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0s | what is the state of combat I'm just |
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2s | going to list them out so you can |
4s | understand the sort of the the amount of |
6s | changes there's 14 of them so I'm going |
8s | to read from a little card here |
10s | [Music] |
11s | [Applause] |
15s | welcome to forged in eternum where we |
18s | talk about all things new world today I |
21s | am super excited to introduce a new |
23s | segment in the Forge series called |
25s | balance of power this is a show we're |
28s | going to try to do every month where we |
30s | sort of dive deep on combat and think |
33s | about what the the state of balance in |
35s | new world is |
36s | but before we dive in I want to talk a |
38s | little bit about our Cadence and |
39s | philosophy on balance moving forward we |
42s | want to make this a more of a priority |
44s | for a new world I think in the past |
46s | we've been a little slow to make changes |
47s | and we really want to focus on creating |
50s | a healthy meta |
51s | this is going to result in a couple of |
53s | changes first we're going to make large |
55s | balance changes every month this will |
57s | include uh the types of things you saw |
60s | in season one for instance we may do a |
62s | weapon playability pass like we did with |
63s | the fire staff we may change up combat |
66s | mechanics like we did with the damage |
68s | mitigation calculations uh or we may do |
71s | sort of thematic balance passes like we |
73s | did with the CC first damage pass |
75s | the second big change that's coming is |
77s | that we are going to start doing |
78s | intermittent balance passes uh so every |
81s | season we make big changes but between |
83s | that you know the meta May shift people |
85s | find new texts there may have been a bug |
87s | introduced at some point uh we may have |
90s | overtuned or undertuned something and |
92s | that leads to imbalances uh we don't |
94s | want players to have to wait a whole |
95s | season to uh sort of get back to a |
98s | bounced state so we're going to be doing |
99s | intermittent changes between the seasons |
102s | these will have to be somewhat smaller |
104s | in nature and a little bit safer but |
106s | they will allow us to react quicker |
108s | third we are going to be trying to have |
110s | more of a discourse with the community |
111s | about this this show is one part of that |
113s | I'm trying to be more uh sort of active |
116s | in the forums we want to have a |
117s | communication about what the state of |
119s | balance is and the meta in the game |
122s | uh so with all of that let's dig in a |
124s | little bit what is the state of combat |
126s | uh well we introduced a number of |
129s | changes in season one uh there are a lot |
132s | of them in fact more than we probably |
134s | would have liked it's going to make it a |
136s | little bit hard to discern uh what the |
138s | effects of each one are but to be honest |
141s | we're playing a little bit of ketchup so |
142s | there's more that we want but they're |
144s | all in here |
145s | uh they are in live and they are |
148s | discussed in the patch notes so uh |
151s | rather than me going going into each one |
152s | I'm just going to list them out so you |
154s | can understand the sort of the the |
156s | amount of changes there's 14 of them so |
158s | I'm going to read from a little card |
160s | here |
161s | uh number one the damage medication |
163s | mitigation changes and how that changes |
165s | the Rend and fortify calculations two |
168s | the musket aiming changes three the grit |
171s | uh attribute threshold bonus change |
173s | moving to Constitution the CC balance |
176s | pass making moves either damage or CC |
179s | the fire staff playability pass the |
182s | great sword nurse the hatchet defy death |
184s | Nerfs the critical calculation changes |
187s | medium and heavy equip load bonuses and |
189s | Allen Freedom bow Nerfs uh added taunts |
193s | to a bunch of weapons remove monocost on |
195s | light the Bane adjustments to ranged |
198s | weapons removed Elemental mutator |
200s | resistances |
202s | that is a mouthful uh but like I said a |
205s | lot of changes uh so now I want to dig |
208s | in uh so these changes are on PTR how |
211s | are they playing are we happy with the |
212s | changes uh what are people saying about |
214s | the changes well let's dig into some of |
216s | the feedback |
217s | uh what is the first bit of feedback I |
220s | received number one musket is hot |
223s | garbage now uh well these are pretty |
227s | drastic changes that we made to the |
228s | musket uh and they're a little bit |
230s | controversial but we do like the spirit |
232s | of the changes that we're making uh we |
234s | like them for a couple reasons one uh we |
237s | like that it will affect PVP uh but not |
240s | as much PVE because of the nature of |
243s | movement in PvP uh the way we made the |
246s | uh sort of the aim Bloom adjustments it |
249s | allows people to still be very accurate |
251s | in PvP because AI tend to run more at |
253s | you but it does make it a little more |
255s | difficult to land shots in PvP so we're |
259s | happy with sort of the spirit of that in |
261s | addition we like that it it gives some |
263s | value to the accuracy perks so if you do |
265s | want to play at long range you have to |
267s | now equip this perk uh rather than a |
270s | third damage one so we sort of like that |
272s | also and third some of the other |
274s | solutions for instance like uh a bullet |
277s | drop is very expensive in terms of |
279s | performance for very long range weapons |
281s | like the muskets so that would have been |
283s | a harder solution to a chance |
285s | with that said I do believe when it |
287s | first came out it was pretty uh it was a |
290s | pretty strong change and I think it went |
291s | a little bit too far so since then we |
293s | have introduced some adjustments to the |
295s | aim Bloom that have brought it back a |
297s | little bit and I think we're in a good |
298s | place now our goal for the musket is for |
302s | this to be not be a dominant weapon in |
304s | opr but still maintain some of its value |
306s | in PVE we think we've sort of hit that |
309s | balance now uh and we're going to be |
311s | keeping an eye on it the other thing I |
313s | do want to mention is we do feel the |
314s | right Tree on the musket is a little bit |
317s | uh in need of some love and that is |
319s | something we'll be looking at uh in the |
321s | future |
323s | uh what is feedback number two uh |
326s | bruisers are dead uh well |
330s | bruisers did get hit hard uh obviously |
333s | the grit change affected them the CC |
334s | damage change affected them refreshing |
337s | move uh the Fortified changes they got |
340s | hit by a lot of things |
341s | with that said they had a ton of tools |
343s | they had utility they had damage they |
346s | had CC uh bruisers were very strong in |
349s | our meta previously and I think they |
350s | were in need of a Nerf uh did this go |
353s | too far uh we're not sure I think you |
356s | know a lot of these changes affected |
358s | multiple different classes not just |
360s | bruisers so it's hard to 100 discern |
363s | where they are I think they're going to |
364s | be in an okay position we're going to be |
366s | keeping an eye on it but we think |
368s | bruisers will be able to adapt and still |
369s | have a very good place especially in |
372s | objective based modes like uh opr or War |
377s | uh number three you killed fortify uh |
381s | well we definitely made some drastic |
384s | changes to the damage minification |
386s | mitigation formula and how that affects |
388s | both fortify and rent uh overall though |
391s | we're really happy with a lot of the |
393s | aspects of this change one we really |
395s | like how it affects uh different equip |
397s | loads more right like now there is |
399s | really a cost for being invite equip |
401s | load and we like that a lot |
403s | second we do think that it was a little |
406s | bit too strong fortified in the past uh |
408s | you know we want armor to be important |
410s | and fortify was taking such a big role |
412s | that people were able to compensate uh |
414s | and get a lot more damage protection |
416s | than the Armor which is not really what |
418s | we wanted when we initially designed the |
419s | system |
421s | third people were hitting cap very very |
423s | easily uh and I think you know that |
426s | that makes the strategy and tactics in |
429s | combat less interesting I think by |
431s | raising the Caps we went to 245 and 70 |
434s | on Ren it's going to make people try new |
436s | strategies it's going to make |
437s | coordination more important so we we |
439s | like the richness as this could |
441s | introduce to combat |
443s | uh with that said the Fortified changes |
445s | are a big big change we think in PvP |
448s | it's going to balance self out balance |
451s | itself out players are going to adjust |
452s | uh you know their constitution their |
455s | equip loads they'll try different builds |
457s | I think we'll find a natural equilibrium |
459s | in PvP uh we're excited to see where |
461s | this adjusts The Meta we are a little |
464s | bit worried about the effects in PVE |
466s | especially at high level mutations we'll |
468s | we'll be keeping a very close eye on |
470s | that and there's a chance we make some |
472s | adjustments to things like enemy health |
473s | or things if we start to see some |
475s | imbalances there |
478s | feedback number four uh the fire staff |
480s | is too op now |
482s | well with so the fire staff received a |
486s | big player uh uh playability pass and |
488s | when we do those we definitely want to |
490s | sort of increase the power of weapons we |
492s | want to bring them back up into the meta |
494s | we want to give people a reason to try |
496s | them uh and also you know a lot of the |
498s | changes we make are our nurse and |
501s | bringing things down so these |
502s | playability passes are a chance for us |
503s | to raise the floor also to sort of keep |
506s | combat healthy |
508s | uh with that said these changes did give |
510s | fire staff a lot of power uh we felt |
513s | like it was a little bit much we |
515s | introduced a couple small changes in the |
517s | later PTR uh we we made a trade-off to |
520s | Flair uh we added some tick rate to the |
522s | flamethrower but we will be watching |
524s | this one I think you know we are leaning |
527s | towards a world I think where fire staff |
529s | might be a little bit uh overpowered |
531s | we're going to be watching the data very |
532s | closely on this one and this is the type |
534s | of thing we might make an adjustment in |
535s | April if we see the data suggesting that |
538s | the the fire staff is too strong |
542s | uh feedback number five |
544s | boat is just going to replace the musket |
546s | in opr |
548s | ah uh well we definitely made a number |
550s | of Nerfs to the bow at the start of PTR |
552s | uh we we definitely felt that was |
554s | necessary however with all the changes |
557s | to fortify and all the other changes it |
558s | may not have been enough this is another |
561s | one where we're going to be watching |
562s | very closely our goal and desire is |
564s | definitely not that range becomes the |
566s | new meta here that bill replaces muskets |
569s | so we will be looking and this is |
571s | another one where I could see us making |
572s | some adjustments if we feel like Bill is |
574s | starting to dominate |
576s | yeah |
579s | number six Blunderbuss is too bursty now |
582s | uh overall we think the Blunderbuss is |
585s | in a pretty good spot uh it is a |
587s | somewhat bursty weapon it is combo based |
589s | we like that uh it's sort of an |
591s | energetic weapon uh we did feel though |
593s | that it's one shot potential might be a |
595s | little bit too much with all the changes |
597s | especially the reduction in effective uh |
600s | HP from the four to five changes uh so |
603s | with that in mind we did make a couple |
604s | small changes to its burst capability in |
608s | a later version of the PTR we think it's |
610s | in a good place now but we'll definitely |
612s | be keeping an eye on this uh as you know |
615s | the sort of meta uh sort of balances out |
617s | here |
618s | uh lastly there are a couple other |
620s | smaller balance changes that I wanted to |
623s | review uh |
626s | number one uh the hatchet we definitely |
629s | we like the changes to the hatchet we |
631s | felt it was a very strong weapon we like |
633s | the adjustments to divide death uh |
635s | however we thought that the health |
636s | people were getting back this is a |
637s | little bit high so we have reduced out |
639s | of touch |
640s | uh second uh Rapier uh we did feel like |
644s | that flourish and finish didn't play |
645s | very well without the Stagger and |
647s | flourish so that's a change that we've |
648s | we've brought back the Stagger there |
651s | uh spear is the third change we made uh |
654s | fortifying perforate one of the weapon |
656s | perks we felt was a little bit strong so |
657s | we've toned down the maximum amount of |
659s | fortify you can get there from 50 to 30. |
662s | uh mortal empowerment uh this is a |
665s | little bit more controversial but we uh |
667s | we took a very big move on this one and |
670s | I think we we sort of as someone called |
672s | it nerfed it into Oblivion and I think |
674s | we went a little bit too far uh We've |
676s | kept the time limit at two minutes we've |
677s | kept the stacks at 10. uh we think |
679s | that's appropriate but we have brought |
681s | back uh the Refresh on kill after two |
683s | minutes and I think uh with two minutes |
685s | I think that's actually going to create |
686s | some healthy gameplay where people have |
688s | to be a little more aggressive to get |
690s | the refreshes up |
692s | uh a recent change in the the most |
694s | recent PTR we made is that we brought |
696s | the elemental Attunement down from 18 to |
699s | 14 uh I think you know there's a couple |
701s | benefits to this one I think that perk |
704s | was sort of dominating uh it's perk |
706s | bucket and I think this will open up uh |
708s | to let people try some more diverse |
710s | builds uh and second uh I do think it'll |
713s | help bring down damage overall |
715s | uh let me see is there one I missed |
720s | I think that's it well thank you all I |
722s | hope you enjoyed the show uh please let |
724s | us know if you liked it like And |
726s | subscribe give us some feedback uh in |
728s | terms of a community question for season |
731s | two uh one of the big changes we're |
733s | making a thematic balance pass as I |
735s | called it earlier is we're going to be |
737s | taking a look at all of the abilities of |
738s | weapons and choosing one or two of the |
741s | abilities for each weapon that we think |
742s | is either underpowered or underused and |
745s | finding a way to sort of bring it more |
747s | into contention for other abilities so |
749s | for a question please uh you know let us |
752s | know which abilities you think need some |
754s | love and how you would do it |
756s | thanks for joining us and see you in a |
758s | tournament |
763s | [Music] |
764s | [Applause] |
770s | [Music] |
774s | foreign |