Hello folks!
First of all I would like to emphase that what I’m going to say is my opinion and opinion only. I’m mainly curious on the suggestions/agreements/disagreements of others. I’m not saying that New world should or shouldn’t be like that and devs only have the answer to that.
However, here are few paths I would like to see New world taking that would greatly increase my PERSONAL enjoyment.
- Reduce the overall damages and heals:
What I mean by this is that New would would be much more pleasant to me if the fights could last longer. This would be much more an expression of skill rather than the first one landing a hit. Combos OSing people will always lead to nerf threads or call for imbalance. But the weapon might not be the actual problem. The combos pulled off to actually OS people might be a skill expression and even fun gameplay. I think this should stay as it is in the terms of locking someone. But if the overall damages are reduced, that someone won’t be osed and will have roam for counterplay once the combo is over (this doesn’t mean there shouldn’t have a countertplay during the combo). Less complains about people getting OS would actually help to really spot the imbalances in the weapons.
- To counter the overall damage and heal reduction, Make stuns, slows, controls, desease and dots meaningful:
The overall gameplay is somehow now based around making damages as fast as possible hoping for the target to die before getting healed. With the damage reduction, this won’t be possible anymore and it will be even harder to kill people, even with the heal reduction. Therefore I would like to see stuns and roots being meaningful and last. I would like to have even more of them and different forms. Confusion, root, slow, fear, stun, trip, fall, … There are plenty of ways to get some controls on someone that could be used and incorporated to the game. We also could have variants with perks, combos, … This would to me also reduce the issue of too sloppy players. The idea of 5 people chasing one guy and not killing him that quickly is ridiculous to me. Even if the 5 players are bad, with meaningful controls and roots, they should be able to kill that one player. This doesn’t mean that there should not be some form of skills, but the 5v1 should always be won by the 5, whatever the 1. 2v1 on the other hand could be a expression of skill, dodging the roots/stuns and the proper time. That’s why I would also like to see some form of counter/break free as skills. Something not that spammy as a block but something incorporated in some skills to be able to have some counterplay to the controls. Berserk for hatchet could break a stun or a root for example. Same as evading shot for the bow. It has to be carefully used and should not prevent other stuns from landing! This would promote more strategic plays and teamplay as well. A good team cohesion would be much more meaningful this way!
Dots and desease could also be more meaningful. Since the damages are reduced, they would take a more important place in the gamplay to be able to have some form of constant pressure. It can also take different forms (burns, poison, disease, cold, …), this would also allow for some form of playstyles for weapons and combos.
- Same dodge for every armor class!
I thought that the different dodges could be a fun idea at first but when playing. It felt like playing anything else than light armor wasn’t worth. THe roll dodge does SO much compared to facetanking or mitigating that it feels underwhelming to have anything else that this dodge. The stamina cost could be increased for medium and heavy accordingly to have some downside for playing a heavier armor for example, or even a slower roll, but everybody should be given the same skill expression possibilities regarding the dodge in my opinion.
- Make armor class meaningful.
It’s somehow related to the dodge but damage mitigation wise. I don’t think there are enough difference between armor classes. Being a tank has not really that much of identity, the mitigation of light armor is too high for now and the gap between them too small. Light should feel light as much s heavy should feel heavy. Penetration could be introduced in a different form in order to counter the increase in defence of heavy but the overall damages have to be reduced. Physical AND magical ones on the same level. Heavy should feel also heavy versus mages, just for balance purpose. If your gameplay is to tank the damages and the controls while going slowly, it wouldn’t work if you take double the damages from magic sources anyway.
Here is also a link with the dots or diseases. Making them even more meaningful versus heavies to get that pressure on them.
- All of the above could be linked for more weapons identity and gameplay
More control, less overall damages and heals, dots, … All this could be added to weapon’s kits in a way that make sense. Musket is good for bleed combos but not that much for control, bow for disease and control but not that much regarding pure damages, warhammer would be awesome for stuns and knockbacks if combos done well, … This would give the players an acutal sense of ownership of the weapon and a sense of mastering. Stop with the stat skills, link the skills between them and give an overall identity to the weapon!
ex: apply bleed with skills X, Skill y roots when the ennemy is bleeding, Skill z leeches and make the dots explode faster but the bleed stops, …
So many things can be done to link skills between them to allow for a skillful and MEANINGFUL gameplay. This would also give utility to weapons, regardless of the modes.
- Give heals more utility and more gamplay to work on.
Even heals have something to gain from that. Since heals are reduced, give them some more utility. Dot heal, defense buff, stun duration reduction, root break, … With all of the above introduced, heals could also have an actual meaningful role and be way more fun to play than just press X to heal.
All of the above is in my opinon what I would like to see as direction for the upcoming patches. It would promote teamplay and gameplay much more over the biggest number on the screen.
Feel free to write why you would like/not like that. I’m not even sure my vision is relevant or could be greatly done, but I’m sure it’s feasible.
Do you think NW could head to that?
Thanks for reading