Hello again, Aeternum citizens! After the ruckus caused by the Patch 1.0.5, and after reading the post here: A Letter To AGS & The Healers' Community, I’ll try to drive the game’s community to a warring state by asking and re-instating the fundamentals: should we be begging for a new holy trinity or should we be trying to balance all, according to certain parameters in New World specifically?
I’m raising this question, because I don’t see it (yet) in the forums and it kinda troubles me. Let’s put things down the table and reinstate the way we want to play the game.
#1 The Holy Flexible Trinity
It’s been quite the fuss on whether we need tanks and healers in a group and what is their role in both PvE and PvP. Let’s see what these roles stand for:
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Healer: This role relies on its ability to mend the wounds of the team and keep it alive to achieve the common goal (PvE). In PvP, the healer alone tries to sustain the damage, so it kinda revolves around tanking (in a sense).
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Tank: This role relies on its ability to stand in the frontline and sustain the damage from the enemy, while the rest of the group deals damage or keeps the team alive and strong (PvE). In PvP, they do the same thing, but for the sake of their own survival.
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DPS: In both PvE and PvP, they do damage in any way possible, either raw damage or over time damage.
The whole explanation of the obvious is to reinstate the already known and think to ourselves: do we want this strict distinction or we want some air and space to breathe? Obviously, this is too strict for anyone to follow. For this reason, we have a more flexible version of WoW’s Holy Trinity System. In this game specifically we have to choose our own path through a selection of weapons with different aspects and traits. Even with that flexibility, we choose to narrow it behind Holy Trinity terms that don’t really do the work they did back in the days of the elden MMOs.
So, to the developers that I want to think that they read and hear our voices, I have this plain suggestion to reinvent their system: open up the spectrum of the roles the players have to take and make all PvP squad-based. Create 5v5 situations (for smaller PvP groups) and expand it to your war system. The roles (if we want to put them in strict terms and words) should be like this, trying to fit all the playstyles in:
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Healer Roles: The backbone of the group, rely on their ability to keep the group members buffed and healed, to achieve the team’s goal. Their arsenal should provide healing and buff supportive skillsets for their cause.
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Rogue/Assassin Roles: The flankers of the group, either assassins or rogues, rely on their stealth to sabotage the enemy and help the team bring them down. Their arsenal should provide invisibility and trickery skills, along with some damage skills for their cause.
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Damage Dealer Roles: The essence of war itself, charge into battle to break the enemy and conquer. Their arsenal should provide damage and damage scaling skillsets to achieve their goals.
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Controller Roles: The tacticians of the team, lay waste with traps and gimmicks to lure the enemy and debuff them to the teams advantage. Their arsenal should provide them with crowd controlling and debuff skillsets for their cause.
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Tank Roles: The front men of the battlefield, stand like walls in front of their team and taunt the enemy as a distraction. Their role is to stand ground and get the enemy’s attention to them, taunting and sustaining their damage. Their arsenal should provide them with ward and protection skillsets, as well as some health sustaining skills to keep up, when the healer cannot aid them.
As you can see, we have a Holy Quintessence with more options and more unique playstyles to follow. But, to make it game specific, we have to redesign the weapons on that manner. That means loads of effort from the whole team of Amazon Games. As I’ve mentioned in my previous post [Additions to Game] Mastery in Armor Types and Respecing Point System, there should be an armor mastery too, for more flexibility.
#2 Weapons and Armor Mastery Re-Imagining
This game makes clear that each weapon has its own style and it depends on the player how it will behave in combat. There are two treelines that serve a specific purpose and that’s why we have 20 points instead of let’s say 30 or 40: we must choose wisely and according to our favorite playstyle. If we apply this logic to my idea of Armor Mastery too, we’ll be able to get a better feel of our set of choices and a more interactive approach to our game life. We aren’t in the high grounds to whine about the healers surviving the apocalypse or the dps not killing the healer, because it’s skill that is required to get through trial and error to learn to play well. Even with the best gear or the best ability setup, if you don’t practice your playstyle and test your skills, you will always whine the way through the forums (you refers to all of us, without exception).
So, the solution here lies in both our playing and the devs’ efforts to make the game a battleground of unique skill sets clashing together for the glory (too dramatic, I know).
Bonus Thought / Suggestion: Teamed PvP
Based on the previous thought on squad based PvP, I know that most of the people here, along with the development team, might laugh or look at it with a menacing pokerface, but I’ll say it: death to 1v1 PvP, hail the teamed PvP! Wars are very fun and, in this game, it has seen some success. The New World’s War System is pretty cool and better set up than other similar attempts in other games. But if we want to face the truth, one of the reasons we have that DPS vs Healers beef here is the 1v1 Duel. What’s the reward for that anyway? In most cases, you just want to show off your gear and PK others for fun. We have to show off through teamwork, and the Wars are maybe the only way to do it. But it only happens once in a while. Why not having a PvP feature, like a live version of Capture the Flag, where a band of 3-5 people of the same Faction conquer a small outpost in the territory.
Let’s explain this feature with an example:
Along with the fort in Everfall, there are 10 outposts (something like an army camp or a watchtower with supplies behind the walls). For each outpost, the minimum requirement is 5 people and level 50. The quest for capturing will be available at the Faction NPC in every city and can be given anytime. The outposts can have some NPC army men who will defend the place, who will belong to the ruling guild of the ruling faction.
To make it more rewarding, the players will earn some loot from chests inside the camp/outpost and they will be earning some Faction Tokens as well. Also, if you encounter other players defending the position, you can kill them for some extra faction tokens or gold (no player looting, that would be frustrating).
So far these are my thoughts, I’ll be adding more as time passes, thanks for reading all the way through and I hope the voices of all roles will be heard.
Ad Astra, Aogra Volve

