Un-Nerf Innate Mobility and Rebalance Abilities that Give Free Stamina Bars

We have had a lot of mobility nerfs aimed at countering dex/rapier users for the last six months; however, all they ended up doing was nerfing everyone else besides rapier/dex users as they do not follow the same gameplay mechanics as everyone else due to their innate haste and stamina regen bonuses (bow/musket/rapier/spear) plus extra iframes (rapier) and free stamina bar due to riposte.

The following changes should be reverted to their original state:

  • Stamina Regeneration Delay Nerf (delay should be removed)
  • Stamina Regeneration Disabled While Jumping (should be allowed to regen while jumping)
  • Dolphin Dive Nerf (previously you could change character direction 360 degrees while in dolphin dive animation. A few patches ago they broke something and now dolphin dive only works consistently in a narrow 90 degrees with the axis being your character model.)

In addition to these changes riposte should be reverted to have full immunity to damage after riposting; however, stamina regeneration should cease while in the riposte animation.

Stamina Regeneration should also cease while in Ice tomb; however, you should be able to be healed in ice tomb and the tomb itself should not be healable (this would be a tremendous quality of life to healers and mages and would be a straight buff to mages in team play but a nerf to ice tomb in 1v1 1vx scenarios).

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They just need to revert the recent light armor changes as they clearly did not nerf the setups that were targeted while making everybody else’s time extremely miserable. They really need to start looking into properly balancing weapons and shutting down all the free mobility, especially stamina and haste buffs, that help setups like Rapier / Bow be so slippery.

New World just doesn’t feel great when everybody has to rely on crutch weapons like rapier or hatchet to survive when the native defensive options like dodging are that ineffective after getting tagged just a single time with a melee weapon. Combining that with the insanely stupid homing range on weapons like Greatsword, it’s just ridiculous.

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100% agree the dodge roll changes did not nerf the people they were hoping it would. Dex mostly unaffected by the change assuming your high enough skill, every other build without innate haste got hurt very hard.

Controversial opinion but light armor melee was actually hurt the worst by this nerf even worst than mage, albeit light armor melee is abusing the GS so that really isn’t showing its full colors.

I do think though if they remove some of the nerfs to innate mobility in general that they have implemented over the past 6 months it will help tremendously, especially the dolphin dive issue and the jumping stamina regeneration, as these help you not get hit in the first place.

Light melee is more fun than light mage still, IMO.

As mage, the self snaring on top of light armor nerf makes so much of your experience wading through pudding.

I put on a hatchet with a zephyr cake and I experience movement that I didn’t know was legal. Especially now that you can throw hatchets with only minor impact on stride.

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Most of the complaints about light armor that led to this nerf where ref to dex players. Particularly the dex players using rapier as “unkillable”. Whether if that is true or not is argumentative (not really) but for me it all comes down to this: it was an overnerf.

All AGS really had to do was nerf Evade perks (which they did) and shirking energy (which they did as well). I would go a step further and take away some of the haste that bow gets.

Nerfing dodge distance was redundant. Medium armor was the strongest one even pre-nerf and will it appears it will remain as KoTH for a while. Meanwhile heavy is in the dumpster. Oh well.

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