Should High-Burst be the only way NW does PvP? Lets discuss

I like the burst meta. Things should die, and you should be able to exploit people’s mistakes. However it limits other builds. I really think healing nor burst need to change, just that better MS effects would be good enough to make it better.

People don’t use them because they don’t work well at all.

You cannot tell if you have plagued crits on a healer or not. It makes no discernable difference.

Valid facts. Too bad in high competitive stages most people have capped ABS and the difference between heavy and light is abysmal once you add in all inclusive factors of combat.

I think that speaks to a big flaw with heavy armor.

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I agree with this to a degree.

I’d just like to see a bit of a power shift from healer to player. Same speed, but less dependance on healers but not to the point where they’re negligible and useless, just slide the bar a little over to the players.

AKA, little bit more con scaling, little bit less healing.

I suggested a long time ago that maybe one of the HEAVY equipload perks should be, “ABS cap is increased by 10%” so it doesn’t completely dominate combat without healers but at the same time has a place in combat with healers as well due to increased ABS cap, off-set would be empower cap lowered by 10%

Heavy → +10% ABS Cap, -10% Empower Cap
Medium → +5% ABS cap = -5% Empower Cap
Light → Nothing

Maybe not exactly, but somewhere along these lines in a balanced nature.

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Would be great as a 250 or 300 con perk. Those are mostly useless at this point.

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PvE wise, 250 con could be the difference in the tank living or dying, but in PvP? I spit on thee. lol.

the HP gain from 200 - 300 is negligible and is only off-set by the increased CC right? you gain 1.5k health and longer CC meanwhile, you lose 30% or so of your damage. The balance really is terrible between damage stats and con.

They really need to fix con scaling so we can have healthier PvP combat. I’ve been preaching it for so long, I’m sure you know, but cmon AGS. lol.

I said it before and I’ll keep saying it.

Change fortify to boost defenses rather than reduce damage.

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For me pvp was playable, before brimstone, now wars, oprs os only one big kaboom fiesta you cant fight because wveryone only exploads … Those heartgames runes needs rework it gives too big burst… BB combo was enough now it took fun going OPR…

In a lot of cases you cannot burst down people with bis gear even if it’s light armor (not trying to farm views but a legit example) NEW WORLD! The Divison Turned Me Into This... - YouTube the fight at 0:51 seconds in

I hit him with 3 shots before the riposte
I have sundering riposte which is 24% rend and trenchant strikes which is 20% extra damage on heavy attack and I have 3 mortal empowerment stacks

I continuously hit shots on him while he was 5% hp and he managed to live for 30-40 more seconds

I have close to bis dps gear as well and he was in light armor. Burst is important just due to how the pots and healing abilities work in this game

If you can’t do enough sustained damage you won’t be able to burst them down anyway
Depends on who you are fighting but when you have perks like refreshing toast/berserk/defy death/shrinking heals

It is very difficult to burst people down even

I’ve been on this horse for a while now. I think many of the range specific issues is around how burst centric this game is. If a weapon can’t burst kill someone it’s basically useless/stat padding. But in a burst game of range becomes viable it also becomes toxic and not fun to play against.

Another thing they should do (as well as tube damage & healing down and health up) is rework a lot of the weapons to have unique utility. Look at musket. It’s only about damage, with zero utility, so if it can’t burst people it’s useless. This can be done by adding new skill trees and reworking the existing ones. The only real weapon with group utility is the VG.

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I couldn’t find the post, but I suggested this MONTHS ago. Fully agreed. I made two posts about changing how fortify/abs works and both got dev attention. 100% agreed.

Need higher CON scalings. :smiley:

No whole large scale combat needs rework… maybe add some damage nerfs in clumps ? Arenas for example are fine I dont have any issue with them … really pvp there is fantastic, but OPR ? Before patch ranges were issue now issue are those kamikaze guys …

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9k detonates are balanced. Change my mind.

6k detonate, 7,5k GA/WH combo how to live Mr President? Before patch GA/WH was not a problem even if I caught full combo I was able to dodge, go ice tomb, drink potion and return to fight now I am just dead…

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I am curious what Devs plan to do, now for me OPR is ~ 8 mins of gameplay I do 3-4k points and time for coffee, youtube, facebook… from to time I go continue take part in this kamikaze pathology.

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If you get hit by last hit of execution under 50% hp than that’s on you man

And to detonate.
I actually think it’s hella fun. Everybody panics when someone runs in with it and it makes it fun asf XD
Vines also are like a death sentence in a brawl, esp vs blunderbuss lol
Those things aren’t balanced, but they make the game more fun than not for me. If I get catched by SnS blasting detonate, that’s on me xD
But If I get blasted by 3arrows over half the map for 13k total, that’s not ok in my book
I’ll abuse bow now till they nerf it to the ground. I’m not touching meele till they change it

ehh fun??? I press c and do 4-8k dmg a few seconds later. not much skills there and unfortunately detonate is just head over heels better than any of the other heartgems (Vines might be a close second)