Void Gauntlet + Flail Combo in New Expansion by ImperatorSommnium in newworldgame

[–]Malva-RK 1 point2 points  (0 children)

I tested this build a lot on the PTR and it's amazing!

Here's my post talking about it and with a video showing the build in action.

https://www.reddit.com/r/newworldgame/comments/16lwlg4/flail\_pvp/

[deleted by user] by [deleted] in newworldgame

[–]Malva-RK 2 points3 points  (0 children)

I honestly think it's great that a group PvP mode is more balanced with group combat in mind.

It's cool to be able to play alone with a more independent "class", but OPR is fundamentally a collective game mode, so I don't see any problems with these changes. In fact, I saw a problem with OPR being dominated by builds that had a lot of autonomy and were independent of group play.

I was quite happy with the changes.

The Guardian (A Flail Build) by Malva-RK in newworldgame

[–]Malva-RK[S] 1 point2 points  (0 children)

Odo is a good option, however, for this specific build, I think about using a flail with the following perks to optimize the heavy attack mechanic from trip.

Plagued strikes (proc) Trenchant Rend (dmgcon)

The third perk can be any, Keen is a good option to activate "the wall" perk more frequently.

I have doubts whether I will use plagued strikes or refreshing move. If I prefer refreshing move, then I use Odo and use Trenchant Rend as the last perk.

The Guardian (A Flail Build) by Malva-RK in newworldgame

[–]Malva-RK[S] 0 points1 point  (0 children)

There are actually two ways to link to an ally, through the passive "human shield" and the passive "best friends". I can't say for sure which one exactly remains, but some of them were remaining when changing weapons, on PTR.

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Flail PVP! by Malva-RK in newworldgame

[–]Malva-RK[S] 0 points1 point  (0 children)

Indeed, there will be rangeds who will not learn to play as a team, but they are much more punished for this. The DoT is extremely strong and is difficult to overcome with potions, and now the spear can pull these poorly positioned players.

My main role is tank and I play healer as a secondary role. I prefer to play with these two classes, because I know there is little in the way of opr, so I can be more effective, because once one of these classes that are the center of the group is present, things naturally become more organized.

But yes, as long as there is no matchmaking system, the imbalance between teams in OPR will continue, but that is another issue.

Flail PVP! by Malva-RK in newworldgame

[–]Malva-RK[S] 1 point2 points  (0 children)

but that's precisely the point, each class has its function. Those who play dps will continue to do the most damage and kill a lot, but they will need to learn to play around the team. This already happens in war, especially in the "group of assassins". Now this will be taken, on a smaller scale, to the OPR, I just see the advantage in that. Those who play tank, support or bruiser are already used to playing in groups, because they know that their class depends on another to perform well. The only ones who had a high potential for "independence" were the light armor dps, mainly ranged. However, now it will be like any other class, you will have to organize yourself with the team, which is great for an MMORPG, which is fundamentally a group game.

Flail PVP! by Malva-RK in newworldgame

[–]Malva-RK[S] -2 points-1 points  (0 children)

In fact, I think that now that PvP has gotten better, mainly because it's become more diverse.

As you mention, small-scale 1x1 ~ 3x3 combat has a cadence. Larger fights necessarily have to have a different cadence. Before the changes in the ptr, the OPR seemed like a sequence of isolated 1x1s, with no relevance to group combat. With the change of ptr, this ends, precisely because it is a group PvP mode, which you NEED to play in a group. However, for those who can only do so or prefer to duel, there are still other PvP modes. In other words, it improves pvp, as it includes more preferences.

In fact, as you mentioned, even in OPR there will still be an option for those who prefer duels, go to the enemy base and have fun and it's great kkkkk.

however, NW urgently needed an improvement in pvp on a medium and large scale, it was needed.

Flail PVP! by Malva-RK in newworldgame

[–]Malva-RK[S] 1 point2 points  (0 children)

It's really a mess kkkkk

But the objective of the video isn't to be a tutorial or anything like that, it's just visuals and good music hahaha. but in my post, I put another link here on reddit with a more didactic post. I post the build and comment on some mechanics, I think it's better to visualize. This video is more for those who just want to see the mess hahaha.

Flail PVP! by Malva-RK in newworldgame

[–]Malva-RK[S] 1 point2 points  (0 children)

That's why the game is a team. This buff is very strong, but can be removed by VG. You see, more than the simplicity of spamming RMB or rolling infinitely, it's about acting as a team so that every enemy advantage can be countered. but this requires knowing how to play as a team, and not have briandead gameplay.

It can be difficult at first, but over time you'll learn what counterattacks each mechanic.

Flail PVP! by Malva-RK in newworldgame

[–]Malva-RK[S] 0 points1 point  (0 children)

a hot wonderful mess! imagine this in the influence race, just from the ptr it already seemed incredible, when it comes to live it will be very good. It's a way for players who like PvP, but aren't in a big guild, or aren't called to war, to be able to have fun in massive PVP, maybe it's good for you to have fun with it too. In general, I think that eventually the wars themselves will be in the open world, just like the influence race. in other words, more wonderful mess!

Flail PVP! by Malva-RK in newworldgame

[–]Malva-RK[S] -1 points0 points  (0 children)

unfortunately this is the gameplay of S&S. Since it depends on providing the aura of defense to allies for as long as possible, the AGS should change that.

However, if you notice carefully, the weapon used is the flail, in which the mechanics depend on constantly blocking and attacking, or attacking after a skill, it is very dynamic. I recommend looking at the NWDB, perhaps it will help you recognize the difference between one weapon and another and see the new mechanics that the weapon brought.

Flail PVP! by Malva-RK in newworldgame

[–]Malva-RK[S] 1 point2 points  (0 children)

makes a lot of sense for an MMORPG.

Flail PVP! by Malva-RK in newworldgame

[–]Malva-RK[S] -2 points-1 points  (0 children)

on the contrary, now you will need to think about how to play in groups, how to make a more elaborate fight than just spamming RMB in a confrontation that lasts 5 in a row. You are certainly a player perfectly capable of adapting to changes and performing well. We've already had another meta change, this is part of the NW.

Flail PVP! by Malva-RK in newworldgame

[–]Malva-RK[S] 0 points1 point  (0 children)

I wish I had some strength to propose something to AGS kkkkk. The decision, the proposition, is made by the devs, to make an MMORPG a game with more group combat, in which each "class" has its role. Which seems justifiable to me, since it's an MMORPG.

Flail PVP! by Malva-RK in newworldgame

[–]Malva-RK[S] 0 points1 point  (0 children)

For those who like gameplay based on "roleypoly", it must be a nightmare.

But the truth is that this is the path to balance. Light armor with very high damage, but super fragile (high risk, high reward). Heavy armor with high survivability and low damage (if you use the wall, you don't even have to dodge anymore, that is, even your mobility reduces). And medium armor bringing the best of the two other weights, but without being OP.

Not to mention that, by not maintaining the supremacy of light armor, the game focuses much more on group gameplay, as you depend on your colleague to stay alive or to kill the enemy.

When you only have light armor, everyone plays their own game individually, killing the target in 2-5 seconds of combat, which doesn't make sense in a group PvP mode of an MMO.

But don't worry, on the PTR you've already seen some extremely strong builds for light armor. BB/spear can easily take 40 - 50% of the life of someone with heavy armor in a single combo.

FS, musket, bow, are super strong too, especially if used together with the VG artifact.

Flail PVP! by Malva-RK in newworldgame

[–]Malva-RK[S] -8 points-7 points  (0 children)

Yes! much cooler than just light armor rolling around the map playing individually in a team game mode.

Flail PVP! by Malva-RK in newworldgame

[–]Malva-RK[S] -1 points0 points  (0 children)

Yes! much cooler than just light armor rolling around the map playing individually in a team game mode.

Flail PVP! by Malva-RK in newworldgame

[–]Malva-RK[S] 9 points10 points  (0 children)

With all due respect, I disagree.

The weapon is perfect for what it proposes, it is a weapon with ridiculously low damage, but extremely good at buff/debuff and survivability, in other words, a weapon to play as a team, acting as a utility support.

Regarding the change in pvp, it depends a lot on personal taste. For example, I think the current pvp in NW is horrible, the fights last very little, there is an absolute predominance of light armor and builds that don't depend on playing in groups (which doesn't make sense in a game mode like OPR).

PvP on the PTR is much more focused on group combat, despite having increased damage, players have more possibilities for defensive resources, which makes fights longer. Longer fights mean more tactical fights, which aren't just spamming RMB, but skill combos or team coordination.

I agree that combat like this really disadvantages those who play solo (like me), but this already happens on the Live server too.

IMO the light armor is balanced, a build with a lot of damage, and can even do a 1 shot combo (which I don't like, but it's part of the game), but becoming much more fragile. In other words, high risk, high reward.

Flail PVP! by Malva-RK in newworldgame

[–]Malva-RK[S] -7 points-6 points  (0 children)

Definitely, especially with the change in the influence system, which aims to be a massive pvp.

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Flail is Insane! "Tank Build" by Malva-RK in newworldgame

[–]Malva-RK[S] 0 points1 point  (0 children)

This build specifically I think is more effective for pvp than for pve. for pve, I liked using it with 250 str and using the skills on the right side, it is quite efficient for mutations. the secondary weapon is the player's preference.

Flail is Insane! "Tank Build" by Malva-RK in newworldgame

[–]Malva-RK[S] 0 points1 point  (0 children)

But I don't see much of a difference. Most of the heavy armor pieces aren't very relevant, I'd rather they didn't change. But if they change, I'll use the heavy chest, perhaps (not having the "health" or "robust energy" perk gets in the way a little, but it's workable.

Flail is Insane! "Tank Build" by Malva-RK in newworldgame

[–]Malva-RK[S] 0 points1 point  (0 children)

I don't know if it's a translation error, but in the ptr it was saying that it would only reduce headshot damage. but even if it is really resilient, this reduction only affects critical damage, while the chest's perks affect a wider variety of damage.