Dude, are you joking?
I haven’t seen anyone using cyclone in months in PvP (wars, and even OPRs, where you don’t have to be a meta slave)
With cyclone hit registration healing is useless.
With cyclone long animation stamina bonus is useless.
Slow is somewhat good but it’s only 3 seconds, and cyclone can be countered by the W key.
Are you a theory crafter or a PvE player?
Why are trying to defend one of the worst abilities in the game? I am sure you’re not playing it so why?
Crazy AOE+CC+DAMAGE from GA/WH is still very strong and it has no alternatives. No meta variety
Try play it on pvp, want to see u hit the air (8/10 times) instead of the player right next to u. In PvE hatchet is good yeah, but pvp is useless. Since day 1 the hatchet has this problem.
A couple of musings from the last couple years of this game’s development.
Hatchet, when not affected by bugs, has been in a neutered state since the removal of stagger. One of the main things holding it back is its terrible ability to stick on targets and inconsequential pressure when it finally does get on someone.
Feral Rush in particular has terrible catch potential and often fails to root targets whom you clearly hit in the back.
Essentially, Blunderbuss does everything hatchet aims to do, only better and is a far
more forgiving weapon to use. Everything that made the hatchet stand out as a weapon has been nerfed or made obsolete by ignorant game additions/changes.
Not that the devs have ever shown to give a flying fuck about combat balance. New World is no longer being designed to be a great PvP game. It’s trying to be like WoW. It’s about time people recognized it.
Maybe first propose how to rework bersker properly, and then we can talk. you have abiltiy for flat healing, speed and dmg bonus, and immortality each 1minute15seconds as the only one weapon in the game, and you have courage to come and compain about hatchet… unbelievable
I don’t think so, using hatchet lately myself and do not have any problems with it, as long as you do not only spam your left click. But bersker is OP atm, but none speaks about it. Even if I mentioned the problem you are ignoring it
They were never reworked to catch up with the new mechanics.
GA; SnS, Hatchet; if used, is only for 1/2 skill/perks from any tree and nothing else, when you can go BB/Spear, bow/spear, Ls/rapier, bow/rapier, musket/rapier and get a full kit of utilities.
Gravity well became a meme, SnS is leap strike and maybe defiant, hatchet berserk and defying.
1 or 2 out of 6 is a bad trade off, when you get way more from other weapons
One thing I want to clarify. I don’t think the hatchet is bad. I believe that outside of berserk and defy, hatchet is poorly designed. That said berserk occupies 80% of what makes the hatchet a good weapon. 15% defy death and the other 13 points can pretty much be placed at random. Would I mind a bit of a power shift off of berserk to improve the rest of the skills not at all. Do I think that fixes the problems? No. Would it be a step in the right direction? Yes. Just like the throwing tree rework it is a step in the right direction but it’s still in a bad spot.
For all you pvp vs pve people here is how each part feels to me.
Melee
PVE: berserk and defy, add fortify to make every encounter a joke. Enchanted/refreshing move and you are set. (and hatchet is good in M10’s because fortify stacking, not becuase hatchet is good that broken)
PVP: poor hit detection, cc and utility makes berserk and defy the only way to fight. If you don’t know how to cancel bersker animation you are in trouble. Still feels like I’ll only fight if I catch the from behind and berserk is up. 90% of the time its the other weapon doing the actual work.
Ranged
PVE: very skinny hitbox (literally width of the axe), bad reticle (where you toss the hatchet is centered on the left arrow not the center) debuff support centered rather than main dps, decent dmg very safe
PVP: all I said about ranged pve + low dmg, slow dodge-able projectile, and single target. Completely outclassed by every other weapon in the game still.
That is because with the current version of New World all weapons are designed to have a distinct feel and flavor yet all builds are expected to have the same output in terms of damage or utility.
In games like WoW or any other class-locked MMO player satisfaction is directly linked to the success developers have in balancing those outputs. This is mainly because players could not easily switch classes or freely decide what weapons to equip. Additionally, damage outputs are directly measurable through addons and comparable because PvE encounters are scripted. This all together invites power-creep and starts an everlasting meta-spiral that is solely managed by items and abilities.
New World wanted to pursue a different concept. Fully class-less with free weapon-choices. Why? Because only then could a developer justify that some weapons simply don’t work against each other. Much like a Rock-Paper-Scissor-Concept. Best case scenario would then be not having a meta at all. Players would be challenged in finding the best counter weapon to the one an opponent uses. This is also why we once had a choice of three weapons. The quality of the equipment would play a minor role and the players capability in wielding the chosen weapon and exploiting weaknesses in the opponents abilities would be the major factors for success.
Unfortunately, AGS decided to simply copy requested features into their game to suit the PvE-focussed crowd. But it still shows that some features that were adapted that work well in a theme-park MMOs simply are not compatible with New Worlds initial game design. Often cited problems are the not functioning economy, lack of abilities, unbalanced weapons and too small/weak servers.
If you do not kno whow to play, then yes, the berserker is the only you know how to use on hatchet.
And still, it’s broken. There is not any logic reason why hatchet should keep their passive with immortality. It’s totally brainless, and makes those people only spam left clicks.
Instead of 3 seconds immortality under 50hp, it’s should be 80% of fortify for 3 seconds under 500 hp.
Don’t forget VG Oblivion cancels Defy Death.
I haven’t had it happen yet but in theory greatsword’s skyward nullification perk randomly removes a buff from an enemy and should be able to remove Defy Death as well.
Yep, the hatchets inability to actually make contact when swinging is ridiculous. One day they nerfed the hatchets hitbox and it’s been a wet noodle ever since.