It must be quite the honor to be the voice for “everyone”.
I agree, it feels really horrible on PTR.
I’ve never seen a frenetic medieval gameplay game focused on dodge or millisecond rolll make any significant success and I don’t know why the DEVs took new world down that path.
For me, DEVs should invest in tactical PVP gameplay to attract more players and not to please half a dozen big guys who play 12 hours a day and prefer fast-paced gameplay where they can roll from side to side just like Sonic.
If only they invested in better mechanics at retaining players and not scaring them off like this mindless dodge meta that is ridiculous to watch.
Clueless? I bet you use rapier lmao.
In all fairness, there are a lot of cry baby ga/meta chasers that complain about “endless rolling” so AGS was listening… but at the same time they hit ga users and they took massive steps I. The right direction with this patch. The root meta is much better and the roots are very palatable now. I feel like I still have a chance when I get hit with a gw and a high skill player will still survive more often than not.Also, it does force you to use your stamina much more strategically and positioning is more important than before so I think a change to dodge makes sense overall, but I think a full one second delay is too much. I am a light armor bow spear player and I play up close with low con, so I rely on the dodge for survival and still think this. I think the delay should just be reduced. If they nerf dodge any more we will be completely screwed by the way.
Lol be quiet… I bet you chase the meta builds and are not a good player. I never hear good players whine about this, especially when they have an op build themself.
I thought the stamina regen already felt pretty clunky and bad as it is now I guess it’ll be worse ?
Yeah, I hope they don’t nerf it again because it is clunky right now but manageable but any more will be a death sentence.
Mostly in OPR I’m in heavy armor and even then disengaging can be important at times.
Now I don’t use any Stam for that, but it troubles me that when a fight goes against you then you should be able to run.
They also nerfed the 150 bonus to only affect light attacks and also reduced stamina damage.
If you are choosing to dodge rather than block as a, “tank,” then there is something else that needs adjusted imo.
Yeah, the delay could be a half second.
Essentially medium and heavy would be unchanged while light users wouldnt Iframe all the way til Regen.
A possible solution is a rolling check on how many times a player has dodged in the past 10 seconds, if he has dodged twice, the third roll in that 10 second window costs 70 stamina, if he dodged 3 times in 10 seconds the fourth is 100 stamina. Just needs a good visual way of communicating this mechanic to the player. This check would occur when the player tries to roll, it checks the past ten seconds to determine the stamina it should drain to do the roll and if the player has it.
I hope to god they do not do this! Terrible idea imo.
Agreed. The stamina changes make the game not even feel the same. Revert it.
I may be wrong here, please correct me if I am.
Envisioning who is going to be the most affected by this change it’s ranged. Whether magical or physical. Their primary defense is keeping their distance.
When you say it makes players commit to the fight the best thing a ranged can do when confronted with any number of builds is to keep their distance and maintain mobility. In some cases it even means fleeing the fight.
Why commit to a fight you are very likely to lose?
The concept in question here is what “commit to the fight” can actually mean.
If it means fight till one is dead that seems tactically a very bad choice.
Here’s a comedically serious quote that’s worth reading:
No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
General George Patton
I like it, all of the update.
This means, as a musket player, healers can only do good healing numbers in light. They also can’t iframe shots as often, otherwise they run out of stamina if they start panic rolling. They’ll be even easier to shoot ![]()
Feels more like the devs are taking complaints of people who can’t catch people that use dodge or stun them vs actually seeing what the active playerbase wants. This change isn’t it. If you want to lose another 5,000 players though from an already dying game by all means keep making terrible patches. It should be clear that what you are doing isn’t working if the playerbase keeps declining.
It’s not only catching them, ranged attacks can’t hit them as they nearly continuously immune in iframe. It’s like invisibility to damage as they move away at twice the normal movement rate. Bow, rapier builds have tools to just disappear.
Endless dodge has to stop, light armor has to be balanced this way or another.
Just rip of elden ring/dark souls stamina system their system has worked fantastically for over a decade now. It feels fluid, fun and rewarding once you get the stamina management down. I don’t get why the dev team felt to re invent something that already is proven to work successfully.