We need 3 class system

Srr for bad English, I know its sound boring, but if new world need be successful game, thei need change to class system, dps supose to only dps, healers supose to only heal, not kiling ppl with vg, tank supose to be a tankk, a damm tank whu can take dmg from 6+ ppl and be alive , you know wat i mean, i know its more funny now ,becose we can have alot diferent build like bow/ig , but if you think deeper this system forsing ppl leave game , becose of all unbalance things, wich ags cant balance with curent system :slight_smile:

3 Likes

This is what I recommended.

What this does:

Removes light armor hatchet/s&s. This combo needs to go, no questions asked

BB/IG light will still be a thing, but they will be forced to go 5 con. A true glass cannon build, you deal maximum damage while taking full damage.

Bow will be forced to go medium armor, have less damage, less mobility but more aurvivability

This will be an indirect buff to heavy armor. Since you can no longer combine light/medium/heavy armor, medium will not reach the absurd resistances it does now, making heavy more resilient. This will also make the armor pen perks on new weapons more valuable.

Melee players being forced to use Heavy armor will deal less damage, have better survivability. You could say mages will deal insane damage, but with bow and melee losing the light armor damage bonus, we can change the onyx/emerald gems for magic resistance gems.

S&S/hatchet and s&s/spear will still be a thing but in medium armor with less mobility and damage.

Tanks will finally be tanks…althought they may still need a buff.

Healers could still go 250/250 con/focus for medium armor bonus, but they won’t have the same healing output as a 300+ focus build and survivability they have now since they will only be able to combine light/ heavy armor, not medium.

You can still make some crazy builds using the elemental gem conversion for damage, but it won’t have the impact it has now.

All in all, everything will be balanced

1 Like

Interesting suggestion, although I think forcing a certain attribute allocation defeats the purpose of manual attribute allocation. You may as well just select a class archetype from a list at that point.

One of the things about New World that I always thought was cool is that you can really feel the difference between the armor types, which is rare for the genre (e.g., in FFXIV or GW2 the differences between light/medium/heavy seem almost entirely cosmetic).

Presumably for the upcoming expedition group finder, they’ll need to be able to accurately determine players’ roles…have they said anything about how they’re planning to do that? Are they disabling equipment changes once the expedition begins? Or can I throw on a life staff and queue as a healer and then immediately put on my DPS gear and be like “sorry, I’m actually DPS, just wanted a faster queue”?

I know and you can still use crazy builds. You can still go heavy or medium but if your weapon choise does not support that armor it will have a drawback. For instance hatchet/s&s can go 250 int 50 str 150 con to use light armor. Using elemental gems turns the build into an elemental melee build that can shred heavy armor but doesn’t 2 shot light armor. They could increase gem damage ratio to 65% to compensate for missing attribute perks. Same for bow. The choices will remain, however you won’t have huge burst damage, utility, mobility and cc in one build.

Using a conversion wouldn’t shred heavy it deals pitiful damage.

It would ruin the whole base of the system which is play what you want. Might as well make classes then.

I would consider giving damage bonuses and damage nerfs to different con levels. If you have 5 con you get a 30% damage bonus, 50 con 20%, 100 con 10% damage bonus, 150 con 0%, 200 con -10% damage, etc.

Alternatively, they could cap mitigation on all the armor classes, so instead of light armor being able to mitigate 70% damage under certain circumstances it can only mitigate 40% of damage at best.

So, your proposed system would lock mages to light, dex users to medium and str melee’s all to heavy. And in a rough sense it looks good on paper. But it shreds the current versatility for magic, ranged and melee.

They could incentivize the USE of those armors, for those types. By including a dex bonus in medium, a magic bonus in light and a melee bonus in light in some fashion.

But removing the use completely would take away a lot of versatility and fun.

If it’s just for the sake of “balance” similar to other games i’m not for it :confused:

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