Wednesday, November 15, 2023

New World - Crowd control effects are spiraling out of control

Does anyone else share the sentiment that the current state of the game isn't particularly promising? The expansion began on a high note, with enjoyable experiences like farming gear and New World Gold coins, experimenting with the flail, exploring new specs, and diving into a fresh meta. However, I'm now harboring doubts about the direction in which the game is heading.


The OPR meta remains problematic, and it's progressively deteriorating. Many matches are one-sided stomps, thanks to premade teams (though the concept of premade teams in OPRs is appreciated), uneven healer distribution, an excessive number of ranged players on one side versus a surplus of heavy melee players on the other, and other issues. This problem has been a subject of frequent discussion, and it's widely acknowledged that OPR is currently in a sorry state. This brings us to perhaps the most significant concern: PVP balance.

I'm skeptical about whether the AGS developers actively engage with their own game. Their approach seems to heavily rely on data for balancing, but I personally believe they need to introduce some changes. Ranged weapons have become excessively dominant. The notion of a ranged weapon dealing as much damage as a melee weapon is perplexing. You can simply stand 100 meters away and shoot with minimal risk. If a melee opponent gets close, you can enjoy the convenience of a free haste, stun break, or mobility spell on your second weapon. The recent decision to give bows stuns is difficult to comprehend. This could seriously jeopardize the game. A ranged stun is the last thing the game needed.


Crowd control effects (CCs) are spiraling out of control, particularly with the introduction of the flail. Freedom fails to provide relief against knockdowns and staggers, making it practically ineffective. It appears that the stagger roll is absent from the game, as I frequently find myself subjected to a relentless sequence of smite, trip, sweep, javelin, and the cycle repeats without a chance to roll. There should be a mechanic that prevents immediate CC after being CCed. I believe such a mechanic already exists in the new dungeon, and it should be integrated into PVP as well. (I've also encountered instances of being CCed in stoneform and while cleansing is active, which may indicate a bug.) The CC issue isn't confined to PVP; it's also frustrating to contend with the constant staggering from every PVE mob. While "just dodge" is the prescribed solution, the limited number of dodges (only two) prolongs fights needlessly. Perhaps this is a personal frustration.


What has happened to crafting? One of the game's most enjoyable aspects seems to have vanished. While it's convenient to acquire Best in Slot (BiS) items, I miss the late-night crafting sessions with my friends. I yearn for an easy method to craft items within the 690-700 gear score range, similar to the pre-patch era. The trading post has become desolate as well, largely due to...


PVE has lost its appeal. Completing dungeons results in receiving two chests at the end, filled with mundane green items. Even when legendary items appear, they lack the Bind on Equip (BoE) property, rendering them unsellable. Some of the mob drops are worthwhile, but they are also Bind on Pickup (BoP) and specifically tailored to my current class. When running with friends, each of us fulfilling our unique roles, I don't wish to transition to a DPS role in PVE solely for the sake of obtaining suitable gear for PVP. That said, I find certain aspects of this system appealing, and I wish it could offer more flexibility.


There are numerous other issues, such as unresolved mechanics introduced (such as enemy AOE spell colors, magnify, etc.), and various elements that are weighing down the game. While the game inherently offers enjoyment, it seems like the developers have been somewhat disconnected from it for a while. Wars remain enjoyable and motivating, and the new push system is appreciated. The ability to farm BiS gear in the open world and dungeons is a positive aspect. I relish encountering other groups farming the same item at a random boss in the open world and forming connections with fellow players. If they can address the magnify issue, we might engage in more extensive farming and spend more time exploring beyond Windsward. Consequently, it's not entirely negative, but regrettably, the overall quality of the game appears to deteriorate with each incremental update, at least in my perspective and based on interactions with many others on a daily basis.

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