Well the same equation also applies for light armor with energy/forti, they can engage 1vs5 and get away perma invul for as much as they want. No matter who chases you, itās Sonic vs Sonic paradox. Whoever gets stuck on the terrain first dies, but not from PvP causes
Still tho, Iām not calling for any nerfs on lights, just a comment. Of course light gets paired with rapier and itās cancer
You could win a 1v5 if you kill them all, somehow CC lock em and kill them or snipe em 1 by 1 if you are really good but what u should not be able to do is to run indefinitely, the soon you turn your back to the enemy you should be in an instant disadvantage, ranged weapons like bow musket, fire staff and ice gauntle should have in built in disengage tools and they do to try kite oponents and wear them down, and this is perfectly fine, what is not fine is the rapier which is a melee weapon to also have massive broken disengage tools, these should be ofensive tools instead mean to catch people from running away, so the archer who is trying to run from the the better archer that is winning the trade could would just die for it.
For example the great axe can be used to disengage but it is mean to be a chase weapon so another person running GA will always catch you and this is how it should be the chaser should always have advantage otherwise it becomes and game where nobody kills nobody specially with how high TTK is in New World.
I play healer and play bruiser, i dont personally think bow and musket or fire staff are broken and need nerfs i think they are in a decnet spot personally, only nerf i would put to fire staff is to flamethrower, it should have a CD like any other skill, its pretty dumb that u can FT roll to avoid a stun and continue FT indefinitely, but outside of that i dont personally think ranged is overtunned compared to melee, ofc this is debatable. My problem is not being able to catch anybody in general like even as an archer if another archer wants to run away he will run, as a STR bruiser if another bruiser wants to run away u have tools to always catch them and this is how it should be. Rapier should be a prime chasing weapon designed to chase people down offensively instead of being the weapon you put on if you feel like never getting caught and never dying
I think heal is a solid spot where playing light is finally good, but i dont think on top of light mobility, self heals, fortify, etc, healers need rapier to provide them with even more kiting ability, it is literally cancer, this should not be a thing u fight if your team dies then u die too it happens u just got outplayed, try play better next time.
Rapier user here
yes⦠Riposte needs to be tweaked, but what also needs to be changed is basic attacks, when enemy is running away from me i canāt hit him at the back, iām getting slowed due to animation and enemy is escaping, fleche or evade does not help to catch up enemies, especialy in light load
most accurate take in this thread by a wide margin. i play basically every role though I was a bruiser in wars for a long time. rapier allows anyone to escape, you donāt even need to go into dexterity or do anything special. lifestaff/rapier /// IG/rapier /// bow/rapier /// firestaff/rapier /// musket/rapier
by my estimates if you go into an OPR probably half the lobby or more are using a rapier and light armor just for the escape tools, but can you even name the last time someone attacked you with a rapier? like actually dealing considerable damage to you with it? no? because they dont
ok just cut it. I am just sick tired of people like you who knows better what weapons and gear i am running and that every server situation is the same. just be quiet
What i mean bro was to say that 2 mirror equiped characters should be able to catch each other no problem, this happens when 2 bruisers fight when one try run away the other will always catch up because bloodlust/reap only work to chase people down not to help you escape, this is a good design, in the other hand 1 archer using a rapier can never catch up to another archer using a rapier which is shit design, not to mention nothing else can even come close to catching up which is a an issue in itself but yeah that is my main problem with this weapon mechanics. maybe make all evade and riposte only work if you are facing your target could help with this or fleche have a CD penalty if is used without a target, could help making this weapon more offensive not to mention tweaks to the other skills damage and whatnot
I actually love the Rapiers basic attacks, theyāre just like the hatchets. You hit them once and landing the rest of them becomes much easier and you get the advantage of their basic attacks being sooo fast. You pump out a lot of dps in just autos alone.