Stamina management is a big part of pvp in this game. Being able to efficiently manage your stamina to avoid damage is a huge part of the skill gap along with being able to time dodges correctly. That’s why these two perks are extremely problematic for the game.
Shirking Energy and Stamina Recovery should not exist in their current form because Stamina = invincibility and the more free stamina a player can get, the lighter the armor class they can run and the more time they can spend being invincible. These two perks are what really make some light armor players nearly impossible to chase and kill, especially in combination with the rapier which also already gives free stamina.
Stamina recovery is fine because of the delay.
But this shirking energy … all those light who runs everywhere and uncatchable. I hope one day they all will be fcked up by a nerf.
It also can be used with ANY armor type, but it still compounds the problem with uncatcheable light users, because maybe if you get them to 49% and out of stamina, oop! They are full stamina and get to keep running away and being invincible again.
I also think they should remove the free stamina from evade or at the very least, make it so you have to attack someone within 1 or 2 seconds of using it to get the free stamina that way it has to be used offensively and not as a run away button.
Yeah of course ! In new world the definition of skill is :
left mouse click
dodge 3 times
run with berzerk
back to left mouse click
I mean, yes they try to make the game more casual. But what the hell with that … In the most popular mmos, if you prioritize mobility you do less damage.
In new world, more you have mobility more you do damage. Less mobility, less heal and damage aka heavy set LOL.
Stamina recovery is not an issue.
Shirking enerhy would be ok with way longer CD.
But all shirking perks in fact are just OP. Devs should look into all of them. Shirking foritication is even moer op than energy.
In my opinon, rapier’s Evade should grant 20 stamina only when you hit someone with attack empowered by Evade or shortly after, not instantly on cast. This would reward players who fight rather than thoose who flee
but keeping distance is too easy right now, to say more, it’s hard to NOT keep distance, light dodge is so fast and covers such a long distance + burnout/evade shot/fleche/charge/leap strike + free energy from dodging + free full stamina bar from getting hit once every 30 seconds: THAT’S 3 FREE DODGES
No its not. Only if you are rapier player. But for all other light builds its not easy since if you try to shot enemy your movment is snail after each shot. So all other player has to do to close gap is simple run forward.
Yea there are movment skill but you can use them to to chase you know?
I duel a pretty good few ranged on my bruiser, and every single time. “I’m stammed out” signals the end of the fight for ranged. They need these tools, because without them the fight is over as soon as they hit that last dodge.
I think the dodges need to be kept in line in consideration with gap closing, staggers, stuns and the fact that my dodges are also used as aggressive tools.
In that way, i feel like these perks are not problematic, but a great tool.
Plus the problem is that there is very limited amount of stamina regen reduction (exhaust). The only good exhaust applier is Blunderbuss with Exhausting Net Shot, which is over 50%. Everything else have it set to 10-20%, which is joke
change all rapier mobility skills and you fix most of the problem with PVP, healers will die, ranged will die, everything will be fixed, stop this bullshit and focus on the real problem.
Bow is not the issue, musket is not the issue, ranged in general is not the issue, RAPIER is the issue.
You can remove the rapier from the game this will still make it extremely difficult to kill healers because of all the free stamina. Healers will just swap to something else, probably the ice gauntlet.