We need to get rid of the need of the trinity system

It’s pretty easy when the team is good but if tank isnbad that’s when healer rises to the top spot and its skill same other way around

It would definitely shift people to heavy. The reason is because class design in new world is really subpar, this forces to much emphasis on numbers and not the feel of a class and because of that nerfs especially bat nerfs will shift people hard from one aspect to another. Being that its so hard to acquire good bis pieces for these sets you will get lots of people annoyed leaving the game or shifting to what is number optimal.

This will NOT help the game, not now anyways. Class design needs to be a major focus right now. While thats being done the servers need work to expand the population. These changes are a must. Since orbs are gone from the game, the only issues we have left are server/guild sustainability and class related issues. Since server sizes effect its sustainability (and queue issues) these are the major two issues.

I think the rest of it is fine for a short-mid term future. I’d really only advocate for ranked pvp in arena and ditching that garbage 2/3 games nonsense.

I feel you. New World’s trinity system is so bland and feels forced. If they can bring in more interesting mechanics by getting rid of the archaic trinity system, I’m all for it.

The Control argument already exists, and has been pretty accurate throughout MMOs, and that is the Tank. Tanks primary goal has always been control, the secondary goal is Survivability. It’s why tanks in group conflicts are generally desired, but not too many as it drops your effective DPS of the group. It’s basically a powerful ingredient in the dish that if you add too many will just ruin the entire dish and taste.

I also very much agree. We need a far fleshed out Class system than…whatever it is we have right now, I’d say ‘barebones’, but there would have to BE bones!

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P2W games remove skill so you pay for more power. This isn’t P2W which I applaud AGS for doing. However the expeditions are a friction point for random lonely players. It is group content that needs a specific team composition. I am finishing up my healer build to play more expeditions, but from what I gather no one wants to play tank or healer because “it isn’t fun.” So if in order for me to play dps how can AGS make tank and healers fun without making it unbalanced to where everyone plays tank and healer?

Not all. Laz you need three people to stand on three platforms in order to progress. Also tank checks, healer checks, and dps checks cancel solo players. Unless there is something I don’t know.

So how can AGS make healing as easy as dps?

As I’ve stated already, there is nothing wrong with tanks and healers. They’re just the 2 hardest builds to play.

In that regard they’re actually more fun than DPS because there’s more of a challenge and a lot more going on.

Nobody that plays a tank or healer well would ever say it’s boring.

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Allow us healers to gain full access to our dps… give us a harness that we can attach to our dps… when us healers cast our scared and our beacon… force the dps to stand inside the healing circle.

Oh and let us also gain full access to the tank as well… often time in these group runs… the tank moves the boss away from the healing circle… I just want to roll up a piece of newspaper, and you know what comes next…

They can improve the targeting so it’s less clunky, and the camera angle to be higher and farther out like most MMOs are, so we can see our team better.

Dps are own their own and they should know that and be ready to pot. The tank determines how and where to tank. It’s up to the healer to put the sacred where the tank ends up.

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I always put sacred underneath the tank… I cast my beacon on the boss. that’s generally mt rotation for healing… No dps are not on their own… not if they’re melee that is.

As a ranged dps, yes, I assume I am probably on my own for heals and pot accordingly, because 1) I’m not standing in green and 2) I have much better visibility and time to react than someone standing right on the boss’ rear.

Tank pulls and set the location. But a tank that moves a boss out of the group heals for anything except a mechanics reason is a bad tank.

I main heal
And i don’t recommend making heal easy that is a bad idea

The problem I am starting to see for expeditions coming soon is people opting out of expeditions and just buying umbral shards from pre made groups that finish M10’s. If people can just buy the Umbral shards the expeditions will lose popularity.

Nah, people do m10’s as much for shards as they do gold. m10’s are my main source of income.

I am more so talking about people who have not made it to M10. More so the ones who are still at Reg or M2 low levels. The biggest disconnect in this whole discussion is that the friction is in lower level expectation runs. Where as high levels seem to be thriving a lot more.

I’d like solo and 3 man groups, just for kicks

Something I’ve been thinking about today is how weapons have abilities that just do things and ignore the attributes the weapon scales off of. I’m not talking about the damage these weapons do but the utility they provide.

There are a lot of weapons out there that you can get 100% benefit of an ability on the weapon without having any attributes the weapon scales off.

Some examples…

Oblivion doesn’t scale it’s empower off any attribute the caster has.
No weapon that applies rend scales the effect of rend by the attributes of the weapon applying them.
Weakens are the same thing, it’s not based on attributes.
Putrifying Scream applies the same debuff to healing regardess of the VG user’s attributes.
Great Axe CC abilities have no variance in effect regardless of the attributes of the player.
Fortifications applies by players don’t scale of any weapons that apply them or god forbid scale them off constitution similar to how VG and LS abilities scale off focus.

Tying the effectiveness of non damage features of weapons to actual attributes would do a lot to diversify the build ecosystem.

Then from there you can introduce those classes your talking about with weapons built around enhancment, debilitation, and control.

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Why are you triggered.