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0s lifetaker artifact that was um that was
3s something we had to respond to right
4s away once we became aware of the issue
7s uh you it was doing an invalid damage
9s type and it was like going around all of
11s our systems basically like you know
13s negating Shield blocking and all sorts a
16s terrible thing so we had to actually
17s turn it off uh temporarily but it will
19s be uh turned back on for the 416
23s [Applause]
26s update hello and welcome to fortunate
29s turnament where we talk about all things
30s New World this is an episode of balance
33s of power and we're going to get into
35s combat we're going to be talking about
37s all sorts of upcoming um combat changes
40s that we have that are going to be coming
41s up in the May update um but before uh we
45s get into the details I wanted to start
47s things off by just uh recognizing the
49s community feedback we got on our last
51s episode uh we didn't have a lot to share
54s that was new at the time um and going
57s forward we're going to actually only do
58s this show when we do have new things to
60s talk about things that we really wanted
62s to share with community and with that in
64s mind we have a we have a full show ahead
66s of us we have lots of things to talk
67s about uh I just wanted to start out
69s though by talking about um the season
72s five launch uh I know we we we talked
74s last time about uh our our changes to
77s the scripting system and there were a
79s lot of uh issues to come out of that
81s like as expected we are definitely
84s looking at all these uh reports uh we
87s have it's it's our number one priority
89s is to to fix things to get things
91s feeling like they did uh before season 5
94s um and we'll be pushing out fixes over
96s the next coming updates uh to to jump
98s into details on uh what's coming up in
101s May um so uh could you talk a little bit
105s about some of the the like what what's
107s like some of the the highlights of of of
110s the upcoming U
111s changes uh pretty good amount but one of
114s the the first one we're going to just
115s jump right into is Siege Weaponry um
118s we've been aware it's been pretty
121s lackluster basically since shortly after
123s launch uh basically players have
125s outleveled the damage that most of the
127s siege weapons can do so we're doing a
129s pretty big good bump to it increasing
130s the power by around 50% give or take
132s some are a little bit more powerful and
134s we may end up doing some more Buffs down
136s the road but just doing this little uh
139s little test first to see how it plays
141s out and then where we go from here but
143s yeah buffing pretty much every Siege
145s weapon and War Invasion and outpost rush
148s and just increasing their damage um the
151s aoe's that are persistent on the ground
153s that do dots are going to last for an
154s extra second just get that extra tick in
156s along with the extra damage and
158s hopefully that'll kind of Branch out uh
161s what's used on the war Fort war and
163s Invasion forts to just not be a bunch of
165s War uh horns and so yeah trying to mix
169s it up we're also uh decreasing the cost
170s of the ammo resupplies so you can refill
173s them with a little bit cheaper us hoping
175s that that kind of mixes up the combat a
177s little bit makes it feel a little bit
178s more interesting gives a little bit more
181s diversity to it than just what's
182s currently being used yeah I know one of
185s the the reasons um I often like try out
189s a Siege weapon and then hop out again is
191s because I'll just get like focused and
194s you you go down so fast because you're
195s kind of like a Sitting Duck is there
197s anything like are we thinking about any
198s changes around that not going to be in
200s the same update with all the other stuff
201s but that's something we're looking into
202s of trying to see if we can give some
203s sort of like resilience or fortifier
205s something while in it uh potentially
207s long term we might add some sort of like
209s Shields type thing just to make it a
212s little less risky to just put your head
214s out and be headshot a once you're on
216s those on those weapons cool um so
220s something else that uh I think happened
222s in uh around the season 3 time frame was
225s we increased damage a lot uh and that
229s has resulted in taunts not being as
232s effective at drawing aggro can you talk
233s about like some changes around that oh
235s yeah and uh pretty my most uh kind of
238s higher level PVE modes uh level just DPS
242s has just gone up a lot and uh the taunt
245s and threat system didn't really follow
247s so we're basically just increasing the
250s amount of threat generation that you get
251s from anything that would generate it so
253s if you have the gem slotted in or
254s anything that would generate more threat
256s it's just going to be a little bit more
257s powerful uh as as well as we're adding
260s uh taunts to melee heavy attacks
263s basically there will be a very brief
265s window like you're not going to give
267s like a eightc taunt like you would get
268s with Defender resolve but brief window
270s of taunt um to just make sure that you
273s can kind of keep that aggro going but
275s it'll be enough to kind of like keep it
277s going but not too much that you can just
278s only rely on taunts to keep the aggro
281s but it'll make it just easier to kind of
283s maintain it and properly manage it until
286s we can get some sort of more visual
287s update to T to the whole threat
289s generation and taunt system cool uh so
292s let's let's jump over to artifacts um
295s you know we're always looking at data
296s for artifacts um you know in combat in
299s general looking for kind of Trends and
301s uh uh this time around we were looking
303s at the armor artifacts right like what
305s were what did we find out there and what
308s changes that we make yeah so uh the main
311s we're for this specific one we're
313s addressing two of the artifacts which
314s are the absolute least least used armor
317s artifacts which are the wing leather
319s shoes and magnetic magnetic gauntlets
322s and uh basically they were somewhat
324s relatively easily obtainable so their
326s obtain rate was relatively high but
328s their usage rate and the unlocking all
330s the perks on them was relatively low so
332s for the Wing Shoes um we're just adding
335s additional functionality because it used
336s to just be Hast uh last longer but now
339s uh you're going to be able to get a
340s damage bonus whenever the Hast are
342s active so added a little bit more
343s functionality to that and then the
345s magnetic gauntlets were which were the
347s ones that gave you increased crit chance
350s but your crit damage went down which
352s kind of interesting play you get to
353s trigger those on hit it or on crit
355s effects more often but the downside of
357s just losing so much crit damage was a
359s pretty high cost and tradeoff so now
362s instead of it being a 50% crit damage
364s reduction it'll be
366s 30% okay um let's move over to equip
370s load um we had a lot of uh changes to
373s equip load balance in the last update
375s and we're going to be making some
376s revisions to that can you talk about
378s that a little bit Yeah so one of the big
379s ones uh we got a lot of feedback on this
381s one so we tried to kind of make equip
383s loads kind of more interesting give the
385s different trade-offs and so we wanted to
387s make medium more neutral and then heavy
389s and light have those trade-offs and one
391s thing we did we adjusted the CC duration
393s status effects which we heard the
396s feedback we're going to revert that
397s change and so it'll go back to where it
399s was where light has no reduction medium
401s has 10% and then heavy has 20% still
404s think longterm we want to like kind of
405s look into more equip loads and like
407s interesting ways of doing that but we'll
409s probably examine some additional ways
410s that aren don't feel quite as punishing
412s as a change we previously did um we also
415s heard a lot of feedback about the heavy
417s heavy equip load Tower Shield just
418s having a little bit too much block
419s stability in some circumstances so uh we
422s don't want to adjust actual shields on
423s that so we're going to just reel in the
426s uh block stability percentages from 15%
429s to 10% on both heavy and
431s light cool uh so moving over to perks um
435s so like we're always looking at perks
437s and like how um you know how how
441s desirable they are uh what did we find
443s out I think uh striking and power was
445s one that we saw was was not being used
448s uh very very often yeah a lot of other
450s perks we're going to keep looking at in
451s the future but Shin empow is one kind of
453s examine the certain types of categories
455s and uh exclusive labels on perks and
457s under the shirking category they all
459s have a relatively decent usage um across
463s the various types but shirking and power
464s with a little bit lackluster so
466s especially when you're trying to compete
467s with other things like sharking heels so
469s we're just uh buffing the Empower you
471s get from that so it used to be uh four
473s stacks of 4% and it's going to be three
475s stacks of 7% so a little bit easier to
477s get to that full uh full value or the
480s full max amount and that Max is going to
482s go by about six okay um now let's move
486s over to talk about like individual
488s weapon balance updates um so the bow uh
492s why do you hate bow users Josh uh that's
495s cuz I am one no um uh basically the bow
500s is just a really strong powerful weapon
502s um it has good strength where you kind
505s of can remain safe and get some really
507s high burst damage while being relatively
509s far away from the normal engagement but
511s one thing that it kind of is really
512s strong at right now is it has both dots
515s so sustained damage and birst damage
516s from just high damage attacks and just
519s dots being constantly put on them so
521s we're doing a slight Nerf to two of the
523s dots on it which are the poison shot Dot
525s and the rain of arrows Barbed Arrow
527s upgrade so we're just kind of reeling in
529s the damage on those just a little bit
530s don't want to basically like Nerf any
532s weapon to the ground or anything but so
534s the poison shot we're reducing its
536s duration by just a couple seconds
538s because it just has a high damage part
541s so it's going to be the higher damage
543s shorter duration and then Barbed arrows
544s is going to be a little bit lower damage
546s longer duration so Barbed arrows is
548s being reduced from 15% to 9% and then
550s keeping its full value or its full
552s duration and then uh poison shot will be
556s reduced from 10 seconds to 7 seconds so
558s just a couple ticks on that one if it
560s ends up being too high or kind of mess
562s with the Bow's playability we'll
564s reexamine it but just for now the bow
567s just has a lot of strengths and so
569s trying to address those a little bit and
571s we're we're totally B like all these
573s things are not just based on like our
575s gut feeling like we're we're using our
577s data or analytics to kind of like
579s validate our our assumptions our
582s hypothesis in this case with the bow uh
586s what was the like indication in the data
589s I'm just curious like what did we see
590s there uh just uh we have a lot of our
593s data it breaks down the damage types
595s usage and where the damage comes from
598s and bow had really high kind of burst
600s damage from just the actual hits that
603s they did and then their sustained dots
605s especially with a lot of the other
606s artifacts and perks that are coming out
608s that increase the duration of these and
610s so the bow having both the kind of
612s really high birth damage with just dot
615s ticks that could just keep going um
618s we're just kind of slightly reeling in
620s the the dot aspect of it just because
622s other weapons kind of handle that dot
624s thing like a fire staff's a really dot
625s heavy weapon so don't want the bow to
628s kind of be as powerful as the fire staff
630s dot aspect of it while also having the
633s burst damage it has makes sense cool uh
636s so moving on to the blunderbus uh what
639s sorts of changes did we want to make
641s there for the next update uh this one is
643s just for the blunderbus perk uh n for
645s net shot exhausted exhausting netsh shot
649s um one thing that was just off is the
651s tool tip showed 60% but our clamping for
654s exhaust is at 50% so one thing the tool
657s tip was already misleading and it showed
659s 10% higher than the value actually was
660s but um exhaust is a pretty powerful um
664s pretty powerful just perk or status
666s effect and so we're going to reel that
668s value in just a little bit uh so its max
670s value is going to go from 50% to about
673s 41% um ideally we still want the perk to
676s be used and have some value but just not
679s quite as strong especially with all the
680s burst that the blunder bu does
682s have okay uh so what about the fire
685s staff fire staff is actually one of my
688s favorite weapons um and actually use I
690s use flare quite a bit and I know we at
693s one point we reduced the damage of flare
695s um because we thought it was a little
697s too oppressive especially in like Wars
699s and like you know situations like that
701s uh but I guess we've made some changes
704s there do you want to talk about that
705s yeah just a slight bump to flare
707s basically it was really strong we nerfed
709s it probably overnerfed it a while back
711s um because it was uh the basically the
714s flare trade-off would be initially it
716s was uh you now your heavy attacks to a
719s AOE but your damage got decreased and so
721s it went down to 110 and then we're now
724s bumping that to 120 so just uh when we
727s initially put flare in it was just one
729s of the highest de or like most damage
731s events style weapon in our data um
734s constantly used and so we yeah basically
736s got feedback that it felt too strong so
738s we reeled it back and then maybe just
739s reeled it back a little bit too far and
741s so yeah just kind of bumping it up
743s nudging it we don't want to do any
744s massive changes like we used to do where
747s we over Nerf or over buff something and
749s then we have to go back and reel it in
750s so just yeah kind of slightly tiptoeing
752s it up to get it to kind of where it
754s feels good where it feels useful but
756s it's not too oppressive and I know fire
759s staff is pretty strong right now in
761s season five um but that is partially due
764s to some issues that we have and and
767s we're we're looking at those um and
769s sometimes it's hard to get a an accurate
772s read on the balance because of these
774s issues and that's why it's even more
776s important that we do uh you know try to
778s fix these as as quickly as possible so
781s we can kind of have a better idea of
782s like what's a real balance issue and
784s what's just a bug that we need to fix um
787s cool uh so moving on to flail uh what
790s changes do we make for that uh so one
793s one thing we're changing on a flail is
794s one of the big feedback we get from it
796s is just the overall flail DPS is
797s relatively low which was intentional
800s just because it has so much extra
801s utility uh
802s flail is a very versatile weapon um yeah
807s there's so much survivability and
808s there's healing with it so is kind of
810s intentional to kind of have it have low
812s DPS but maybe it's just a little bit too
814s low so one thing we're doing to kind of
816s work on these little tiptoe balance
818s changes is the leader of the pack
819s passive which is the one that has kind
821s of a dual purpose so uh it initially
824s would do small damage increase if you're
826s by yourself and then it would give
828s Empower to your allies when you were
830s around other allies and so we're just
832s bumping those numbers up a little bit so
834s your self damage when you're alone is
836s going to go up from 10% to 15% and then
839s the empower
840s um that one's going to go from 5% to 10%
842s so a slight buff there and then we're
844s going to just keep kind of reexamining
846s the damage um overall the flails utility
849s is kind of I think the most important
851s part of it so we don't want to end up
853s making the DPS so high that we have to
855s Nerf some of the other utility aspects
857s of it so we're going to just keep
859s looking into it and seeing what we can
861s adjust cool uh so let's talk about
865s Hatchet um so there was a uh some
868s changes to berserk I see on that yeah
871s that one so berserk is just a really
873s useful ability and then we have some
875s fixes coming in in the future not sure
877s exactly what what relase will be a part
878s of but we fixing some issues with the
880s berserk stuns um and the like Hatchet
884s aim throw aspects of it where like the
886s cancelling got weird but for berserk uh
888s for it being such a useful kind of core
891s foundation of the the weapon the perk
893s usage was pretty non-existent um and
896s most of that was due to the uh the 50%
899s Health cut off cuz you don't want to
901s like let yourself get too low health so
903s that you can finally use a perk so we
905s removed the health condition on it so
907s you it works at any point and then we
910s adjusted the values and lowered them a
912s little bit and then adjusted the
913s functionality so now it's just your
915s overall crit chance and crit damage is
916s going up when you're using berserk if
918s you have that perk um and then you don't
920s have to worry about the health
921s requirement and the uh the values are
925s going to be a little bit more in control
926s right now there the max will be around
928s 20ish per.
930s cool uh so the musket uh we did a lot of
933s uh rework to the musket in season 3 and
936s I know uh you know you know changing it
939s from Hit scan to
941s projectiles uh there were some leftover
943s things that made you know may have like
946s come with it come with that transition
948s like aiming being one of those can you
950s talk about some of our changes around
951s the musket and trying to make it more
953s usable yeah so the musket is a kind of a
957s hard weapon to balance mainly just
959s because it's like that uh kind of
961s difficult to learn when but once you
963s master it like players get absurd with
965s the musket like I'll never be as good as
967s most of players with a musket just
968s because they're they're way better than
969s me but um the thing we're trying to
972s balance with it is kind of give it more
973s usability without making it too strong
974s or too oppressive in Wars because or not
977s Wars opr we were all there in the oprs
979s where it was just a musket just kind of
981s ruined most people's experiences but we
983s also don't want to make the weapon
984s miserable to use for the people that
986s want to use it so we are going to remove
988s the uh accuracy penalty for when you're
991s rotating the camera that's one of the
992s big usability things where if you're
994s aiming at it as long as you're
995s accounting for the the travel time and
998s the bullet drop um you don't have to
1000s worry about that accur inaccuracy is
1002s when you're rotating the camera so that
1004s that's definitely going to be one of the
1005s bigger changes um we're also doing some
1008s kind of usability updates with some of
1010s the the functionality like stopping
1011s power kind of a pretty fun one to use
1014s but just maybe we wanted to buff it we
1017s redid one of the perks recently for it
1019s and so one of what the perk did was it
1022s added additional push back and so we did
1024s rework the perk just cuz it wasn't that
1026s desirable and its previous state and so
1028s we're just adding the push like
1030s additional push back to the base
1031s functionality of it so that'll be I
1034s think right now 3 MERS it'll go up to
1035s five and then uh the ultimate on the
1038s left tree I think it was called Dead Eye
1040s that one we are going to add a a little
1042s bit more usability to it right now you
1044s have to get two head shots to proc it
1046s which is uh pretty pretty heavy
1048s condition when you get two head shots in
1050s a single shot so now it'll trigger just
1052s off hitting two Targets um which will
1055s kind of make it more functionally usable
1058s for more players um kind of lower that
1061s barrier to entry a little bit um and
1063s then uh the right tree ultimate uh where
1067s there was a condition where it only
1068s applied to the right tree abilities and
1070s that's just now going to apply to any of
1071s the musket
1073s abilities great all right uh so what
1076s about the what about the reaper um but
1079s what what changes do we have in store
1081s for that uh yeah Raper the good weapon
1084s really useful to use in many different
1086s situations but one feedback we got uh
1089s looking through our Discord and just
1090s player feedback is weirdly one of the
1093s most kind of powerful abilities but was
1096s one of the uh least used perks for it it
1098s was a deadly a deadly flourish perk um
1102s right now it just does a damage boost
1103s which um kind of a high percentage it
1105s does like 40% damage functional usage of
1109s that not that strong so one thing we're
1110s adding to it is that part will still be
1112s there but now it's going to also apply
1114s the rap beer bleed with that perk and
1116s that'll just help trigger the the Finish
1119s aspect of it a little bit easier let you
1120s get bleed stacked a little bit easier
1122s and just give a little bit more value to
1123s that perk cool um and what about the
1127s spear I see uh we got quite a few
1129s changes coming in for that as well yeah
1132s uh some people may be a little upset
1133s with this they they're going to be a
1135s decent amount of Nerfs on this one um
1137s hopefully not enough to make it feel
1139s miserable I love to spear it's a fun
1141s weapon to use but some of the the the
1143s kind of utility it had cuz it had really
1145s high DPS and just a ton of utility uh
1148s yeah so one that we're going to change
1149s is for the evasive maneuvers passive um
1152s right now that applies to all Dodges for
1154s two seconds and we're going to make it
1155s the next Dodge with two seconds think
1157s that's still enough to make it feel
1158s useful have some really good value just
1160s not be like too strong um and then that
1163s combined with the invigorating crits
1165s passive um that right now is you just
1167s get flat stamina on a CR crit which is
1169s incredibly powerful cuz it can apply to
1171s like cyclone and just every other hit so
1175s instead of it just giving you flat
1176s damage it's going to give you increased
1177s stamina regen for a brief period of time
1180s whenever you get a crit um so hopefully
1182s enough to keep it keep its value kind of
1185s maintain its purpose but not become that
1187s thing where you just you never have to
1189s worry about uh stamina um and then the
1191s fortifying perforate perk perforate does
1193s a lot um it's a good ability it does
1196s have damage and then it just applies so
1198s many status effects so one we're going
1199s to initially look at is uh the
1201s fortifying perforate uh just reducing
1203s its value hopefully enough to make it
1205s easeful but not not oppressive or not
1207s too powerful um that's kind of our main
1209s goal is we want most things to have a
1211s purpose and have a value but just not
1214s make it necessary or um too strong
1218s compared to other
1219s choices okay cool and so uh you talked a
1223s little bit about this for the for the
1224s bow kind of like um what we were seeing
1226s in the data with the spear I know uh I'm
1230s pretty sure we like it was at the top of
1232s the list in most modes right for like
1234s usage and like so what was our was that
1238s like like what was the the the findings
1240s there from the data that that led us to
1242s these changes yeah uh kind of main ones
1245s are yeah data focused in on most modes
1248s the spear was kind of like either in the
1250s most used or most damage events
1252s triggered uh even weirdly sometimes most
1254s damage done um and then that combined
1257s with just all these extra effects it had
1259s um which granted spear I think it's its
1263s main purpose is DPS so we don't want to
1265s just directly go after that um so
1267s they're kind of looking into adjusting
1269s the uh the utility aspects of it um
1273s again one of still one of my favorite
1275s weapons I don't want to kind of ruin it
1276s but just need to make sure it stays um
1279s kind of parallel with most of the other
1281s weapons cool and uh that brings us to
1284s the sword and shield uh this one uh
1287s these changes might be a little
1288s controversial because
1289s uh as I'm sure everyone knows the sword
1291s and shield is very strong and and very
1294s well well used um but we're actually
1297s suggesting some Buffs here can you tell
1299s tell me about the reasoning there uh
1301s yeah so like you said really
1303s controversial uh sword and shield is a
1305s very versatile weapon uh in terms of
1307s their functionality but for the most
1309s part if you're going to be playing a PVP
1311s mode with the weapon you're going to
1313s just see three abilities used every
1315s single time and so we want to kind of
1317s buff the other things to kind of give
1318s you a little bit more choices and kind
1320s of mix up what's being used so
1321s defender's resolve is going to get a
1323s little bit of a buff so we're improving
1325s the taunt that it has um kind of
1327s changing how quickly it activates so the
1330s the status effect it's applied when you
1332s activate Defender resolve it's going to
1333s be activated a little bit sooner uh the
1335s cool down we're reducing a little bit
1337s not too much because that survivability
1340s you get from it going to be strong but
1341s trying to hope that we can kind of keep
1344s um keep its value going and give it a
1348s little bit more purpose outside of the
1350s three abilities that most people use
1352s which are the shield bash Shield rush
1354s and leaping strike um we're also
1357s increase the final upgrade to Defenders
1359s resolve the healing there right now it's
1361s Max health and we're going to change it
1363s to base health so instead of it being
1365s 15% Max it'll be 30% base and kind of
1367s open up the the amount of equip loads
1370s and different builds that that that
1372s upgrade will be useful with and then
1374s whirling blade we're doing a change
1376s there um warling Blade's a hard one just
1378s cuz it does kind of compete with the
1379s final attack uh in the light attack
1381s chain so we're increasing the radius to
1383s just make it if you're in a crowd you'll
1386s most likely hit more targets with
1387s warling blade um and then maybe down the
1389s road we'll look into this kind of how to
1391s improve warling blades value a bit more
1394s and I noticed there's a missing uh
1395s ability from from this list which is uh
1398s reverse stab so what are we what are we
1400s planning for that one uh that was
1402s intentionally left out cuz in our next
1404s upcoming balance patches uh we're not
1405s going to do anything with reverse tab
1407s but down the road a little bit where
1409s going to just rework it entirely um
1411s we'll probably keep a lot of the similar
1412s like upgrade functionality and and stuff
1415s but just a better animation make it
1417s easier to hit and um excited to see how
1420s you guys respond to it once you can
1422s finally see what it'll turn into yeah we
1424s we think that that was uh one of the
1426s main reasons why it was a lesser used
1429s ability right was because of the like
1430s the long windup and like it just it
1433s didn't seem very usable in in a lot of
1434s different PVP scenarios yeah even just
1437s thematically the looks of it you're like
1439s I'm going to turn around and point my
1440s back towards the Target and even though
1443s it didn't really like you couldn't get
1444s backstabbed from using reverse stab but
1446s yeah just didn't generally fit well
1448s though yeah it just wasn't that
1450s appealing of an ability even though fun
1452s she had some pretty good upgrades and so
1455s all you reverse stab blubbers get get
1457s your get your usage in now while you
1460s still can both of you
1463s yeah uh okay and then the last weapon
1466s that we wanted to talk about for for
1467s this update is the war Hammer um so what
1470s what changes were made there yeah
1471s Warhammer uh that's a a good kind of a
1474s similar to the sword and shield where
1475s for the most part people use the same
1477s abilities so trying to buff the other
1479s ones that kind of make them more value
1480s uh kind of it's one that's happening a
1482s lot is mighty gavl we're just increasing
1483s its damage from 170 to 190 and then uh
1487s the upgrade to check for your Target's
1489s Health that's going to be bumped from
1490s 130 to 150 to just give it more damage
1493s um Warhammer right now it's really
1496s useful and really strong with CC so if
1497s you can stagger St it's fantastic but
1499s then it's normal abilities um don't
1503s quite have that similar value so just
1505s bumping up damage on that ability kind
1507s of give it a little bit more
1508s purpose great and I also wanted to kind
1511s of recognize that um you know we we we
1514s covered a lot of weapons here but there
1515s are some that we didn't cover uh do you
1517s want to talk about just like the
1518s reasoning why some of these weren't
1520s touched in this update yeah great x uh
1523s that one in season five uh as you all
1525s saw the artifact probably one of the
1527s most fun artifacts I've used so far
1529s uh The Tempest Fury that is going to
1532s give a lot more value to Whirlwind um
1534s and then we also buffed the base
1535s Whirlwind functionality a little bit
1537s when you don't have the artifact because
1538s you want to spin the win but then if you
1540s have the artifact you get all the cool
1541s spins but then without it it still felt
1543s pretty lackluster so we we buff that and
1545s we want to kind of see how that just the
1547s overall weapon changes play out just for
1549s that one like once we change that one
1551s ability that'll change up how you can
1553s chase potentially how much damage you do
1556s how you get away from fights yeah so
1557s we're going to see how that plays out um
1560s wood gauntlets another one uh that one
1562s is one that's uh called out a lot in
1565s currently in live cuz there's some like
1566s deyn issues some bugs that are being
1568s called out that we're trying to address
1570s so we're just kind of spending time
1572s working on the the bug functionality
1574s aspect of it and then lifetaker was one
1576s where uh we have a bug fix coming in for
1578s that where it was just doing more damage
1581s um and so yeah kind of like fixing some
1584s bugs and issues that were called out
1585s related to that before we just start
1587s like diving into the balance especially
1588s since uh we also did buff its base
1591s damage in a previous update actually let
1594s me interrupt you yeah because I forgot
1595s to mention this uh yeah void so the the
1598s lifer lifetaker artifact that was um
1601s that was something we had to respond to
1603s right away once we became aware of the
1605s issue uh because it was actually uh you
1608s know it was doing an invalid damage type
1610s and it was like going around all of our
1612s systems basically like you know negating
1614s Shield blocking and all sorts of
1617s terrible things so we had to actually
1618s turn it off
1619s uh temporarily but it will be uh turned
1621s back on for the 416 update um another
1623s one life staff we didn't talk about this
1626s uh life staff is kind of a hard one to
1627s balance because depending on the mode
1629s and the situation it's like
1630s simultaneously overpowered and
1632s underpowered depending on when and where
1634s and who's using it um and so we've
1637s talked about this in a previous video
1638s but we do want to kind of update the
1641s trees um we just have to make sure we
1643s get the the design good we get it
1645s balanced really uh in a really
1647s interesting way and so we didn't do any
1650s balance updates so we could in the
1651s future look in the kind of reworking the
1653s trees and then ice Gauntlet with a final
1656s weapon that we haven't talked about uh
1658s actually well ice Gauntlet great sword
1659s but ice Gauntlet there's a bug that
1661s we're looking into now about uh the
1663s cooldown reduction uh in Tomb is
1666s triggering multiple instances of It kind
1668s of going to fix that and then we did
1671s some other balance updates with it
1672s recently but yeah just going to keep
1674s doing some examining because ice
1676s Gauntlet is one of those weapons that
1677s has a lot of utility
1679s damage is kind of lackluster because
1680s that use usability and we just want to
1683s kind of keep examining it before we keep
1685s any making any changes um and then Great
1688s Sword final one great sword's yeah
1691s really strong really useful weapon
1693s arguably overpowered in certain
1694s situations but um we're kind of looking
1697s at that more we know the artifact for
1699s the great sword Serenity is kind of in
1702s that state where it feels like kind of
1704s the must use you probably should be
1706s using that artifact um but yeah trying
1709s to examine what we can do to make the
1712s kind of give a little bit more diversity
1714s to like what item or yeah item or which
1716s which version of the great swword you're
1717s going to be using um and so yeah just
1720s looking into that but it is just overall
1722s great sword's like pretty pretty strong
1724s weapon pretty useful and still just yeah
1727s examining it awesome well that was a lot
1730s to cover and uh definitely a lot to look
1732s forward to um coming up in the May
1734s update um and that brings us to our
1737s community question
1739s uh so what we'd like to know is actually
1742s of those weapons that we didn't uh cover
1745s in in this coming upcoming update uh
1747s what would you most like like to see
1749s with those weapons don't forget to like
1751s And subscribe and please let us know in
1752s the comments what you thought about the
1754s show we'll see you in a tum
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1768s a
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