I don’t think there is anything wrong with iframing the sticky bomb. You should be able to avoid the damage with good timing. If you mess up the timing you still take damage. The musket player could also stagger or cc their opponent just before the explosion.
I would agree with the comment further up. We need more counters to things like roots. Not less counters… Giving more control to the player makes it more fun and less frustrating. Fundamentally what has always been enjoyable about mmo PvP is it’s chess like thought process. Understanding your opponents attack and choosing the right response. I personally want to see more counters and not less.
Edit: addressing the title😂 dodging is fine and works the same as it does in most games. It doesn’t need reimagining IMO.
I like the idea of this, I don’t really agree with the debuff exp faster though. And I’m not too sure about light armor being different than the others, feel like they should all function the same and the more armor rating you have total reduces CC or debuff effectiveness or something.
-I’ve always despised Iframing in any game really though, design-wise nothing feels more dissatisfying than watching a swing or projectile go right through an enemy with no registration/feedback because they’re immune…
-My next point is for New World especially, the way stamina works being a small total pool with extremely fast regeneration, dodges are spammed with no regard to stamina management by most players(think of stamina/mana pool management of other games). So even though you may have had the correct positioning and got a lot of attacks off/“hit” your attacks, it is all just being completely negated with no ‘combat-resource’ cost from the enemy.
I feel like spam-able Iframes making players have a large immunity uptime, combined with lag/desync is the biggest culprit on why combat feels so terrible atm. the majority of your attacks are not connecting or giving some sort of tactile feedback.
I don’t understand? With OPs suggestions (and maybe tweaking dodge movements/distances), you would still be able to either dodge away from getting hit by the projectile with actual movement, or dodge to majorly reduce the amount of damage it deals to you. As well as dodge to not be affected by CCs. It functions almost identically to what dodge is now, except now you wouldn’t be able to monkey through an area of 50 attacks going off as effectively and now the other player actually receives feedback and value for correctly hitting abilities/attacks. While you would STILL gain value for correctly timing dodges.
edit - I do however understand your concern, I feel like if anything like this happens, that movement from dodges should be reworked and probably be universal across the armor types.
Fair point, and I don’t know how they would de-couple the dodge mechanics for pvp/pve. But fixing pvp combat is important for the game’s longevity. It’s not fun fighting vs i-frame spam dodges.
It’s like in League of Legends if you could use your flash ability consecutively and every few seconds again consecutively without end. Repositioning and disengaging with the roll/medium hop is enough value, also becoming damage immune is over the top.
The simplest fix could be just reduce how often players can I-frame. It needs to be around 25% as much as they are now. I never played NW when Stagger was part of basic attacks. Dodge/i-frames are likely a carry over from that combat design that was never updated to how combat plays out after Stagger’s removal.
simplest mechanics to add that doesnt have to be added to pve is more stamina damage.
you wouldn’t have to tinker with dodging as losing a small amount of stamina to an ability or an attack means losing an entire dodge without proper management.
Trenchant Barbs: chance on crit to apply trenchant barbs. Trenchant barbs increases the cost of dodging by 150% and reduces stamina regen by 50%. 8s duration. If a dodge depletes stamina bleed 2% of health per second for remainder of duration.
I like dodge the way it is. I’ve always enjoyed playing highly mobile classes though…
I personally don’t think it needs changing. I kill plenty of light armor users…probably way more than medium/heavy.
i dunno. the only one that has a major extreme distance is the light armor. 50% reduction in distance for a heavy would be less than a normal step lol.
Light gets brought down to medium, medium to heavy and heavy is just rooted in terms of no dodge. Iframe if you want but you arent going to just dodge away.
i can already hear the light armor screeching wondering why they did a small hop.
also something iv not even heard considered once.
why is armor rating based on thresholds.
id rather see all armor be viable the distance and duration of dodges and the benefits %s should be scaled on the total weight it self instead of based on some arbitrary point.