Unpopular fact. pve numbers dont matter

maybe cause noone promotes games like that? It’s always dumb people who come with “thats the new wow killer” lol

How is this marked as the “solution”? :laughing: Clearly it’s not.

With that logic, “every” patch should have PvE open world/expedition including mob density buff or nerfs. No. That’s not a “solution”. Sorry whoever marked it as such, but you can’t just blanket buff/nerf accordingly, that would take every patch to reconfigure the PvE content based on every PvP nerf/buff for gear and weapons. The amount of test trials would be staggering. I get it. New World is a MMO where there’s no build / class lock and every player can switch out from PvE to PvP gear sets as they please. The big picture, PvP dictates HOW PvE is played. Period. Anything you change in PvP it effects PvE with the exception of just PvP content, i.e. OPR and Wars. Get it?

Example to your “Solution”:

Patch X:
Gear and weapons are too OP for PvP.
Solution: Buff PvE expeditions, increase Mutation Expedition difficulty, increase Open World mob damage and HP density.
Reality Solution: No.

Patch X.1
PvP weapon, perks and abilities for x, y and z are too weak.
Solution Logic: Nerf Expeditions and open world mobs from Level 1 through 66.
Reality Solution: No.

Patch X:2
Gear and weapons too OP for PvP.
Solution: Buff PvE expeditions, increase Mutation Expedition difficulty, increase Open World mob damage and HP density (again).
Reality Solution: No.

Patch X.3
PvP weapon, perks and abilities for x, y and z are too OP.
Solution Logic: Buff Expeditions and open world mobs from Level 1 through 66 (again).
Reality Solution: No.

See the pattern here? The constant buff/nerf PvE marry-go-round…this is what you’re going to constantly get with every patch, just look how this is being done already. It’s exhausting for us and for them since they need to do this…every…patch…still because PvP dictates how PvE content is effected.

I’ll say it for the 1,452,821st time…PvE and PvP needs separate content “balance”. If the open world mob density including expeditions were balanced to the current state of the game to where both have a 60% (Mob) /40% (Player) ratio median for difficulty, where it’s not too difficult but somewhat difficult including Mutated Expeditions so players can still have a challenge instead of a steamroll MMO which gets boring, would bring a end to the PvE balance debacle for the most part. However, the Game Team would still need to balance Mutated and Regular Expeditions as they see fit. Just imagine. No more weapon, gear, ability or perk balance bleed effects from PvP nerf/buffs for PvE. I’d rather have separate content rather just “deal” with PvP effects spilling over into PvE. Yes, I’ve played MMO’s for years where separate content WORKS so there’s a significant difference in playstyle and not just one piece of content is shared with nerf’s/buffs so one can have a advantage over a disadvantage.

Like I’ve mentioned, New World is still in it’s early months as a MMO, in time hopefully, Combat and Balance Team can notice the difference between why PvP effects PvE so they don’t have to keep balancing PvE when they can just balance it solely apart from PvP.

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PVE balancing includes heals.

PTR is introducing a ridiculous amount of heal nerfs. Not only to overall heals for certain gear types, but also to reduced heals for LE and an increased cast time.

If you nerf heals for PVP you do so for PVE as well. Light is definitely POSSIBLE to heal in mutations. But it’s not viable for all player types - which is why partial PVE consideration is needed when you think of implementing “balances, buffs, and nerfs”.

Not to mention, the time people invested in their gear is now being completely destroyed with these changes to perks, heals, and damage. Hours and millions of gold spent farming and grinding for BiS for their builds, and now it’s useless. You have to start over.

What’s the point of a PTR if we aren’t going to take the time to test these changes?

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Yeah the buggest problem for pvp is heals and they still won’t nerf that…because the PvE players would cry.

Not just time. Testers can’t even get access to 595-600 crafting the second they log in. Missing crafter townbuffs. Missing T5 crafter food recipes, missing azoth bottles, missing crafter’s earrings, etc.

Let alone crafting mods (i.e. Squirming Vines for Shirking Fortification), attribute mods, timeless shards and all the respective items to craft sets of proper test gear.

Testers have to run into open world on a dead test server to grind chests to find all the requisite items to begin crafting 595-600.

It’s not about crying. Sure, if I were a healer, I would complain about healing in PvE Mutations difficulty because PvP affected it by it being nerf’d. Who wouldn’t? The better the healing the better the group as a whole can function with good heals. :man_shrugging:

Sorry, but you’re completely wrong!
PVE is important!
Like Broomhilda said: “Nerfing PVE abilities to benefit PVP is insane and will drive PVEers away from the game”

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What PVE content have you completed? Have you golded M10 on all of the mutations? your viewpoint sounds like you have limited experience because DPS check mechanics make DPS definitely matter.

I think balance matters in PVP and PVE. I am a little hopeful that the changes coming to PTR will make PVP a little more skill based by removing stun lock kills but we’ll see how it plays.

In the pass till now , we haven’t any mmorpg as successful which one focus on pvp only , care more about pve player + pve content , then pvp, maybe less then half of population care about pvp , cuz there is many thing unbalanced , one of them is town controller reward , if ur new in game , u haven’t a place in pvp , untill 2-3month later , so new players gona be focus on pve until they get average gear with good perks , so 80% focus should be on pve not be pvp , but im agree u should care more about balancing weapons/rework ( remember nerfing a weapon not necessarily , maybe by nerfing u destroy that weapon ) , but remember , u should care about balancing pve to , cuz if someone do alot of heal or dps, they gona clear a content faster then usual , so they will get bored of game also.

Only if your going to invest the time to push the develope those adjustments at once over say a 2 month period. The tuning shouldnt come before the ai changes. On ptr you can tune ignoring pve and then tune pve then push live.

Breaking it up will cause a very large number of us to leave.

What a horrible take. If it wasn’t for PVE you wouldn’t have any stuff. It’s people who want to grind out crafting for us to even have anything in the game at all. Plus, a huge chunk of the player base is PVE even if you don’t want to admit it.

PVP is the thing that needs to go until they have a stable game. All the bugs and exploits have allowed toxic PVPrs to take over the maps, horde all the gold and make themselves invincible with endless rolls only they can afford so nobody else has a chance.

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Your opinion doesn’t matter. LOL.

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Whether one agrees with Kagan’s proposal this statement has absolutely no evidence to back it up.

In fact the reason the game moved from a pure pvp game was the fact that testing showed the majority of players preferred a pve playstyle.

AGS did not decide to move to a game with heavy pve elements in it just to see what would happen. They changed the game because that’s what the majority of possible customers wanted.

Now this says nothing about whether @kagan is right in their assessment.

Instead this is simply what happened. We have plain evidence for this change in emphasis and why it occurred.

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ive dpsed and tanked mutators all the way to gold 10.

numbers and balance get pretty skewed when using bane/coatings/weaknesses. and nerfing a mobs hp for dps check is a viable way to handle the issue.

i never said pve isnt important, i said the numbers can be kinda whatever they want and it really doesnt matter.

pve is very important in this game, i agree. numbers not so much

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I disagree that the numbers don’t matter in PVE. When we take less geared people to try to do high end content we make the content a LOT more difficult.

I didn’t ask if you’ve done mutators to M10. I asked if you’ve done M10 on the new one. Have you golded M10 Dynasty and Tempest?

i havent golded tempest 10 yet, just havent had a lot of time to get together with my friends :slight_smile:

i dont see it being any issue, since the grind to m10 is basically a gearscore check, and there were groups doing it the first weekend, but its on my list.

and if pve gets too hard, they can always nerf pve rather than buffing weapons and messing up the pvp meta.

when i take new people through dungeons i always hand them out coatings and tell them about mob weaknesses, seems to help.

I like hard PVE and I like skill based PVP. I think they’re moving kind of in the right direction removing some of the no skill pvp options like root to win but I think it’s going to need more work before the pvp in this game is as skill based as I prefer. I liked the PVP in darkfall.

I prefer aimed melee attacks over hit tracking for example.

anyway, it’s getting better. I’ll keep waiting and hoping.

i agree as well, one of my biggest attractions to this game was the difficulty of some of the solo PvE when the game first launched.

since then however their has been nerfs and group content that just doesnt really hit the mark for me.