about 1 year
ago -
Play New World
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0s | The intensity of the enemy VFX indicator in PVP - I think a couple of people have commented that it's very strong. |
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7s | We are toning it down a little bit in this balance patch, which I think will help playability, especially in OPR and War. |
19s | Welcome to Forged in Aeternum where we talk about all-things New World. |
23s | Today we're going to be doing a Balance of Power episode where we dive deep on combat, the meta of New World, and the state of balance. |
30s | We're going to try a different format today where Michael asks the questions. |
33s | So Michael, take it away. |
35s | So overall, are you happy with the changes you made in Season One? |
40s | Overall, we're pretty happy with the changes. |
42s | Obviously, when you make this many changes, it's hard to be 100% happy with everything. |
47s | But in general, we're happy. |
49s | We think we have a good foundation with the fortifying and armor mitigation changes, with separating out CC imbalance and the grit change. |
58s | I think we've got a good balance upon which we can build now. |
61s | We're also seeing a pretty nice shift in meta. |
63s | We're seeing a lot more diversity in build, especially in Arenas. |
68s | I played a bunch of Arenas over the week and we're seeing a lot of diversity in builds and all those builds performing pretty well. |
74s | We're also seeing a lot more diversity now in Expeditions, which we really like. |
78s | Even in War, there's still a heavy bruiser element, but we are seeing a couple new builds sneak in as people are trying new strategies. |
86s | So that's all good. |
88s | On the sort of negative side, we are seeing a very heavy range meta in OPR, we think this is partially because of the scoring and the range - sorry, the the sort of the layout of the mode, but there's also some relative power there in those weapons that we're looking at. |
107s | And so what is the overall state of balance in New World now? |
111s | We're seeing a lot of strength in the magic weapons. |
114s | Both Fire Staff and Ice Gauntlet are heavily used in all of the PVP modes. |
120s | They're performing well. |
121s | They're being used a lot and their win rates are high. |
125s | We're also seeing a lot of usage of bow, especially in OPR. |
129s | However, it's win rates are not very high. |
131s | In fact, they're under 50%. |
133s | So we're seeing a lot of usage, but only strong performance in a sub-segment of the audience. |
138s | We're seeing melee underperform verse ranged, especially in OPR. |
143s | We think this is heavily related to the layout of the mode and the scoring systems, but there's also some relative underperformance there. |
151s | On a good note, we're seeing some nice clear rates and mutations. |
154s | Gen was recently mutated and it's it really sank, at first, in terms of completion rates. |
163s | But as people sort of adjusted to the meta and figured out how to play, those completion rates were nearly back to where they were pre-patch. |
170s | So we're seeing people catch up with the meta. |
173s | So then what is next for combat? |
175s | Like, what are the next steps? |
177s | So the next step sort of remain about what we talked about in episode one, high level: we want to do sort of larger balance patches every season. |
185s | So big balance patches with pneumatic balances and then we want to start doing monthly balance patches more frequently. |
193s | And, you know, these changes will be a little more just data-based. |
196s | We don't want to introduce a lot of risk here. |
198s | So currently we're working on that first balance patch. |
201s | We hope to release it sort of end of April, early May, and we're going to be talking a little bit more about that. |
207s | And then we're also working on the larger Season Two changes. |
210s | They're going to be composed of that sort of underpowered, underused ability pass that we're going to be doing. |
216s | And here, I just want to take a second and say thank you to everyone. |
219s | Like, a lot of great suggestions are in the thread last time. |
224s | So we really appreciate that. |
226s | Something else we're experimenting with for Season Two are some blocking changes. |
230s | We're testing with them internally and they're looking good. |
233s | And if they continue to look good, we'll probably test them in the PTR and potentially release them in Season Two. |
238s | Oh, awesome. |
239s | So let's dig into some specific areas now. |
242s | What are your thoughts on Fire Staff overall? |
246s | I think Fire Staff's a little bit oppressive, especially in OPR. |
250s | You know, it's a weapon that is on the easier side to use and its performance is really strong. |
256s | Because of that, we are looking at some potential nerfs for it. |
259s | What we are looking at, probably taking a look at flare, the cool down on pillar, and there's also a bug that's allowing extra empowerment stacks. |
268s | So we're thinking about making these changes and we think with these changes, Fire Staff will will probably be in a good place because it's not it's not showing super strengt here - just a little bit. |
279s | And how about the other strong magic weapon, the Ice Gauntlet? |
283s | So Ice Gauntlet is showing, you know, heavy usage in all of our modes and heavy win rates. |
289s | However, we don't see a clear issue here. |
293s | I think there's probably a little bit of strength with Arenas, but there's no smoking gun here. |
299s | So we're going to keep our eye on Ice Gauntlet. |
302s | No big changes planned for this balance patch but we're going to be keeping our eye on it. |
308s | And how about everyone's new favorite ranged weapon, the Bow? |
314s | Well, as I said before, Bow is seeing heavy usage in both Arenas and OPR, I think this is partially due to, you know, the Musket changes. |
323s | A lot less people are using Musket. |
326s | And I also think the, you know, the fortify and armor mitigation changes are allowing it to hit a little bit harder. |
331s | So what we're seeing is strength from this weapon, from people who really know how to utilize it and, you know, sort of get all of its power. |
338s | Because of that, we don't want to sort of nerf the overall power of the weapon. |
342s | Instead, we want to sort of try to eliminate some of the extremes here. |
347s | With that in mind, there are two changes that we're looking at for next balance patch. |
352s | One of them is to sort of add some damage fall off past certain ranges. |
356s | So, you know, people can't pull some of those extreme shots. |
359s | The second thing we're looking at is reducing the hitbox of the heavy and abilities. |
365s | So again, people can't sort of make some of those shots over the hill in some of the extreme shots. |
370s | And what about our poor melee friends? |
372s | Our melee friends are struggling a little bit, especially the medium and heavy users. |
376s | I think the survivability that they had is not quite making up for the lack of mobility that light has. |
382s | So we're seeing them struggle, especially versus light range. |
386s | Because of that, there's a couple - or actually, a few changes we're looking at. |
389s | One is we are going to increase the armor, the base armor, of medium and heavy armor. |
395s | I think this will not only give them a little inherent additional armor benefits, it will also make things, like fortify, stronger on that. |
403s | Second, we're going to be increasing the value of Shirking Fort to around 5%. |
408s | I think with the above changes, this will make Shirking Fort a very viable option for heavy and maybe melee also versus some of the aversion perks. |
417s | Third, we're going to be looking at the fortify, some of the perks and abilities give for some of the strength-based weapons like Warhammer, Great Axe and Sword & Shield. |
426s | We think these changes, combined with some of the Fire Staff and Bow changes we've talked about, will sort of even out the playing field. |
433s | Are there any further adjustments for the Musket? |
437s | So Musket is definitely seeing decreased usage after the changes and its performance is not very good. |
442s | So we are definitely looking at the Musket. |
446s | I think we want to take these changes slow. |
448s | We are working on a larger rework for the Musket. |
451s | We don't have a TBD yet on what time that Season, which Season that will happen in yet. |
455s | So we're going to be moving slow on the changes. |
458s | So with that said, there are two changes we're looking at. |
461s | I think we're going to decrease the amount of time for steady hands so players can get to that better accuracy quicker. |
467s | And we've also made some adjustments to the reticle animation so it better matches accuracy. |
474s | The weapon was actually quite a bit more accurate than the reticle was showing. |
477s | So I think that'll help. |
479s | So those changes will help, but I could see us making more changes in the next minor balance patch after this one. |
485s | And any other changes coming in the next balance patch that are worth mentioning? |
490s | Yeah, there's two interesting ones that I think people will enjoy. |
493s | One is the intensity of the enemy VFX indicator in PVP. |
499s | I think a couple of people have commented that it's very strong. |
502s | We are toning it down a little bit in this balance patch, which I think will help sort of playability, especially in OPR and War. |
509s | A second change that I'm pretty excited about is for Void Blade in the Void Gauntlet. |
514s | We did finally find the bug, which I think was affecting the homing of that. |
518s | So that'll be fixed in this balance pass and we hope that sort of opens up that as another sort of viable build to further increase build diversity. |
526s | So that is all the questions we have for today. |
530s | Community Question? |
530s | Oh, Community Question. |
532s | Yes. |
532s | So first of all, thanks again for your great responses to the last question. |
537s | So we wanted to do something similar. |
539s | In Season Three, we're also planning on doing a perk balance adjustment. |
543s | We did one of these and I think it was pretty successful. |
546s | We're doing it in Season Three when other gear changes happened, so it's not as impactful on build since there's a shakeup happen anyway. |
554s | So the question is, what perks do you think are underpowered or do you have a great idea to improve? |
559s | Please let us know. |
561s | Also, like and subscribe, let us know you're enjoying the program and we'll continue doing it. |
565s | Thanks for joining us. |
566s | See you in Aeternum. |
569s | I mean, what has been your impression of it as you've started writing stories in this world? |
573s | I like that the Corruption basically takes away your mind. |
577s | It's probably a lot like media in that respect. |
580s | Like the media. |
582s | Soul sucking media. |