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0s | obviously the range weapons are still |
---|---|
2s | the primary used weapon in terms of win |
5s | rates that both the bill and the fire |
7s | staff are you know in the bottom half of |
9s | the win rates of weapons |
10s | [Music] |
11s | [Applause] |
15s | welcome to forged in eternum where we |
17s | talk about all things new world today |
19s | I'm excited to do an episode 3 of |
22s | balance of power we're going to talk |
24s | briefly about our monthly balance |
27s | changes coming up and then jump into |
28s | season two and what it holds for combat |
31s | we're going to have Michael ask the |
33s | questions again today so take it away |
34s | Michael are you happy with the latest |
36s | monthly balance changes uh overall yes |
39s | we're pretty happy I think the thing I |
41s | really liked about it is the speed at |
43s | which they came out we like doing this |
45s | sort of monthly so two times between |
47s | each of the major seasonal events I also |
50s | sort of like the |
51s | the intensity of the changes we want to |
54s | be a little bit more moderate on these |
55s | changes uh and sort of do incremental |
58s | changes twice rather than go too far in |
61s | terms of the results we think they're |
63s | pretty good I I think for instance the |
65s | armor changes on heavy and and medium |
67s | armor uh the increasing the |
69s | fortification that has really given |
71s | melee melee a chance to bring in other |
74s | builds other than just sort of the light |
76s | assassin built and also the Nerfs to |
79s | fire staff and Bo I think have sort of |
83s | brought down that overpowered weapon |
84s | without going too far like we have in |
87s | the past with the muskets so overall |
88s | pretty happy with the changes all right |
90s | uh then what do you think of the current |
92s | state of PVP balance uh overall I think |
94s | the state is in pretty good shape when I |
96s | look at the data I think Arena's data |
99s | looks really good we have really diverse |
101s | builds all the builds have good |
103s | performance in terms of damage or |
104s | healing they have good win rates I'm |
107s | pretty happy there Wars look really good |
109s | too in terms of opr we did see an |
113s | increase in usage win rates and |
116s | performance for the melee weapons which |
118s | which we wanted obviously the range |
120s | weapon are still the primarily used |
123s | weapon I think you know they're they're |
125s | very solo friendly and they pump out |
127s | good damage so they show up well on the |
129s | scoreboards but it's important to note |
131s | in terms of win rates that both the bill |
133s | and the fire staff are you know in the |
135s | bottom half of the win rates of weapons |
137s | so we don't necessarily consider them op |
138s | just sort of very solo friendly and easy |
141s | to use |
143s | um all right so what are you planning |
144s | for the second monthly balance changes |
146s | uh so for the second changes we when we |
149s | had to make these changes we didn't have |
151s | enough data that we really felt it |
153s | warranted changes uh to any of the |
155s | weapons we thought balance was close |
156s | enough that we wanted to let it ride |
158s | another month so we did make some some |
161s | small changes to some of the heart runes |
163s | which we wanted to sort of take a look |
165s | at one is dark Ascent which is we saw |
168s | was just very infrequently used so we |
171s | added some iframes to the startup of |
173s | that which I think should give players |
175s | an opportunity to use it in sort of new |
177s | and cool ways I'm excited to see what |
179s | they will do there also as as I think |
182s | most people know especially the PVE |
183s | years Brew brutal detonate is you know |
186s | sort of the King of the Hill in terms of |
188s | of our heart runes so we took a look at |
191s | that and uh you know we made some |
192s | changes I think we increased the rent |
194s | from 15 to 30 percent to sort of give a |
197s | little more risk for all the damage it's |
198s | it's pumping out so very small changes |
201s | here uh and we'll continue looking at |
203s | the bounce okay uh cool well I'd like to |
206s | jump to season two |
207s | um I understand there are four major |
209s | changes let's run through those all |
212s | right the big one is obviously the |
214s | underpowered under used pass this is |
216s | where we're going through all the |
218s | abilities sorry all the weapons in the |
219s | game and taking a look at hey which |
221s | abilities of the six are people not |
224s | using uh because they're just sort of |
225s | underperforming and we're trying to |
227s | bring those up basically to you know |
230s | shake up the meta a little bit in just |
232s | combat we want to see new and fresh |
233s | builds emerge as a part of this |
236s | uh so to give you an example for |
238s | instance a whirling blade on the sword |
240s | and shield I think this is an ability |
242s | that we see very low usage of and it's |
246s | for good reason right like I've wrote it |
248s | before it's actually a DPS loss when you |
251s | when you use this ability so this is an |
253s | example of one we're tackling and and |
255s | some of these ones like whirling blade |
257s | we're tackling pretty aggressively right |
258s | like in this one we're increasing the |
260s | damage uh we're increasing the rate of |
263s | the attack uh we're also increasing the |
266s | range the the area the volume of the |
268s | attack and lastly we're increasing the |
270s | usability by allowing players to sort of |
272s | angle themselves a little more during |
274s | the startup so I think you know we're |
276s | really trying to bring this weapon into |
277s | contention |
278s | uh we're trying to do this for one or |
281s | two abilities for every single weapon so |
283s | I'm not going to go through the whole |
284s | list now it's in PTR we'd love uh for |
288s | players to really dive in check out the |
290s | changes and let us know what they think |
292s | all right |
293s | um so I I hear you're making some |
295s | changes to blocking |
298s | um can you expand on that yeah uh I |
301s | think you know we've heard and we agree |
303s | with this sort of feedback that right |
304s | now blocking is inferior to dodging uh |
306s | you know they both cost stamina and with |
309s | blocking you just don't get out of the |
311s | trouble so we're making some changes |
312s | here this may not be the end of them but |
315s | it's the start of them and there's three |
317s | big elements to it first we're slightly |
319s | increasing the speed uh which players |
321s | can walk and move while they have a |
324s | block activated so I think that'll help |
326s | the mobility a little bit second we're |
328s | separating separating out the exhausted |
330s | States between being block broken and |
334s | running out of stamina from dodging and |
336s | if you get Block broken we're |
338s | eliminating that 15 move penalty during |
341s | that so that should you know make it a |
343s | little less punishing to sort of run out |
345s | of stamina while blocking uh and the |
348s | last one is actually the biggest one uh |
350s | we are allowing uh blocking for any |
352s | weapon now to block range damage uh so |
355s | this will be a pretty big change uh the |
357s | amount of damage the percentage of |
359s | damage that you block will differ |
361s | depending on the weapon for instance |
363s | obviously Shields block 100 uh but |
366s | different weapons like a heavy weapon |
368s | like the Warhammer will block a lot more |
369s | than something like the Rapier so this |
371s | is definitely a pretty controversial |
373s | change we've tested it internally and |
375s | like it and we're putting it in the PTR |
377s | and and based on feedback and how it |
379s | plays with a larger group we'll decide |
381s | whether to move forward or not all right |
383s | and I understand we are removing a |
387s | lifestyle buff is that right yes uh Hale |
390s | and Hardy is a very strong lifestyle |
393s | buff it gives you a 10 increase in HP |
396s | and we like that increase but the |
398s | problem is it can really just play Havoc |
401s | with sort of the Level Playing Field in |
403s | combat right like if if your house is in |
405s | a wrong territory or if that buff Runs |
407s | Out you all of a sudden become you know |
409s | drastically weaker in combat so we are |
412s | removing that lifestyle buff and instead |
414s | what we're going to do is we're going to |
415s | give everyone the 10 increase at all |
417s | time we're basically increasing the XP |
420s | pool we also think that's a good move we |
422s | think you know time to kill with a lot |
424s | of our changes has you know has become |
426s | quicker and quicker and I think this is |
428s | guaranteed 10 at all times will help |
430s | that a little bit also all right and uh |
432s | for the season to build uh will there be |
435s | any balance changes yeah with the |
437s | additional time we've had to look at the |
439s | data we do think that there are two sort |
441s | of thematic changes we wanted to make |
442s | one is on the bow uh I think you know |
445s | the bow has a really strong combination |
447s | of Mobility range and damage uh so we |
450s | want to take a look at that and I think |
451s | Dodge and weave is is one of the primary |
453s | culprits it gives you additional haste |
455s | every time you dodge so I think what we |
457s | want to do here is add a condition where |
459s | you have to be at full stamina and I |
461s | think that will help reduce the mobility |
463s | of it we're also making a slight change |
465s | to evasive tactics we're making that an |
467s | ultimate so if people want that |
470s | additional damage from dodging which I |
471s | think a lot of people do they'll have to |
473s | invest a little more and make a decision |
474s | there |
475s | on the fire staff uh it is pumping out a |
479s | lot of damage we've taken a look at the |
481s | data and Pillar of Fire is actually the |
483s | primary culprit here we think the damage |
486s | is a little bit high for how |
487s | instantaneous this ability is and how |
489s | quick uh the cooldown is so we're |
492s | probably going to reduce the damage of |
493s | that a little bit well that's all the |
495s | questions we have for today do you have |
497s | a community question absolutely as we |
499s | mentioned there's a big underpower to |
501s | underused pass for all the abilities and |
503s | weapons going in in the season 2 PTR we |
507s | would really love if people played the |
509s | PTR and gave us feedback on it like did |
511s | we go too far with any of the abilities |
512s | did we push it too far did we not go far |
514s | enough or did we miss any that you think |
517s | we should have hit please let us know |
519s | and like And subscribe and we'll |
521s | continue to do this see you in a |
523s | tournament |
529s | [Applause] |
531s | foreign |
535s | [Music] |
538s | [Applause] |