Save the game's pvp combat - One mechanic that will change it all

I’d be ok with this ONLY if they also added stamina costs; which is already in the game file just all set to 0

and thats why i think it should only be on heavies.

slower then light attacks.
and should be basically impossible to fully lock down without a full blow build for it which would only serve against a 1v1. add in diminishing returns and stamina costs then it should be golden.

@LPFlea We appreciate your feedback! We’re always looking for new ways to improve the game and we understand players such as yourself would love to see the return of the big & small stagger. You made some really good points and we’ll pass your feedback forward to our team for further review!

@Kippp Let’s hope this can spark up some great ideas with the team, we have moved the feedback forward from this thread so we hope that something can be implemented in the near future that will allow New World to provide a great experience for our players.

@vegetableknife we are sorry to hear about your experience. Would you care to add some feedback on why you may believe this would not be the correct move and what you would rather expect to see in New World’s future releases?

@Joe_Skulton Thanks for your in-depth feedback. It is truly appreciated

@desubot Care to share more in-depth feedback on the alternative option you mentioned. Sounds really interesting, and we would like to know what you believe the benefits and cons would be of implementing something like a front load for heavy attacks?

front loading aka doing having the heavy attack hit first while the finishing animation takes longer (instead of the other way around as it is now (long wind up)) lets you properly react to people and the things that are happening. IE you see a non str user winding up something fat and you dont want to get hit by it in particular. you heavy attack it stikes and it stops it. but you will be stuck in that animation for a little while.

the opposing player if they can react to the fact that you are doing it could potentially cancel then punish you for making that attempt. and the cat and mouse game begins as you realize they canceled their ability to strike you so you dodge as they try something.

if heavy attack for staggers costed stamina a player attempting to do stuff like this wasnt good with their stamina management it removes dodging options which is another sore point for players.

but in hind sight front loading it might not be the right way.

it could simply be a little bit faster than it is now (spear hammer and rapier for some reason have VERY long wind ups when the lowest DPS weapons should have the fastest light AND heavy attacks in general)

however all of this in mind the stagger time needs to be adjusted accordingly so people can chain for a full kill combo in one go. ( it cant exactly be stamina as you can regen stamina by chaining between that and abilities that also stun and stagger)

(there are also button pressing issues involved and “fully charged heavy attacks” that would make this not work so forget it)

If stagger was on basic attacks again, it would kill the whole combat scene- again…

Nobody that played during preview liked stagger on any attacks as it caused everyone to conform to the hatchet due to it’s swing speed, and it was just left click spam… tie that into 300 str to get grit on all attacks(aside from abilities) and we’ll see the same boat sink.

-1 for me. I hated the stagger spam.

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I have been thinking about some changes to the way a few things work, such as

Instead of living + weapon damage change to the ability gains points based on attributes

  • Making damage on attacks based on attribute + damage value
    Example: Your ice storm does base damage + X damage per an intellect point
    your ice storm deals 60% weapon damage + 1 damage per an intellect point

This would be the control mechanism to prevent really toxic and abusive builds, but would also help encourage others

I have also been looking at

  • Stamina is reduced to 50 base.
  • Con or a new attribute (stamina) adds additional stamina. Then working haste caps into these values, for example you cannot exceed x % of haste unless you have a perk that expands it.

This is the control mechanism for really agile, super fast, dodge crazy builds that basically can never be caught.

+0.5 for me i think it belongs on heavies.

I agree. The crowd control in this game should be set up in a way that you time your attacks after it, and try to kill during that cc phase. When you do not have such damage or CC, you have to play “defensive” which means to kite around pillars, dodge or hide from enemies, etc.

This A Than B style of pvp is excellent, and provides meaningful choices and a meta to be lernt instead of just spam. Spam is the downfall to any meaningful action, and guild wars 2 is a testament to this.

Maybe if it were fully charged, not half charged. but still, DRs is needed to fix the game’s current meta/combat. The only way people honestly net their kills (for the most part) is CC spam until the target(s) are dead. if there were immunities added, 2-3 seconds long per CC depending on what CC you got hit with, it would create a shift in playstyles regarding spam vs well-timed assault.

So great axe etc can have 6-7K heavy attacks, stun you in prep of another? Yea, i’ll hard pass on “heavy world” pvp.

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we should really consider that spam is a great number of somethings. Lots of the same thing, for example lots of CC.

Usually, no value comes out of spam. It suffers from any form of quality and i’d rather have meaningful quality based choices in combat.

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honestly, I don’t see more CC being a fix to the current CC spam. people will just get more infuriated about being locked till death.

Right now what happens the majority of the time in any PvP situation where it’s competitive: You will get rooted over and over until you’re dead, and if you’re not dead, they kite until they can sync dump CC again.

If you were recently stunned, you should be immune to stuns for 2-3 seconds after the stuns effects wear off. If you were rooted, same thing, immune for a couple seconds to roots. etc etc. for all CC, staggered- stagger immunity, snared- snare immunity. The immunity would only last for 2 or 3 seconds which is enough time to still utilize sync dumps, but they would have to be better timed sync dumps.

But this would prevent seeing 3 GW’s landing at your feet, along with an ice shower, you’d be immune to the roots, but you would in turn just be snared from it’s effects, but still capable of dodging.

This is why i said

“every concept of combat in the game needs a counter reaction to it”.

There is no counter for stunlock. In wow we use mechanical systems (Diminishing returns) to handle that situation, but in wow we also have base cc durations that are much longer than in new world. In theory changing the heavy armor bonus off of +duration on cc, to something else would effectively make the DR system in way built into the game; effectively we’d nullify the major need to have it due to low duration cc.

I think new world CC is onto something really big by having stuns break on damage, and so on. The only issue i see here is that heavy bonus, and that slows are not done enough in the game, more specifically on the right classese (bow, ig and vg).

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even in Dark age of Camelot, there were diminishing returns, except in daoc, if you got stunned you HAD to sit for the full length of the stun… which was killer considering most stuns utilized were near 10 seconds long (I think 9 on average) but there were realm abilities for involving yourself in PvP combat. you would get rank upgrades that allowed you to spend those realm points on such abilities like: Purge, a 30 minute cooldown ability that would cleanse you of all debuffs.

Maybe if something like those ranks be implemented in NW would be dope. augmented attributes, purge, extra HP pool, extra mana/power pool, crit chance, etc etc. but DRs… those are always needed to prevent spam imo.

I just want to see more people expand on builds rather than youtubing the cheese builds to spam CC/roots with 0 DRs… just makes it the clear cut winner vs any other form of competitive PvP.

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remove all staggering from the game

combat will be WAY more satisfying

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Roots are by far the most powerful of CC in NW.

It goes,
#1. Roots
Then a tie with flattens, stuns and staggers
at the bottom, even though it’s really powerful still, just by comparison, snares are the bottom tier CC.

If your character can’t move or dodge, that’s when you usually die as you cannot do anything else aside from move like a slug or not at all, only block.