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0s there are some new combos that uh
3s experts uh in quotations if you know
5s what I mean are pulling off here with uh
7s with the Blunderbuss uh those are things
9s we did not anticipate as a part of the
11s design and uh it would not surprise me
14s uh when you load up the monthly patch if
16s those combos are no longer possible
18s [Music]
19s [Applause]
24s the forge in eternum where we talk about
26s all things new world uh today we have
28s another episode of balance of power it's
30s actually episode five uh today we're
33s going to talk about the season two
34s balance and any adjustments we might be
37s making now that we've seen season two
38s live a little bit for our monthly
40s balance patch so take it away with some
42s questions Michael
43s all right so overall how are you feeling
46s about balance you know let's break it
48s down per mode and start with opr
51s ah uh I think opr is sort of A Tale of
54s Two Cities type thing there's some good
55s news and some bad news uh the good news
58s is I think weapon balance is actually in
60s a really good place what we're seeing is
62s very even distribution of weapons used
64s almost every weapon is used and it's
66s used in very equal rates uh we're seeing
69s win rates all very close to each other I
71s actually think within one point one
73s percent uh from best to worse weapons so
75s best balance by far uh damage is also uh
79s pretty good there is a little bit of an
80s advantage for ranged in terms of damage
82s but but kill distribution looks good so
84s overall weapon balance I think looks
86s really really good
88s uh with that said though uh I do think
91s there are some issues I think we've all
93s played it and like you know there are
94s there are some stops sometimes uh and I
97s think what we're seeing is that the
99s distribution of quality matches is you
102s know wider than we want we want all
104s matches to feel great right like you've
106s all been in those where it goes to like
108s 99 versus a thousand and it's like you
110s know an epic baroness capture like
112s changes it but uh we are seeing some on
114s the other side uh and I think you know
116s it's not a balanced problem it is it is
118s a matchmaking problem and uh we are
120s aware of this we talked a little bit
121s about this in the Community Q a uh we
123s are starting to think about the balance
125s and work on it but it is a big problem
127s it's technical it's designed there's a
129s lot of them so uh we'll work on it but
131s it's going to take a little while to get
132s it out two players
134s and what about Arenas and War
136s uh in terms of Arenas we're seeing
139s pretty good distribution in weapon usage
141s also I think there's some that aren't
142s being used a ton a musket for instance
145s is is not used a ton of Arena I just
147s don't think there's enough range to
148s really capture the benefits of that
150s weapon uh we're seeing void Gauntlet not
152s super used and surprisingly Blunderbuss
154s isn't is not that easy it's actually
156s doing pretty well
157s in terms of win rates uh it's relatively
161s well distributed there's two builds that
163s are sort of uh have higher win rates
165s than than sort of like the the deviation
168s we'd want we'll talk a little bit about
169s those uh and in terms of performance I
172s think damage and kills all look
173s relatively well distributed nothing
175s outlining that we want that we're too
177s concerned about
178s uh but in terms of builds uh we are
180s seeing a little bit more strength from
182s the fire staff ice Gauntlet build uh
185s than than some of the other builds uh
187s and a new and up and comer is sword and
189s shield and spear uh we're seeing it
192s being played a lot more since the season
194s two patch and we're seeing the win rates
195s of that go up so that's something we've
197s definitely got our eyes on
200s all right so any general combat balance
203s updates planned for the monthly balance
205s patch uh yeah there's three uh the first
208s one is interesting because it's actually
210s uh the result of a bug if you played at
212s the start uh of the Season you'll have
215s remembered that Halen Hardy uh we were
217s removing that town buff and replacing it
220s with the HP increase but a couple people
222s got both uh and I was actually one of
225s those people also when I played and I
227s played a couple matches and I think the
229s overwhelming feedback from people who
231s got both was that the game felt better
233s with a little more HP uh that time to
235s kill felt more appropriate and helped
238s fight some of the burstiness of some of
239s the combos it helped fight some of the
241s ticking damage of some of the weapons
243s and in general it just played better so
245s uh we are going to be making some
247s adjustments to HP in season two we're
249s still finalizing how we're going to do
251s that I think we're gonna do it like uh
253s when you invest early on in con you'll
256s get a little more HP that'll also help
258s people sort of move away from some of
260s the glass and it built so that is a
262s change that we're pretty excited about
264s uh second change is a little bit drastic
266s but I think it's a healthy thing for the
268s game we're going to be swapping the 150
271s and 300 decks attribute bonuses we think
275s the reduced costs of dodging is probably
277s one of the strongest atbs attribute
280s threshold bonuses uh and we want players
282s to sort of invest to to really get that
285s a third smaller change but we think a
288s good one uh this one we we're gonna
290s really try to get done for the monthly
292s there's a chance it doesn't make it
293s because there's a large amount of data
294s that has to change to make this happen
296s uh but it's uh we don't want the fortify
299s buff to count towards invigorated
300s punishment so that's something we're
302s looking to change also
304s all right um what about uh specific
306s weapons like are there any changes there
310s um like starting with sword and shield
312s uh so sword and shield we do think is is
314s slightly over performing especially at
316s high level PVP it's got a great
318s combination of a gap closer a really
320s powerful stun pretty good damage and the
323s stickiness of it is is really strong so
325s that combo is making it really strong uh
328s I think what we're planning to do for
329s the monthly patch is take a look at the
332s Achilles heel uh passive and move that
335s from slowing down the enemy to rendering
337s them I think that'll help fight the
339s stickiness uh we are also aware of a bug
342s with uh concussive bash and how freedom
344s is not impacting it uh unfortunately
346s that it's a pretty tricky bud with some
348s some code uh in a in a dangerous Coast
350s path so we're not going to make that
352s change for the monthly but it is on our
353s radar and will likely be fixed for uh
356s season three
357s all right well what about the other
358s melee weapon that's getting a lot of
360s play uh the spear the spear yeah no the
363s spear is an interesting one like I said
365s it's become very popular especially
366s comboed with sword and shield uh in
369s arenas that's been strong it's also
370s getting some play in opr uh and it's
372s interesting because it also complements
374s Dex builds like the bow really well uh
377s you know we've buffed this weapon a
379s couple times in the last two seasons and
380s I think people are catching up with all
382s the Buffs and finding out to get more
384s power out of it uh I think cyclone in
386s specific is is we think a little bit too
388s strong uh it's AOE it has grit it has
392s good damage and it has a huge slow I
394s think that's just a little too much uh
396s what we're probably going to do as a
397s first pass is is reduce the
399s effectiveness of the slow from like 50
401s to 30 percent
402s uh and we're also looking at the uh the
405s Cyclone leaching weapon uh perk upgrade
407s uh right now you can go into big clumps
410s and like get all your life back will
411s likely limit the number of people that
414s you can like steal from uh in one
416s activation on that to help balance that
417s also
418s what about the fire staff
421s fire staff's a tough one uh I think you
424s know slightly elevated win rates in opr
426s sorry an arena and opr it's doing fine
429s uh we are seeing a little more damage
431s from it uh than other weapons uh but the
434s kills that it's receiving aren't you
436s know uh out of distribution so it's
439s doing a lot of damage uh but not really
441s moving the needle in terms of wins or
443s kills so we think it's in an okay place
445s we're going to keep an eye on it
447s specifically it's it's damage over time
449s I think uh you know between Kindle the
452s stacks that it's getting uh uh sorry
455s elegant the burning Rings like that
456s combo is producing a lot of damage over
458s time and we've got our eye on it but no
460s changes planned for the monthly
462s and the bow
463s Bo's in the same place I actually I
465s think Bose in an even better place in
467s terms of balance than fire staff I think
468s it's it's in a good place you know uh
470s we've all met the really good players
472s that make the bow seem like it's it's
474s broken but like you know those are
476s really good players and good players can
477s do those sorts of things but I think bow
479s overall is in a good place uh we are
481s aware of the bug with elemental damage
484s not uh getting damage fall off applied
486s that's something that again
487s unfortunately is a little too risky to
489s fix in a monthly and monthlies we try to
491s stick to you know data changes and very
494s simple code changes this actually is a
495s somewhat complex code change so we won't
498s get it in for the monthly but that is
499s something we know is happening and will
501s likely be fixed in season three well
504s what about the blender bus
505s uh our favorite Little bursty Weapon
508s here uh there are some new combos that
511s uh experts uh in quotations if you know
514s what I mean are pulling off here with uh
516s with the Blunderbuss uh those are things
518s we did not anticipate as a part of the
520s design and uh it would not surprise me
523s uh when you load up the monthly patch if
525s those combos are no longer possible
528s and last but not least what about heart
531s runes uh heart runes uh detonate we
534s still feel is a little overpowered I
536s think what we're seeing here is is
538s spikiness in the heart room detonate
540s like on average it's okay but some
542s people have setups which are causing it
544s to proc for a lot of damage uh and it's
546s when they combine lots of Empower crit
549s damage crit bonuses so I think what
551s we're gonna do we don't want to change
553s the base or the range because we like
555s how it plays in general but what we're
556s going to do is eliminate the ability for
558s this heart Rune to crit and we think
560s that'll sort of like normalize the
562s distribution of a damage and make this
563s weapon feel still really strong but not
565s as spiky
567s so I did have a few questions from the
570s community if you're up for that let's go
572s for it great so this is um when I asked
574s for the Community Q a questions they had
576s some for this
577s um are there plans to adjust
578s underwhelming attribute breakpoint perks
581s alongside the other perk adjustments for
583s season three I would love to see some
585s Mana management incentives for
587s intelligence builds and block incentives
589s for constitution builds uh so we don't
592s want to give away too much about season
593s three we're still focused on season two
596s but uh I think it's very fair to say
598s that the atb's attribute threshold
600s bonuses will see major reworks uh we
603s will move things around in fact this Dex
605s change that we're doing in this monthly
606s patch was originally planned for the
608s season three uh there will be other
610s moves like that we're going to be taking
611s some of the bonuses that we don't feel
613s are strong in removing them and there's
615s going to be some new ones uh and then
618s just a slight little hint on on fun
620s stuff coming up there might even be a
622s new level of uh atbs and another way to
625s dip your toes in so big changes coming
627s to this in season three and can we
631s expect to see further balance passes on
633s some fortify the lack of consistency has
636s confused me and some things like Fort
638s sacred and shirking for it still feel
640s like they could use some tuning yeah I
643s think there definitely are some still
644s some inconsistencies I saw a really nice
646s spreadsheet someone put together uh on
649s this and we're aware of this I think
650s we're we're going to be looking into
653s this uh I don't think it's going to make
655s the monthly bounce patch we've got a lot
657s on our plate with season three so it may
659s or may not make it but we're aware of it
660s uh we don't think there's any ones that
663s are sort of really game breaking which
665s hasn't sort of pushed it to the top of
666s the stack but we will be doing a
668s consistency pass on this and also just
670s sort of pushing up and down uh mostly up
673s some of the fortifies that that didn't
675s get adjusted enough when we made the
677s change to the fortify calculation
679s uh well I think that's it I think I
681s think we're good awesome well uh thanks
683s for joining us today on balance of power
685s we do have a community question so what
688s I'd love to hear from you all is is what
690s is the bug that most bugs you that you
692s see in combat we talked about two that
694s I'm aware of I'm sure there's plenty
696s more uh the concussive bash now being
698s affected by Freedom uh and the Damage
700s fall off on Elemental damage and Bows
702s like what are your bugs that you're like
703s David have your team fix this ASAP uh so
707s put them in our thread and let us know
708s also like And subscribe if you're liking
710s the content and we'll see you in a
712s tournament
713s bye
716s foreign
717s [Applause]
723s [Music]
727s [Applause]