Suggested changes following user feedback

While I originally posted this in general as a bit of a jest, due to the overwhelmingly positive feedback, I figured i’d post it here in the hope a Dev would at least see/respond.

The original “troll” post
1.2 Patch notes leaked - General Discussion / General Discussion - New World Forums
got flagged as offensive for some reason.

Armor Balance
Armor balancing has been conducted across all armor types Light/Medium/Heavy

  • Medium armor is the standard armor and has a 0% bonus to damage and healing across the board.
    Medium armor base defensive statistics have been increased by 42%.
  • Light armor is now considered offensive support armor and receives a 5% bonus to healing and damage for each piece worn.
    (A set of Light armor now has 25% less defensive statistics than medium armor.)
  • Heavy armor is now considered defensive armor and received a 5% reduction to healing and damage for each piece worn.
    (A set of Heavy armor now has 25% more defensive statistics than medium armor.)

Comparatively the physical and elemental resistance values on a Tier 5 chest piece.

Before Patch 1.2:
	Light armor - 200
	Medium armor - 355
	Heavy armor - 629

After Patch 1.2:
	Light armor - 504-25% = 378
	Medium armor - 355 +42% = 504
	Heavy armor - 504+25% = 630


  • Shields no longer add to your carried weight.
  • Shields no longer have statistics but grant a 100% increase to sword statistics.
  • Small shields (Round/Buckler) increase sword base damage by 25%
  • Medium shields (Kite) provide no bonus to damage
  • Large shields (Tower) reduce sword base damage by 25% and increase threat generation 25%
  • Sword statistics have been adjusted to accommodate.



  • Added tweezers to jewel crafting.
    Tweezers can be used to remove gemstones from existing jewelry. Stones removed in this way will become uncut variants, and require re-cutting before they can be used again.


  • Many of the rare craftable armor and weapons have unique appearances, our data shows these are underused in the levelling progression.
    We have decided to change these items into craftable cosmetic items, these cosmetic items will unlock the respective cosmetic but require a reforming stone to apply their appearance.
  • Added reforming stones.
    Outfitters/Armorers and Weaponsmiths can now craft reforming stones of all tiers.
    Reforming stones use rare materials of their respective tier and allow a single application of crafted cosmetic items.
  • We have added Greater reforming stones to the cash shop.
    Greater Reforming Stones can be used on to cosmetic items, permanently allowing them to be applied at any time like purchased cosmetic items.
  • Added Shears and Straight Razor to engineering.
    Shears can now be crafted by engineering, in conjunction with a Mirror* will allow players to change their hair style.
    Straight Razor can now be crafted by engineers, in conjunction with a Mirror* will allow players to change their facial hair.
  • Added Azoth Infused Hide and inking needle to Arcana
    Azoth Infused Hide can now be crafted by Arcanists, in conjunction with a Mirror* will allow players to change their facial appearance/body type.
    Inking needle an now be crafted by Arcanists, in conjunction with a Mirror* will allow players to change their body adornments/tattoos.
  • Mirror*
    Mirrors can now be crafted by Furnishing. - See above
  • Crafting stations now have an option for training, this will consume less raw materials than crafting items to grant experience, but also not yield any items for salvage.


  • Dyes can now be used on all items including weapons and purchased/earned cosmetics.
  • increased the Alpha Layer on certain armor pieces to allow Dyes to be more visible.



  • The compass should no longer stop tracking items under certain conditions.
  • The distance of tracking for certain resources such as ore has been significantly increased.


  • Users should longer be prevented from using global chat channels after participating in certain activities.


  • Icons should no longer appear on top of each other.
  • Icons should now always display their correct images.


  • Added a Salvage all option to the end of crafting interface, there is also a check box to allow for excluding specific items.


  • Reworked expedition attunement orbs.
  • Removed the orb entry requirements for expeditions.
  • Expeditions can now only be done once per lockout*.
    A lockout can be removed by consuming an attunement orb, or will be removed automatically each day.
    Expeditions will incur a lockout* once the first boss is defeated.
  • Reduced the resource requirements to craft Attunement Orbs and they are no longer BoP.
  • Once per day, when killing the final boss of any expedition in a party with at least one member who has not yet defeated the expedition, you are guaranteed to receive an item at or above your current Watermark. This applies to each expedition.

Quality of life.

  • increased run speed of the road travel buff from 10% to 25%
    being attacked by pvp will prevent the movement speed buff from re-applying for 20 seconds.
  • Travelling between player owned housing will no longer put the housing recall on cooldown.
    you are able to travel between player owned housing even if the house recall is on cooldown.
  • There is no longer a limit to how many trophies a player may have in a house*
    each house has a trophy buff interface to allow activation of any 5 trophies currently in that residence.
    the trophy buff interface is accessible from the world map.
  • The inventory can now be used while performing other actions such as harvesting/running without interrupting the player.


We have put a hold on making anymore significant balance changes until we see the effect of the armor balance changes and have fixed the remaining issues with perks not functioning as intended, there were however a few changes we feel could be made with minimal impact.


  • Reworked Defensive Formation - Defensive formation now makes the player immovable while blocking and under the effects of Final Stand. - we felt this would be somewhat of a QoL improvement in tanking for an ability that is currently underperforming.

Weapon swapping

  • Weapon swapping is now instant and uninterruptable, however it has been given 1 second cooldown.

Weapon lock and lunges.

  • Slightly reduced the weapon lock and lunge distance of certain weapons.
  • Weapon loadouts can no longer be changed (from the inventory screen) while marked as in combat.
  • Weapon loadouts can now be changed even if abilities are on cooldown, provided you are not “in combat”.


300 STR

  • Now longer grants grit on light and heavy attacks, instead reduces the duration of CC on you by 20%.

300 CON

  • Now grants grit on light and heavy attacks, no longer increases the duration of CC abilities.

300 INT

  • no longer lowers Azoth travel costs by 10%, now grants chance to instantly harvest nodes.

300 DEX

  • Now also grants a 25% chance to instantly Skin a target.

300 FOC

  • No longer grants 10% reduction on fast travel cooldown, now grants chance to instantly catch fish on cast.


  • Removed the Luck perk from equipment items (armor/weapons) - Luck will remain as a perk option for bags and housing trophies.
  • Harvesting luck still remains unchanged.
  • Adjusted loot table percentages to accommodate.
  • Equipment that previously had luck will receive a new random perk upon logging in.
  • Fixed the loot tables for chests giving less rewards than intended.


  • Adjusted the watermark system for weapons to be an average of your current combined weapons. - This means that the introduction of new weapons to the game should not be as significant as efforts to raise.

eg. if you have Nine weapons already at GS 600 and a new one is introduced it’s watermark will be: ((600x9)+500)/10) = 590

  • Armor watermark remains unchanged.



- Edited this post to provide some feedback below regarding suggested changes -

Armoring balance: I think there needs to be bigger difference between medium and heavy armor if you’re going to start debuffing damage and healing. Armor values right now are at the good state imo (maybe they could use a slight boost).
I feel that for each light armor piece giving a set amount of 5% to damage/healing is not the right way to go, if you go down this route then chest piece should grant highest amount, pants medium amount and the rest of slots minimal amount - since by your suggestion you could equip a heavy armor to get 5% debuff and light gloves to cancel out the debuff, by loosing minimal armor values.
Maybe something for PTR, since this implementation would need a lot of testing. It may sound good only on paper.

"Shields no longer add to your carried weight.", I personally dislike this suggestion, meaning everyone would have a shield equipped at any time even if not using the sword.

Expeditions: not a fan of suggested changes - I think crafting orbs to enter expeditions grants a end-game goal. If you have a free entry every day just defeats the excitement and de-values the expeditions, since it’s now much easier to achieve something that was designed to be special. But I do agree that drops in Laazrus and Genesis need a bit of buffing, since orbs get expensive. At the moment there’s too much bound on pickup drops in expeditions, and a lot of times that’s the only good drops you get, that end up as a salvage material anyway.

QoL: Trophies - yes please. I was thinking the same for a wile now, the UI is already there, just make a dropdown where we can swap trophies easily - you can even charge us Azoth per swap (15 azoth per swap maybe).

"Weapon loadouts can no longer be changed (from the inventory screen) while marked as in combat." - as long as you are not permanently marked “in-combat” while participating in a War or OPR, I’m fine with that change.

Equipment: initially I would be a fan of that, because people would run more pvp focused gear and not depend on the luck armor and weapons, since end game zones are now a warzone since people are flagging. But I think it’s too late for that now - replacing luck with random perk is probably a bad idea and would rub players the wrong way, since alot of them spent alot of the gold crafting voidbent gear.

The rest of the suggested changes I think are fine and would add to the overall gameplay and enjoyment of the game.

This would have been the best patch notes in decades, and really improve the game a lot.
I showed some m8s this, as a “real” update note.

And everyone responded “I will be back in the game”
Then I told them, it was a joke, showed the PTR changes, and they applied for a refund.

Yeh, well apparently good ideas is warrant for a 2 week ban. No mod response, my appeal to find out why was ignored. I just hope I can wake up a few more people to abandon the ship.

I just look trought you’r change concerning armor / weapon i don’t see any good idea.

For instance Grit is a problem beacause it prevent almost everything from interupting you right and you’r solution is to displace the problème from str to cond nothing change GA will swap to 300 cond and now have the op 150/200 perk point in it + grit.

One solution would be remove the knockback resistance from grit (change one or 2 spell to knowback instead of stager) and add stager to everything in the game so there is an use for grit (but ofc don’t make it so everything has the same stager potential, a WH should stagger way more than a rapiere, add stager resistance based on attack / armor weight)

I mean it’s not Hard AGS just have to finish what they started not standing halfway trought it (copying Dark soul system)

OMG I was so excited, I thought this are your personal notes from the PTR patch coming :frowning: The armour changes seemed to good to be true. Totally Heavy Meta on my Realm…

it’ll change the STR damage. your max attrib pool is 125 (armour) + 75 (jevelry) + 60 (weapons) + 190 (points) = 450. Plus 5 base, so putting 295+5(base) into CON for grit, there will be only 155+5(base) left into STR. so you’ll get grit OR damage, not grit AND damage as for now. Even with +40 food 200 str vs curr 400 str is a lot

i agree it would be less of a problem since they will deal less damage, but the designe flawed within the GRIT mecanic is still there so in the end you’r idea wont change much.

can’t agree. grit is a good addition for a tanky tuna cans. it well suitable for this concept of a build. yes, it is not suitable for dps at all. tank should be resistant to staggers and knockdowns - grit is providing this fairly well

Grit gave you free trade into anything that isn’t and instant stun.
I not saying remove grit gg everything fine, no i’m asking for a rework of grit and stager / knockdown / stun in general. In my opinion grit right now is simply overpowered has a mecanic.

OFC it’s nothing more than my opinion on the subject, if you want to make some test i advice you to try all melle match up of GA.

WTF … this is everything we want and some I didn’t think of. HOW did you get banned for this. Devs should just take this and go " how do we do that" and just make a road map using this as a guide line there is only one thing i disagree with but i mean if ALL of this happened how could i complain.

He got banned because the original, now-deleted post, was titled as though they were leaked official 1.2 patch notes, and read the same way. He has since reposted the same thing twice, and both threads are active. This thread is one of them.

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Keep this alive to remind AGS that here are awesome suggestions

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