL Improvements
Please look into Gear Management System; strongly needed to be able to use gear for PVE, PVP and equip it faster.
Please look into a Solo-Dungeon, where we can go in and level up weapons and skills on a faster rate while doing one of the lower-level dungeons you already have and are not stunned for level 60 content. I am referring here to a normal reward-based system for a dungeon that you can solo; Elite trains are not fun in any way, after you done 10-20 of them.

Finally, I would like to say Good luck with the game development and thank you for the hard work your team puts in-place month by month.
A MMO is a very hard game to develop, and only time and dedication will make it into something big.
The potential of the next best experience for the players is here, the groundwork is done, you just have to continue on with the perseveration.

4 Likes

See I think this is a great change as well! TTK has significantly gone down since the launch of the game and damage numbers are getting crazier with each patch. As a tank player Hp and Armor just cannot keep up with the insane dmg and new dmg perks. Lowering the TTK does make balancing and the playing field a little bit easier to manage, however the only way to effectively make it work, would be to also make healing do significantly less, as well as nerfing health/regen potions. Otherwise no one would ever die.

1 Like

id like to see a better damage reduction on heavy or at least allow the stuns with the melee weapons to last the full duration instead of instantly wearing off if the stunned player gets a slight scratch, increasing the health pool would be a cool addition used to have almopst 20k health with full con gear and all points in con but now its like capped at around 17k and im still getting melted 17k to 0 in a matter of seconds just tanking 2-3 guys

1 Like

@JamyFowl @ReaperOfSouls89
Both of you make valid points.

Reduce the TTK (time to kill) by:

  • Increasing default health pool
  • Increasing armor rating for Plate/Medium with decreased dmg the higher you go in armor.
  • Lower healing output from healers by x %

I strongly agree that these will make the game more enjoyable for PVP and PVE.

1 Like

i dont think reducing heals by x % would benefit pve but adding more heal resisting damage items would be nice for pvp like more disease perks other than just the heavy attacks causing it at least for melee users, maybe have a perk that adds a chain reaction of disease like the chain lightning or fire or even a damage gem that inflicts disease, im sure theres weapon perks that cause disease but not sure as i only run melee

1 Like

2 Likes

see I think this is a bad take, requiring perks like resilient or disease to survive/get kills is a dumb idea. It makes those perks a requirement for basic function

but if you think about it nerfing healers doesnt pan out to pve because itll be harder to keep people alive in expeditions and with mutations, good luck with your heals after they are reduced to satisfy the pvp majority as a tank i rely on my healer but with more heal reduction abilities or perks this woul be better for pvp

@ReaperOfSouls89 The devs can implement changes in competitive places only.
For example, PvP environments (Arenas, Wars …etc), get -20% healing reduction, while keeping world content/dungeons off the list

Healing is fine but we do need to increase health pools. It’s been mentioned a few times on the forums and I think it’ll help increase TTK. As you said people can get bursted down too quickly - even in higher GS gear. Healing can stay as is, though - if people have more HP, healers aren’t going to heal huge chunks of it at that point. Besides people can kill healers as easily as they can anyone else if they actually know what they’re doing.

1 Like

at this point i dont think they could, not without messing anything up. they did this in the past to pander to those complaining about the heals being to over powered in wars and such and the reductions they made were also implemented over into pve, id be hella surprised if they could multi task and make changes in one area to not effect the other

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