I believe many people will have a similar opinion on reducing weapons’ fluidity. It makes some weapons much less enjoyable in comparison to many others. Maybe you disagree with my views, but it’s an opinion overall, and I welcome yours too. Perhaps some weapons are potent, but I am just sad to see the weapon at its stages right now.
For instance:
- Musket buffer frame: the gun is so clunky after the winter patch, I believe the developer team was aware of it, and I hope they make some adjustments in the future. I understand the idea that good players will eventually be good. Still, looking at the casual population, more and more people will ultimately avoid playing musket or will be less likely to avoid playing near the objective. Instead, staying like miles away, shooting people, and contributing almost nothing for the team in OPR especially. Besides, dodging is blocked by reloading animation is a no-go, and slowed down after shot is also a no-go(for me at least).
Many abilities are fallen apart as well. Empower shooting stands. Yeah, it is suitable for fast reload speed, but it puts the player in a unique crouch stance that requires more tapping 2-4 times (shift) to break out → lack of controls. At least allow players to break out easily.
Empower shot and unstoppable shots. I am not too sure about the PvE aspect. I will go for powder burn as it provides the most damages.
Sticky bomb animation is slightly slow, prediction arrow is horrible, and I would like to have it off., and the ability is so easy to dodge (completely no damage).
Impactful bugs: zoom + zoom increase after dodge cause a drastic change in sensitivity (cause aim whiffing),
Impactful feature: ability to adjust crosshair and aim downside sensitivity should be added.
- Hatchet: the inability to cancel berserk, well it might seem to be just as developers intended how it is supposed to be. Still, it limits the potentials of the weapon when dueling with other weapons. At the moment, the Hatchet is already slow, clunky, and is very punishing for the bad mistakes(if you are not having death defy. Also, Ferrell rush animation is slow and limited to a small hitbox, can not pass through enemies, and has a little longer recovery time, which makes this ability fall behind others(rapier, leaping, charge, burnout, keen vault kick(big stun)). Thus, chasing/running away from enemies feels limited. Before, maybe I would use Hatchet only before. Still, now I would not because using berserk instantly put me at a disadvantage, which means pre-use of the ability is needed when engaging(will lose ability’s time) and not very viable for running away (stationary for a brief time allow enemies to catch up) or either lose 20% bonus speed, well it a choice.
Social distancing - also has slow animation and the evade animation doesn’t prevent players from taking damage and is limited in terms of direction(not sure many people use this). I would rather be able to do an extra cancel throw for instant damage than having to do some silly dodge thing because it does nothing.
Infected throw - long cast time
- Spear - the most fun ability is javelin(to me), but at this current stage, it is not the most rewarding ability, especially in long-range combat. It is certainly not easy to hit a target(stationary or moving) 300-400m away. Still, its rewards in terms of damage are not so much considering it is a projectile. I was aware of this ability’s final perk, but it is not significant enough to make it work. I would argue to have this ability to deal significantly more damage upon far distance hitting and more debuff such as bleed/stun.
Cyclone is somewhat questionable. I did not know that the ability existed, not much utility at all.
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Warhammer can be controversial, but the weapon does feel off in a one vs. one situation because it is pretty slow, yet it is so strong in group play that the aoe-stun causes frustration for players. I would also argue against increasing animation speed while reducing stun and stagger(shockwave) time(win-win).
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Bow: the only ability that is falling behind is splinter shot. It doesn’t provide that much damage, well it can be, but it is limited by slow cast time while putting players at risk due to stationary mechanics, and it is not easy to use. Also, splinter shots require too much set up to make the ability work while having a poison arrow on the ground is much more than enough to zone the enemy or even damage them, or penetrating arrow for fast and quick stagger, or fast rapid arrows(3 shots so more room for mistakes).
Overall, and TLDR, Weapons that allow more movements/stun/heal mechanics will always be winners or the meta, thus nerfing the weapons’ fluidity, especially those that are already slow and clunky, not make the situation any better, maybe high damage is excellent. Still, eventually, they will stop using them because I don’t think players are buying a new world to play a left-clicking simulator. New world’s most significant selling point to me was the feeling of everything, the planets, the designs, and most importantly, the feels of weapons - noticing how detail-oriented the designs(weapon specifically in this case) can be(sound, animation, fluidity(before)). So at least don’t chip it away over time. Movement and fluidity will always be good to be added to the game because it will definitely push the skill ceiling higher as long as it is not overturned. High skill should be rewarding, not a bunch of mistakes made + 1 button > enemy dies.