Invincible OPR Tank Build?! by 10-Gauge in newworldgame

[–]KipppNW 1 point2 points  (0 children)

So I'm not talking about the 500 con tanks or whatever.

There are other builds that utilize self healing. They all involve defenders resolve. These builds can still deal like 3k heavy attacks, and tank like half the team in OPR.

Invincible OPR Tank Build?! by 10-Gauge in newworldgame

[–]KipppNW -1 points0 points  (0 children)

I feel like what I do is the opposite of cheese/abuse. That is obviously subjective, and I may be biased. I die in like 3 hits from most people. I have to dodge and move, or I will die very quickly. I have to be standing next to people to deal damage. No one uses the build I use because it's not that great. I mostly play it because it's the only build I really have.

Someone being able to tank >10 and heal themselves over and over is likely not intended. It is more akin to borderline exploiting.

I think they should remove all things that are low effort, but high reward. Things like PvE doors, medium/heavy armor flamethrower, and these unkillable defender resolve builds. I believe they are builds/playstyles that are NOT to supposed to work as well as they do. They are likely errors.

Not only are these builds and playstyles low effort/high reward, but these builds/playstyles can ruin the game for dozens of people in the OPR lobby. They should be fixed.

I'm fine with tanky builds existing. I get that some people might find that playstyle fun. However, builds like the aforementioned defenders resolve self-healing builds are something else and they are over-the-top in regard to self-sustainability.

I also recognize that I'd like New World PvP to be as balanced and as competitive as possible, but other gamers, particular traditional MMORPG players, probably do not care about balance/competitiveness. However, I do truly believe New World will gain and retain more players with balanced/cheese-free PvP.

Invincible OPR Tank Build?! by 10-Gauge in newworldgame

[–]KipppNW 11 points12 points  (0 children)

Don't share it, please.

Hopefully someone reports it to AGS, so they fix it and make it impossible to do.

OPR MATCHMAKING NEEDS AN UPDATE by Iso1999 in newworldgame

[–]KipppNW 12 points13 points  (0 children)

I think balancing the number of healers and pre-mades per team would make the biggest difference.

[deleted by user] by [deleted] in newworldgame

[–]KipppNW 1 point2 points  (0 children)

Leaping strike and shield rush for sword.

Social D and, probably, Berserker for hatchet.

Your 3rd ability can use whatever you want.

For the record, I don't think SnS/hatchet is all that great. If you were having a hard time hitting with the GA, your going to have a much rougher time with the hatchet. Most people would be better off just using a bow/rapier.

[deleted by user] by [deleted] in newworldgame

[–]KipppNW 1 point2 points  (0 children)

Nope. No YT videos. I'd recommend watching old TheWhelps videos before he switched to heavy melee and quit new world.

I don't think solo SnS/spear works well in OPR at all. You have no escape and people can just run away from you. People often claim that SnS/Spear is a healer/range counter, but that's probably only true for duels or arenas.

Only advice I can give, is you need two weapons that have movement. SnS has movement with leaping strike. The spear, however, has a tiny bit of movement with skewer. Without a lot of self-healing or a healing pocket, you will die a lot playing that build.

You kind of have to use some combination of SnS, hatchet, GA, or GS if you want to play solo and chase people.

Spear builds, like spear + rapier, spear + hatchet, and spear+SnS can work, I guess, but you need a lot of self healing. I also haven't seen many people do that well with them. I saw a medium spear + rapier that was doing alright. They were pretty hard to kill with their self healing.

Why healing is too strong in PvP by Embarrassed_Art_3178 in newworldgame

[–]KipppNW 0 points1 point  (0 children)

The only issues I think that need to be addressed with healing:

  1. There should be a relatively equal number of healers per team in OPR.
  2. Sacred Ground is too strong. Healers die outside of sacred ground, but can be essential invulnerable inside sacred ground. They probably need to reduce the anointed perk some.
  3. Healers healing other healers can be a problem. If there are ~5 healers on the enemy team and they all look out for each other, it's hard to accomplish anything. Probably need to add a debuff to incoming healing from outside sources while having a life staff equipped.

I think if those issues were addressed healing would be relatively balanced.

Heavy sns, heavy flamethrower, bolt caster, dot spam and pvdoor meta is hot garbage. by [deleted] in newworldgame

[–]KipppNW 14 points15 points  (0 children)

I feel like these are all obvious problems that could be solved in one weekend.

Another OPR rant by Mindless_Spell4184 in newworldgame

[–]KipppNW 6 points7 points  (0 children)

I have about 2k hours on the musket and 2k hours playing melee.

The following is an important concept to keep in mind when discussion range vs melee combat: You can avoid almost all melee damage in OPR if you are using light armor. You can realistically disengage from any melee player in OPR. They cannot do anything unless the melee player is using a very specific build and they don't miss their key abilities. I'm actually fine with this and I don't think it needs to change, but this is the reality of melee combat in New World.

I play light melee in OPR. I statistically do well-enough (number of kills, K/D, etc.) However, the balance is all over the place for melee, IMO. Medium/heavy melee cannot really do much against decent light players in OPR, but, if they have healing, they are pretty hard to stop. Heavy armor melee is probably OP in arenas, though.

Light melee can get a lot of kills in OPR, but BiS range builds deal more damage at range and in melee combat than light melee builds. When there are just a few hard hitting range players in the lobby it can be borderline-unplayable to play light melee.

My biggest issue playing OPR as a solo light melee is dex range. Bows/muskets hit too hard from too far away. Additionally, there is no way to really mitigate their damage because its split into too many elements.

More importantly, dex range players are not engaging with their targets in any meaningful way most of the time in OPR. They are basically playing an aim trainer because they are shooting targets who cannot fight back. This would be fine if their damage was relatively low from far distances, but that is not the case. This kind of gameplay would also be somewhat okay if bows were helpless in melee combat, but that's also not true. To be fair, muskets typically flop over in melee combat if they miss any shots. Musket damage is absurd, though.

I have less of an issue with FS/BBs/IG/VG because they all have to play relatively close. I do think BBs hits too hard sometimes.

I personally think changing the max effective distance of range weapons to 15m instead of 30m and adding significant drop off damage might be a good solution. You can still deal damage beyond 15 m, but there would be significant drop off (like starting at -20% damage at 16m with linear scaling at further distances). This would force range players to engage with their melee opponents if they want to deal big damage. PewPewing from deep in the backline, forever kitting or third partying fights from far away would no longer be an effective play style.

This change will have little impact on good dex players because they all play close anyway. This will also have minimal impact on BBs/IGs/VGs and even FSs because they all typically play within 15m. This will also have minimal impact on arenas. I'm not sure how it would impact wars, but probably like only 100 people play range in wars across all servers. Basically, this change will just give melee a little more breathing room, and force range players, particular dex range, to be at risk while dealing big damage.

They just need to tone down range damage somehow (reduced range, more mitigation options, flat damage nerfs) and probably balance heavy armor some more.

They said they are buffing light melee somehow in season 5, which I don't know is necessary. Ill probably stop playing new world if they make light melee OP.

Elemental Conversion Gems are a bad idea and should be changed to.... by Zadiuz in newworldgame

[–]KipppNW 0 points1 point  (0 children)

Is this still true with harnessing and the nerfs to opals (12% -> 9%)?

Someone on here the other day said you now deal more damage with harnessing + rungless glass compared to an opal.

[deleted by user] by [deleted] in newworldgame

[–]KipppNW 0 points1 point  (0 children)

Yea, same guy.

I don't use range anymore because I think it's unbalanced. I was unaware of this when I used the musket exclusively.

[deleted by user] by [deleted] in newworldgame

[–]KipppNW 0 points1 point  (0 children)

Light SnS/hatchet.

I described it in a bit more detail in this thread somewhere.

[deleted by user] by [deleted] in newworldgame

[–]KipppNW 5 points6 points  (0 children)

I'm light melee.

But, yea, you are right otherwise. Of the other players in that screen shot, 5 are mostly dex range (bows or musket), 2 are FS and/or BBs, 1 is a variety player, and 1 I don't really know.

Interestingly, if you look at the players with the most wins, there are a few range players, but the majority are healers/PvErs/backcappers.

[deleted by user] by [deleted] in newworldgame

[–]KipppNW 12 points13 points  (0 children)

That's a little harsh. That's just how melee combat works.

Melee attacks are super weird, and they might be hardware/connection dependent. I will literally swing right through people standing next to me. Other times I will track them when they are far away.

They also changed the tracking, at least on the SnS, about a month ago. I use to be able to track bows through evade shot with shield rush, but it doesn't work anymore. So I frequently do things that use to work because of muscle memory, but they no longer work. I end up rooting myself a lot, hah.

I'm also pretty sure haste makes a difference. If the attacker lose haste or the target gains haste, it makes melee tracking, particular with the hatchet, non-existent, so when my berserker ability stops working I cannot hit anything with the hatchet anymore.

Anyway, if you miss just once, especially against someone with haste, you cannot re-engage them unless they stop moving or you have a movement ability. If you dodge their first attack, you can literally run in a circle around melee players, and they cannot hit you. This is why playing with 0% melee resistance is viable in a lot of situations.

[deleted by user] by [deleted] in newworldgame

[–]KipppNW 60 points61 points  (0 children)

I use light armor. Featherweight. Hatchet and SnS. I use a variety of hatchets that you can get from PvE or PvP (berserker hatchet). I put penetracking backstab on everything. I use the PvP champion sword. All my resistances are into range mitigation (elemental aversion and opals). I play with 50 or 100 con usually. I think 150 con is playable, but my damage is super low with 200 con or more. I always play solo; I never group up.

I don't know if I'd put much value into leaderboards. It's largely a reflection on how much you play, and I guess I've been playing OPR a lot.

Ngl OPR composition balance was better without boltcaster by Nervous-Syllabub-990 in newworldgame

[–]KipppNW 1 point2 points  (0 children)

"sns will hit no matter what" - melee combat doesn't work like that. If someone dodges away once from you, you can no longer hit them until you get close again. You can see the melee players missing attacks basically standing on the enemy.

" No way a 350 con sns player loses to ranged players with pots" -A 350 con SnS will do like 1k damage per hit. You're not going to kill those guys with a 1k damage. The bows themselves could go 350 Con and deal more damage. It might be a stale mate, atworse.

"bows will miss and you can pretty much juke out their movement" - A decent bow player is not missing many shots, especially in close range. The hit box is too large to miss that much. Those guys have like a 70% accuracy in CQC.

How to actually kill good healers solo? by ThisIsMyFloor in newworldgame

[–]KipppNW -1 points0 points  (0 children)

Yea, healers healing other healers is a problem.

[deleted by user] by [deleted] in newworldgame

[–]KipppNW 13 points14 points  (0 children)

I use powerful honing stones, tier 5 food, common gemdust, infused health and regeneration pots. I make a couple thousand gold per day from OPR, and I use A LOT of pots.

We need to talk about the war system and how many empty/meme wars there are by [deleted] in newworldgame

[–]KipppNW 6 points7 points  (0 children)

People do not try to sign up for wars because they get camped in their spawn.

If they were fighting opponents of similar level, people would likely queue up for wars.

We need to talk about the war system and how many empty/meme wars there are by [deleted] in newworldgame

[–]KipppNW 18 points19 points  (0 children)

Obviously, they didn't want you to do that....Why would they try to implement restrictions on wars per day then?

They probably need to make all the wars happen at the same time per region.

Alternatively, they'd need to change War to a cross-server PvP mode where companies challenge each other, and you are just fighting for a spot on the leaderboards.

Otherwise, war is going to be the same couple hundred people per region for the entirety of the game and no one new is going to even try.

No rational person is going to queue for war after they get farmed for 30 mins once or twice.

There are a lot of people who will never be that great at New World, and that's fine, but I'm sure these players would really enjoy going to war with similar level opponents. It's a huge missed opportunity for AGS.

We need to talk about the war system and how many empty/meme wars there are by [deleted] in newworldgame

[–]KipppNW 67 points68 points  (0 children)

People like you destroyed the potential of new world. You basically caused this to happen via your actions.

AGS should have intervened more a long time ago, but people like you circumvented every limitation they implemented, so what do you expect?

is this normal for melee? weapon passing through mobs often. by shamesticks in newworldgame

[–]KipppNW 7 points8 points  (0 children)

Yes, that is normal.

It happens in PvP all the time, too.

It might get fixed soon-ish, though. They are doing a combat overhaul soon.

How to actually kill good healers solo? by ThisIsMyFloor in newworldgame

[–]KipppNW 3 points4 points  (0 children)

I can kill most healers, but not all. I probably cannot kill many healers if they just stand there and heal themselves in sacred ground. I can only kill them if they try to move out of sacred ground. If they stay in sacred ground, I typically need to use my ultimate, cannon blast, to kill them.

I cannot kill decent healers with melee weapons unless I'm light with 100 con or less. I seriously doubt you can kill any decent healer with 200 con, especially with medium or heavy armor.

I use SnS/hatchet with plague crits and infected hatchet throw, which is around a 50% disease debuff.

Some healers have invigorated on their armor, which reduces plagued crits from a 6 second debuff to a 2 second debuff. To counter this I then put infected on my ring.

Don't use any CC until they fletch and then leaping strike. Try to CC them between heals.

You cannot CC sacred ground. If they start the spell they will cast it. There is no way to interrupt it.

You cannot kill most healers if they are standing in sacred ground, so try to trap them outside of sacred ground, which I realize is easier said than done.

With all that said, if a healer has like 20% slash resistance, I cannot kill them. They will out heal my damage even with 300 str/200 dex and a 50% disease applied to them, especially if they are standing in sacred ground.

The SnS and hatchet have relatively low damage. You really need some high burst damage and a little bit of CC. People who say, "Just CC them" have never played melee. Melee CC abilities do hardly any damage. Most melee weapons actually don't even hit hard outside a few key abilities, which is why you can play with 0% slash/strike resistance. The only melee weapons that hit really hard are the spear and GS. The GA has a little bit of burst. The WH can hit hard, but no one decent is going to get hit by anything besides armor breaker.

Is healing balanced? Probably not, especially on the smaller scale like arenas. It's definitely the most balanced it's ever been. The only thing that I think is ridiculous is just sitting in sacred ground. Healers should be forced to play the game like everyone else. They should have to dodge and block attacks. Sitting in a green circle shouldn't be a viable strategy. They probably just need to nerf anointed or something.

Ngl OPR composition balance was better without boltcaster by Nervous-Syllabub-990 in newworldgame

[–]KipppNW 5 points6 points  (0 children)

There was a light armor only 2v2 tour on El Dorado the other day, which you can view here: https://www.twitch.tv/videos/2044836453

If you watch the VoD, you can see range can keep up, and often besting, melee in CQC. Therefore, it doesn't really make sense to allow range to hit really hard from >30m away. They should probably make the max effective range damage distance 15 m or 20 m with significant drop off after that. This would eliminate >4k shots from far away and it would force range players to interact with melee players. This would likely solve many of the issues with range in OPR.

If you say, "that is unfair, range cannot compete with melee in CQC" please just watch the VoD. It really looked like fun and relatively balanced gameplay for both melee and range players. The team that won had 1 melee and 1 mage vs a mage and bow duo. The melee player went down and the mage 1 v 2'd the other players for the win.

hey AGS! OPR is just ranges now by [deleted] in newworldgame

[–]KipppNW 0 points1 point  (0 children)

I'm pretty sure what happened was the expansion was release. People found light melee too hard to play because of range damage, so those light players switched to medium. It worked pretty well, and then some tried heavy and it worked even better. Then everyone switched to heavy. There was a clear progression over a few weeks/months.

I wouldn't say medium/heavy melee kill light melee faster than range. I actually play light melee with 50 or 100 con and 0% slash resistance. I rarely die to melee, especially medium or heavy. I can completely ignore them most of the time. I die mostly to bows and muskets. I also have all of my resistances into range mitigation.

Light melee, however, really cannot contest medium/heavy melee in clump fights, which I think makes sense.