This game does not reward skillful play as much as it should

Metas will most likely always exist for min maxers, what’s important is to never have “trash tier” classes (weapons in this case). Keep their design true and reward them for doing what they are supposed to.

I’d like to point you over to the Our Vision of Combat - What Happened 2.0 thread for a good rundown of what has happened during the development of New World’s combat system. You mentioned stagger, so you might have already seen it though. Although in context, the Great Axe (and spear) didn’t exist at the time, so obviously Gravity Well wasn’t a problem back then.

As to this thread, you might not like the lower TTK, but the reason it was lowered (the broken resilient trait and onyx gems) was absolutely necessary. You can’t balance a game when things were as broken as they were. There are still a few major exploits/bugs that need to be addressed before any proper balancing can occur. Although it looks like resilient is still “broken” as it can make critical hits actually less damaging than normal hits if you have enough of it since it reduces total critical hit damage and not the bonus critical damage excluslively

I’ll go one farther though, resilient shouldn’t really exist as a trait because luck based critical hits have no place in a skill based game. In a game where even a slight movement by your opponent can cause your arrow to go between their legs or just over their shoulder, being outplayed by a random number generator isn’t fun.

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I agree with everything you just said, and I personally have also posted that forum thread elsewhere. It is a fantastic breakdown.

Metas will always exist, but I think a meta where the lowest effort strategies also yield the highest rewards is extremely unhealthy for the game.

The highest skill ceiling weapons also being the weakest even with a highly skilled user is never a good thing.

Also, +1000 to the point about Resilient. I agree that random crits have no place in a game like this. Critical hits should exclusively be headshots and backstabs.

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I think that was precisely the plan, gaining market share by becoming more mainstream. I suspect this will continue.

Is your concern with resilient before or after the bug patch?

Where can i find how scaling works in duels vs open world vs opr? You cant really trust tool tips since there are so many bugs. Even with rubber banding and stuttering i still gave pvp a chance with bow and musket. I was hitting a void bent player for 550 with a 590 gs musket and me wearing light armor would take 2500 hits with full onyx gems. Lol…

Resilient was terrible before, and it’s still terrible. It’s a fundamentally flawed idea, and it reduces the skill ceiling of the game.

Dexterity weapons are built around critical hits, and are the hardest to use weapons to begin with.

Precision weapons were actually BETTER relative to other weapons before this patch, because they weren’t being uniquely penalized.

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I definitely agree with this, especially since the bow really relies on head shot crits to put out sustainable and competitive damage. Of course, you mention the resiliant stat, and I agree this definitely seems counterintuitive to the bow’s forte of sustainable dps.

The bow is quite difficult to use and master, and I would certainly agree that the bow gameplay can be improved, but the resilient stat kind of nerfs them to the ground in PVP.

I’m sort of parroting comments already made, but players with good movement are already a nightmare to land shots on with a bow thanks to the slow arrow velocity. Then you’ve got those hard to land headshots being punished by a passive armor perk. It’s like the goal is to get everyone to play unga bunga heavy armor melee.

Ice Shower/Ice Gauntlet is actually bugged and doing way more damage than it should.

Y’all doing me dirty like this.

I’m sure you’re a meme in their offices by now.

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AoE will typically always performs better in group fight scenarios. Bows can still perform well but should target mages or light armor builds primarily.

Musket is going to be tough to balance as it will either be completely oppressive or a tickler weapon. Personally I think with its super high cooldowns it could use a damage buff or armor pen. They should probably give the musket the second trap back. If they don’t want it to have high spike damage then reduce its reload down time so it can fire more often.

Bow is great at dueling. For me I think it needs some improvement on its AoE animations to cast faster so it can combo and spit damage more consistently in group pvp.

There definitely is room for assassins and duelist to neuter makes fighting on the perimeter in Sieges but currently I’ve seen more players using Hammer and GA for this purpose rather than Spear, Rapier, Bow, Musket, Sword etc. Which are all underperformed in sieges before this last round of mitigation nerfs to Resilient. Could change now. I actually hope so. I’m a melee face mauler but I’d like to see more weapon variety in sieges. It feels a bit narrow atm for what is allowed in based on expected performance.

The problem with the game is that the wealth of super powerful AoEs to begin with.

Some of the strongest single target abilities in the game (Ice Storm+Heavy Freeze, Ice Shower, Gravity Well) are also massive AoEs.

AoEs excelling in group fights is a no-brainer, but the issue is systemic. The game has too many AoEs, and what AoEs there are also happen to be some of the highest impact abilities.

It’s probably too late already to go back on this design philosophy, but Ice Storm/Ice Shower/Gravity Well are due for some massive nerfs.

@Ligase48

I believe that if the masses are using weapon A,B,C in wars but are not using D,E,F, that it speaks volume to where things need attention.

Most wars are made up of what? Great Axe, Hammer, Hatchet, Ice Gauntlet, Fire Staff, and of course Life Staff.

The DPS contribution list at the end is all about DPS, might as well say IG/FS will mostly take those top of the charts list.

I know a sense of Meta will always exist, but I also like to fall on an old idiom of the baby that cries first gets the milk. Currently, its more like the baby that is consuming all the milk gets less milk, but the other baby gets to continue to cry about needing milk.

I speak to all the other weapons that just do not exactly have the same place value as the ones I mentioned. Eventually, it will just be, you cannot go to war unless you have the weapons mentioned and this is where players like myself will get turned off from enjoying such features. Hopefully, all weapons will eventually feel a sense of worth.

Note: I did not see anything in the patch notes about any of the less desirable weapons being used in wars.

I would imagine ground target AOEs and lingering particle effects would cause more objects needing to render on the screen. This would likely lead to lag as it would require unnecessary objects to be drawn dynamically on the screen.

I don’t use Ice Gauntlet atm but I thinks it’s pretty well designed outside of the server performance issues with Ice Storm in wars. It’s kit relies on the cc.

In the Betas I thought GA was op and Gravity Well should have been moved to a different weapon. But for single target G-wells value is its cc not damage. It does very little single target damage and overall isn’t a great ability for pve except in Invasions and some larger areas where you can group up mobs.

Single target just doesn’t have as much of a place in this type of game unless you can burst someone down and hold them in place to finish a kill and repeat frequently. Most of the content is group related and bow/musket/Spear aren’t needed to clear any expeditions.

A lot more AoE weapons will be introduced over time as this is a group fight game. Some assassin weapons as well. Prepare yourself.

I suspect the game will change over time as well, I hope so. So on large map style games, Assassins would be able to free roam, specially in stealth teams for Open World PVP. However, I could almost imagine if they follow the same style as most MMORPGs, Assassins in blob versus blob become almost meaningless, specially speaking about wars here because the maps are so small and you are only allowed so many folks.

I’d expect solo dex builds with mobility to see a niche use spike with the upcoming changes to loot luck when flagged. It will create a hunter vs gatherer dynamic in pvp. I think they should probably also include something like a 50% drop of held items in inventory as well or maybe 25%. It would drastically increase the motivation for being flagged.

Gatherers will be high risk high reward with luck chance sets. Solo gankers. Group roamers.

HWM farming kind of blows I’ll be honest. I don’t care for it. It’s hard to get into a group when I’m off work as I’m playing on an EST server with my company and the loops take so long they start well before I’m often home from work.

The more motivations and types of pvp the game incentivizes the more doors open up for specific use builds to make everyone happy that they have a place to excel in the game.

The current state is not meta, its “broken af” and “unplayable at all”.
Please balance hotfix patch asap