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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 |
1759s | [Music] |
1760s | [Applause] |
1766s | [Music] |
1768s | a |
1769s | [Applause] |