about 1 year ago - Play New World - Direct link

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0s what is the state of combat I'm just
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