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0s | what about Buffs are there any Buffs |
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2s | coming or just a bunch of |
4s | Nerfs thanks for asking uh actually I |
7s | really like this question because yes |
10s | there are some Buffs |
12s | [Applause] |
16s | coming uh welcome to fortunat tum where |
18s | we talk about all things new world uh |
20s | today we have an episode of balance of |
22s | power where where we'll be discussing |
25s | balance heading into season 4 uh And |
28s | discussing some of the recent changes uh |
30s | but before we jump into the questions I |
33s | want to address uh a Hot Topic we've |
35s | been seeing and that's some of the |
36s | recent balance changes that came out |
38s | with the 3.0.3 patch uh specifically the |
42s | changes around shirking |
44s | Hills uh you know this has been a very |
46s | contentious change and I think just to |
48s | be frank I think we might have been a |
50s | little heavy-handed here uh I'm very |
52s | happy with sort of the the pace of |
55s | change uh and balance changes that we've |
56s | been making if you remember sort of a |
59s | year ago in the past uh we were much |
61s | slower and I think too slow in making |
63s | changes we let meta get too stale uh we |
66s | let things that were too strong or too |
67s | weak remain that way for too long so I'm |
70s | happy that we've made improvements there |
73s | uh however the other aspect of balance |
75s | changes is the magnitude so while I'm |
77s | happy with the pace of changes I think |
79s | our magnitude has been a little bit too |
82s | too much uh so what I want us to do is |
85s | start making smaller incremental changes |
87s | on these you know on the minor patches |
90s | uh to sort of try to achieve balance and |
93s | you know just as a reminder and what our |
95s | goal for balance is is that we want |
98s | balance to mean that all the perks are |
99s | viable that you know uh they each have |
101s | sort of equal strength and just |
103s | depending on which build you want uh |
106s | that's how you choose what you |
108s | want uh so I want to talk a little bit |
110s | about the reasoning about why we had the |
112s | second change uh to shirking heels |
114s | because I think a lot of people are like |
116s | it was fixed when we fixed the previous |
117s | bugs and I think you know I think we |
119s | were over indexing there's still one |
121s | remaining bug where uh the way ank and |
124s | anoid in and sacred ground worked it |
126s | really buffed Shing heels more than we |
128s | wanted and we've been very sort of had |
130s | our eye on uh the survivability of |
132s | healers and I think that led to this |
134s | change uh so two good things one that |
137s | bug is fixed in season 4 uh and with |
141s | that bug fixed and some of the changes |
143s | and and behavior that we're seeing uh |
145s | with that minor pants we are going to |
147s | bring down uh the coold down from the |
149s | increased t seconds down to 7 seconds so |
152s | we think that'll be a good middle ground |
154s | uh we'll keep our eye on it and uh we'll |
156s | make further changes after that in in |
158s | sort of a smaller measured manner uh if |
161s | we deem necessary all right Dave well |
163s | before we jump into the questions maybe |
165s | now is a good time to discuss uh what |
167s | are your views overall on healing yeah |
170s | now I think it's good let's talk sort of |
171s | like what are our goals and philosophy |
174s | behind healing uh when I think about |
175s | healing I think about sort of four |
177s | things one I want healing to be strong |
180s | for healers I want them to be able to |
182s | heal their teammates I want that fantasy |
184s | of of being able to come in and save |
186s | someone from from my team from getting |
189s | uh killed or hurt so that's that's one |
191s | thing that's very important two I want |
193s | there to be counters to Healing right |
195s | rather than just Nerf the power of a |
197s | healing instead I want to keep it strong |
199s | but give people options to be able to |
201s | counter |
202s | it uh three I want being a Healer to be |
205s | somewhat risky right like it is a |
207s | powerful role uh and I'll be Frank in |
210s | the past healers have been had sort of |
213s | an insane amount of survivability and I |
215s | think that's something we're starting to |
217s | chip away at uh and I want there to be |
219s | sort of a risk to to having all this |
221s | power uh and lastly uh from a |
224s | philosophical standpoint I also want |
226s | there to be options for solo people or |
229s | teams without a heel uh and with that I |
231s | mean you know I want there to be viable |
233s | paths towards self- |
235s | sustain uh so when I look at that as |
237s | sort of our overall goals and philosophy |
239s | around healing uh that's you know you |
242s | can see where the 1114 patch came in the |
245s | recent minor was we really wanted to |
247s | start to create counters towards healing |
249s | and those were uh one the Buffs to |
251s | disease uh on outgoing and also sort of |
254s | the ability to apply it more generously |
256s | with plague strikes and plague crits so |
258s | that was one part of the puzzle uh |
260s | coming in uh the second part is coming |
262s | in in season 4 uh where we are making |
265s | changes to anointed in sacred ground uh |
268s | that will sort of tackle some of the |
270s | survivability of healers they won't be |
272s | able to just you know pots won't be |
274s | Amplified by all that and I think the |
276s | right things will be Amplified mostly uh |
278s | the natural healing uh with those |
281s | changes with that change made we can now |
283s | also remove the 20% we had uh the |
287s | decreased efficiency of pots uh and with |
291s | cirking heels coming down from 107 from |
294s | 10 seconds to 7 Seconds those two things |
296s | we also think will tackle uh the self- |
298s | sustain so I think you know we probably |
301s | won't hit the balance perfectly in |
303s | season four but I think we are starting |
305s | to tackle those those sort of four |
307s | philosophical points uh I discussed and |
309s | we'll continue to do that on a longer |
312s | longer run basis we also do want to |
314s | think about healing and is it is it fun |
316s | is it active I think right now a lot of |
319s | the heels are sort of passive Hots uh |
321s | and I think that's less fun than some of |
323s | more active weapons we have so we are |
325s | looking at that in sort of a longer run |
327s | and also sort of seeing like can we make |
330s | some of the other weapons more viable so |
332s | that there's a little more swapping |
333s | between weapons and combos between them |
335s | so that's something we'll be looking at |
336s | in the long term in 303 uh you made some |
339s | Nerfs to blunderbus and do you think |
341s | it's in a good spot now uh so we did |
344s | make some changes I think we we took uh |
347s | two actions one we tried to reduce its |
349s | survivability by adjusting some of the |
351s | perks we also reduced a little bit of |
353s | its damage uh by uh nerfing the primary |
355s | attack in ASB so I think we did take |
358s | some changes I think some of the recent |
360s | disease changes have had a byproduct of |
362s | sort of buffing it I think overall it's |
365s | it's still pretty strong I think we've |
367s | got our eye on it no plan changes yet |
369s | for season 4 but it's definitely |
370s | something that is on the stronger side |
372s | and and we are keeping our eye on all |
374s | right uh in 303 you gutted the range of |
377s | Splash of light to 25 MERS |
380s | why yeah I think this is another one |
383s | that I think you know we probably went |
385s | too far too fast I would have preferred |
387s | if we had stepped this one down uh but |
390s | the rationale behind it is is that 25 M |
393s | is the range for all the other healer |
395s | abilities and we wanted to sort of |
396s | create a a standardized range it also |
399s | works very well with the ux uh teammates |
402s | become gray after they go out of that |
404s | range so it helps people know when they |
405s | are within range uh this ability is also |
408s | really it's got some inherent strong |
410s | points right like you don't need line of |
411s | sight uh and your teammates don't have |
413s | to be grouped to get the benefit which |
415s | can be really advantageous if you've got |
417s | some backline and some front line people |
419s | so we think this ability still has a |
422s | good spot uh in the game uh so I think |
425s | you know no plans to change the the |
427s | distance and I think if we did see that |
429s | the ability needed a buff I think we'd |
431s | find other ways to buff it uh and and |
434s | sort of keep the distances |
436s | consistent all right uh jumping into PTR |
438s | in season 4 now let's start out with the |
441s | big one uh what were you thinking about |
444s | with boltcaster yeah so |
447s | boltcaster uh yeah I think we were |
449s | little bit nervous going in with this |
451s | one I think uh it is you know what we |
454s | liked about it is it's a very cool and |
456s | unique passive the ability to stun |
458s | someone with a bow is sort of a neat |
460s | passive and the way it worked off Health |
462s | was something that we hadn't done before |
464s | it was sort of fun so we thought it |
466s | would be interesting to try out uh we |
467s | did see it in PTR we have played it more |
469s | internally and I think uh while it may |
472s | be fun for the bow user uh it is not fun |
476s | for the recipient and while that was |
478s | okay in some of our internal testing and |
479s | so solo fights in big group fights uh it |
482s | just it proved not to be fun and it it |
484s | really sort of created an unpleasant |
486s | experience so uh we are going to take |
488s | action we are going to remove that perk |
490s | uh we're replacing it with something |
492s | else uh we're replacing it with a perk |
495s | that uh for every basic attack you hit |
497s | someone with you gain a charge uh a |
500s | Lightning Charge so to speak and at |
502s | three charges you do a big pop of damage |
506s | uh we like this as sort of a direction |
507s | for the weapon I think it it rewards |
510s | sort of skill and precision and and |
512s | hitting people versus just you know some |
514s | people with bow may just be spamming AOE |
516s | or shooting into a pocket of people and |
518s | I think this will reward people who have |
521s | uh a little more targeting and skill in |
522s | their their usage so we're excited to |
524s | see how this plays out what about the |
526s | gym changes um any changes to those uh |
530s | that was another one that was pretty |
532s | controversial I think we went out very |
535s | strong in the PTR uh where we made these |
537s | gems very powerful they scaled High |
539s | highly off both int and focus and I |
541s | think you know in the spirit of what I |
543s | discussed at the start of this of taking |
545s | more sort of measured approaches and |
547s | going a little more steps I think we are |
550s | going to tune this down uh we're going |
551s | to go to uh 75% scaling on intelligence |
554s | and 65% on Focus I think that is a good |
558s | place to start out uh these gems are |
561s | still really powerful because they allow |
562s | combinations that otherwise wouldn't be |
565s | uh available and and we're going to see |
566s | how it plays at this level uh and then |
569s | may ad just uh another thing to mention |
571s | is while we were doing this one of the |
573s | things we we found and I think we've |
575s | heard feedback on this and we really |
576s | looked into it I think it's accurate is |
579s | that you know the intelligence atbs are |
581s | just stronger than a lot of the others |
584s | uh so that was creating a lot of desire |
586s | to put in these new gems to scale off |
589s | int even for strength and Dex based |
591s | weapons to get access to the new ATB so |
594s | that is something we're looking at we |
595s | are making one change for season 4 uh |
598s | the 150 ATB uh the elemental damage one |
601s | is going down from 15% to 10% uh and |
604s | we'll be looking at them more uh I could |
606s | see us making one more change in the |
608s | future to the intelligence jtbs to sort |
610s | of get them in line with the other ones |
613s | all right how about the flail how do you |
616s | think it's doing uh well the flail is is |
619s | performing pretty well uh in fact it's |
622s | it's over time it's usage and win rates |
625s | and damage well not damage as much |
627s | mostly wind rates have have increased so |
629s | I think people are you know they're |
630s | finding out how to incorporate this |
632s | weapon into their builds into their team |
634s | compositions and it is doing well sort |
636s | of across the board and and all three of |
638s | our PVP |
639s | modes uh we think a lot of this could be |
643s | due to two bugs uh there's a bug where |
646s | uh the flail currently inherits the |
648s | reaction of the last weapon that |
649s | attacked in certain circumstances uh we |
653s | have definitely fix that issue in season |
655s | 4 so that will no longer be happening uh |
657s | there's another bug where you can can |
659s | gain permanently the haste uh that fail |
662s | provides uh we think we fixed this one |
664s | there's a couple different ways that we |
666s | found to get into this situation so we |
667s | think we fixed all of them but there |
668s | might be one left that we're unaware of |
670s | but uh we think we fixed that so what we |
673s | want to do is see what these two bug |
675s | fixes due to the weapon before we make |
677s | further changes so uh for season 4 we |
680s | fix those two bugs and then we'll be |
681s | keeping our eye on the weapon uh moving |
683s | forward all right and um what about |
687s | Buffs are there any Buffs coming or just |
689s | a bunch of |
690s | Nerfs thanks for asking uh actually I |
693s | really like this question because yes |
695s | there are some Buffs coming and I think |
697s | this is another area of just |
699s | philosophically in terms of balance |
700s | something that I want to start doing |
703s | more of right like uh it seems like all |
705s | our balance changes are always nerfing |
708s | the the most overpowered weapons but the |
709s | other thing we want to make make sure |
711s | we're doing is is sort of watching the |
713s | the lower powered weapons and and |
715s | boosting them up so that everything is |
716s | sort of uh has a chance uh so there are |
720s | three that sort of come off to my mind |
722s | one is endless thirst uh this is the uh |
726s | most uh achieved uh uh jewelry artifact |
730s | but the one that's least used so we |
732s | definitely think this one's a little bit |
733s | weak uh we are making some changes one |
737s | uh the uh the penalty how long you have |
740s | to wait between usages of potions is |
743s | going down to 25 uh there was some |
746s | confusion here because it was 20% |
748s | initially in the notes but it was |
749s | actually 40% uh so when we adjusted |
752s | those notes to 40% in PTR I think it |
756s | drew some you know an eye on this so we |
758s | have gone down to 25% there which we |
760s | think is a good spot relative to the 33% |
762s | increase in power uh and we've also |
765s | buffed uh the two perks that come with |
767s | it so I think that'll be a good change |
770s | uh CO's knee guards is another one that |
772s | we're taking a look at this one I think |
774s | what we wanted to do is make it a more |
776s | broadly applicable uh artifact so what |
779s | we're doing here is uh rather than just |
783s | being one type of range damage it will |
785s | now affect all types of range damage uh |
787s | but we're going to slightly bring down |
789s | the value of that uh amount to I think |
792s | 10% to balance it out but I think |
793s | that'll make this a more generally |
795s | applicable weapon I think uh that seems |
797s | to be something that players would like |
800s | uh and last is an inferno uh our fire |
802s | staff artifact we are going to be |
804s | changing the Hellfire perk on this to uh |
806s | 15 meters rather than 8 meters and I |
808s | think that will sort of give this |
810s | opportunity for a more uh you know sort |
812s | of close in uh oriented fire staff to |
815s | play okay well I think I'm good on |
817s | questions awesome uh well that leads me |
819s | to the community question I think the |
821s | last question is a perfect segue uh let |
823s | me ask the community what Buffs would |
825s | you like to see what do you think is |
827s | underpowered in our game right now uh |
829s | that's fun and if you're like oh if it |
831s | just was a little more powerful uh I |
833s | would use this a ton let us know in the |
835s | comments uh also like And subscribe if |
837s | you've liked the show um uh and with |
839s | that we'll see you in a |
842s | tourament like the uh the skeleton |
844s | archers when they like Duck and you |
846s | always like shoot right over and stuff |
848s | well yeah and it it totally plays into |
849s | our combat right like we have head shots |
851s | uh they do bonus damage there's certain |
853s | abilities where if you shoot in the legs |
854s | you get a slow like so we take advantage |
857s | of all this sort of uh cool stuff yeah |
859s | we could totally optimize by just |
860s | becoming tap Target right |
862s | no let's go to the next |
866s | [Applause] |
868s | question |
872s | [Music] |
876s | n |