Thoughts on Con - they nerfed the heal pots from 20% down to 10% bonus, but the physical armor bonus would be impactful for high level dungeons when going low con...Seems like you could get away with 50 con in medium, but in light armor you might want 100 con for the extra 10% health... I like that the choice is more meaningful now. What I think is really interesting when I'm thinking PVE tanking... these changes make tanking without a shield more viable by stacking CON and reduction with Grit... then if you wanna do the traditional sword and shield thing you might not pick up the grit from Con and instead play the game of blocking and then regenning your stamina via attack in between the blocks... it's kind of a lot to take in without playing with it. I never used to run with anything above 200 Con when I was last playing and tanking M10s, but I would run 300 STR for Grit even though I'd technically get more DPS balancing Str and Dex with sword and shield... this adds some extra factors that are kinda fun to consider.
Seems like you are being too critical without seeing how things play out after releasing. These are also always things they will change in each mid season patch.
there is some exaggeration here and you left some things out and you didn't look at the big picture, also magic weapons got nerfed by 5% in PTR its says in the game but they didn't include it in the patch notes for some reason. for a proof hover over the exclamation mark in OPR menu you will see the values. melee classes got significant armor buffs and dmg from perks in return ranged lost allot of nerfs because of they nerfed allot of weapon perks like attune+KE etc which these were used by ranged mostly. the 30% dot duration increase perk will be way too much in dex because if you look at bow dots it lasts for 20s musket too they have long dots durations by default while magic weapons like fs it lasts 6s now in PTR, IG doesn't have dots unless you using ice shower perk but its bad no one using it, VG dots 10s. so 30% duration makes more sense in magic weapons than dex weapons don't compare the 2 classes without first looking at the base durations, same as don't compare melee dmg against magic weapons without looking at base dmg as you know all magic weapons already have low scaling compared to any other weapons. i don't even know why you still asking for nerfs the amount of things they did to buff melee weapons this patch is crazy
Thank god someone is talking some sense here, since balance is more complex than just looking at stats attributes. And besides all of that, we won’t really know until release
personally i think dex got screwed over hard in the expansion if they leave it how it is now with both the attributes and the armor changes but well see
As a mage that gonna run the great axe artifact I see no problem the game is melee focus mages have gotten buffs before The last 3 updates the way I’d see it mages will do more damage and bruiser will have more health and take longer to die I think it’ll work honestly The biggest update to me is the new dodge mechanic for medium armor 😁
Playing tank since start, I really love it when me and the boys are doing exps. As the game got bigger and bigger, the "tank" as a role was noticeably pushed into the background, but this 15% dmg reduc was much needed than DLC. :D
trying to buff s&s str / stam perk builds with the str perks. Kind of weird but I can see it working for some medium kite shield builds with a lot of dodge and block dodge potential.
There was something about a CON change where the same amount of CON points will give you more HP. It was in one of the previous patch i belive. This could mean that either the full CON build will be very op, or you can go full INT, and don't have to be a Glasscannon character, you'll have a nice amount of HP.
I may be wrong but isn't the great axe and hammers light chain only 2 swings? I feel like the second swing hitting 30% harder is a pretty powerful benefit for bruisers between cool downs.
It is, but how often are you really using the 2nd swing of your light attack? With GA you're usually doing quick heavies for more DMG and better tracking. With GA, you used to have insane sticking power to double LA but that was nerfed ages ago. Nowadays, most GA DMG happens in single burst with 1-2 LAs thrown in after, so adding a tiny bit of DMG to the second hit won't change much imo. It's not like you can still run after a light player and confirm 2 LAs in a row easily
@@DukeSloth I was thinking more for clump play on point rather than chasing players down. If the light swing is that much stronger it could be worth not using heavies. Changes the play style. Also we're not considering PvE. Could help the axe compete with other DPS weapons.
@@craigo1432 that’s the issue, one strength perk that deep into a attribute page shouldn’t be viable to only ☝🏻 mode AND ☝🏻 build. It’s absurd when you look at the intellect tree. And that’s coming from a FS/INT main.
I love 350 constitution perk I often was a tank at war and I was on my assigned point no matter what. Holding rightclick is cool when you have to hold while your team rotates but very boring. With these changes you can actually put up a fight during that time. Your damage will be weak anyway but I like that they will allow me to swing weapon in the meantime
The dmg over time perk makes keenly jagged procced the whole time I think and the 350 sec perks is always active when you dodge an attack (the 250/300 dex perk gives you empower), looked huge for me :)
they didnt really remove resilient they just gave it to everyone for free and you get more depending on your weight load, also the only dex weapon i see benefitting from the 15% duration is rapiers bleed cause the spear bleed is maxed at 20 seconds and you can get that from the bloodletting on ring and the poison shot is also maxed at 20seconds.
Why are they so scared of making the att bonuses good? These are frustrating. Just make them all good or desirable. Make it feel like a choice, theres no reason they cant all feel good and worth while. That way when I pick my stats I have choices and not feel like the Devs are making the choice for me. Its also just way more interesting as a player when I feel like I can change it later to see how it feels.
350 STR perk is a huge DPS buff to weps with short chain (GA/WH) since they have 2 swings, while weapons like SnS (3) or Hatchet (4) will not benefit as much.
The one thing New World just can't figure out is Str melee. At the very start of the game, it was too strong, and they did knee-jerk reaction nerfs. Since then, they've NEVER been able to figure out how to get the "heavy melee guy" to work. When you look at Wars its actually so bizarre. You'd expect a core of heavy melee with some medium dex and light casters/ranged/support... But it's almost exactly the opposite of that, with heavy BB/IGs being the beefy guys and melees rolling around in light trying to be ninjas. It doesn't make sense in terms of immersion. But when you look at the mechanics you see why. It's so strange.
How is the magic weapon scaling from stats tho ? In new worlds life time all magic weapon have lowest damage with primary stat ( or even a 305 int 160 foc vg) compared to any weaponvat 300 Dex or strength , basically that isn't in the magic weapon tree I know they are shifting pve damage PvP damage to a there own forms
i dont get why mining gets +20% yield but all other stats dont and are still the same 10% i was getting so hyped when i first saw that cause i would not need the fort buff anymore to beable to double farm
Im not in the forums or anything much, if at all, so my question is, who asked for these changes? And a follow up question, who asked for these changes specifically? lol. idk i just feel that these are some major changes to make randomly if no one asked for such or similar changes in the community. I agree with some others, I hope AGS takes notes on your assessment, but also look forward to seeing what comes of these changes if some or all of them make it. Keep up the good work!
150 STR is a great perk for a point tank. The big problem for point tanks in the war scene for this coming season is how to mitigate the massive amount of time it takes to recover from gray bar when using The Wall. There is also a Magnify problem. Unless they change it to use Assigned attributes only, anyone who wants to use Magnify has to have a delta between the first and second stat. So bruisers can't have 300/300 if they want to use any artifact. Lol.
...which is ironic given STR shouldn't have tank perks, considering the only stat that all tanks share is CON, not STR. Yeah they said Magnify changes are coming, hopefully they can sort that out!
@@Hippida hopefully with all the defensive buffs this dlc! But fair warning, bow was hit down a little so we'll have to see where it all sits. I've heard the artifact bow is full lightning DMG so it would be very strong if we could take advantage of all of this which is pretty exciting but I've yet to see it so I'm hoping it's not just a baseless rumor
You don't "almost forget it has a slow" when you're dex. It's always 5+ ppl jumping on you and even in the ptr, after the 300 passive procs, you still get hit by a flurry of left clickers and everything is reapplied so it's not very useful. Maybe in the extremally rare situation when it's a fair fight. On top of that, the pot nerf really hurts dex who never even get heals.
Is anyone able to tell me if the 25 & 50 strength perk (increase dmg to light and heavy attacks) effects ranged weapons eg. bow also perhaps? @Dukesloth
I haven't played for a while, but I actually see that 150 point perk as better than you do when I consider it from a mutation tanking standpoint. You always try not to let your block get totally broken, but it happens sometimes when mobs have a really strong chain of attacks (or lets say we start seeing kite shields used when tanking). I totally agree from a PVP perspective it's not great, but I see it as pretty strong from a pve tank perspective. The 250 perk is also awesome for tanking because if I'm not blocking, I'm usually swinging, so if swinging makes me better at blocking that's amazing. When I used to tank with sword and shield, I pretty much always start my attacks out with a heavy attack to trigger a damage boost and then I'd spam light attacks until it's time to block again, so hypothetically that's a very strong perk for PVE... Plus it combines with the 150 str perk, so rather than running away when my block is broken, I might be better off attacking to regenerate my stamina quicker.
Quick thought in regards to 150 INT perk... they are removing wards and banes and rebalancing mobs around the changes...also they will be balancing weapons for pvp and pve differently now. Most likely, when it comes to these INT ranged weapons they will take this 15% elemental damage into account because 150 is like the minimum I'd think you'd want if you were using an INT weapon for damage even in a hybrid build. Therefore I don't think it would be hard to balance around that at all. Str gets like a 10% damage boost to physical damage for a lower Str investment, so it doesn't come across to me as too terribly overpowered.
defently feels like someone at AGS has a massive bias against str if you compare it to for example the insane int perk which makes me worried that the "meta" for example as a bruiser will be to go int with the abyss since the perks there benefit you so much more dmg whise
Wow ... they realy dont want ppl to play Strenght for DMG ... half the Perks here are more or less completly useless. Realy would like to see a "Devs play their Game" Video like Diablo 4 did ... i think it would explaine a lot of things.
@DukeSloth everyone! Spear/sns and spear/gs are very strong in the current meta. Spear will be even more viable with additional weapons in season 3 since it's getting an 11 meter reap with that scorpion sting ability.
Should replace the top-tier STR perk with something like +15% melee damage, but you take an extra 10% damage. I could see that being a worthwile perk that would be spicy without breaking balance.
15% crit when empowered makes all dex builts OP since they all run keenly empowered on their weapons. constantly having that trumps the int 15% ele damage by far ...
Agree with everything mentioned. Its not a surprise that STR is getting the short end of the stick sadly at this point. You learn to accept it with AGS. Its been nothing but nerfs since launch to Bruising damage dealers besides Brutal Detonate's introduction and now this new Abyss GA looks strong. I did a lot of testing today with it. Super strong. A really nice aspect to it is you dont have to waste your stamina to proc a damage buff with Opal gems like current. There's no gem slot. Just dump secondary INT wep abilities to get the 20% dmg buff and switch to GA and get active. Hammer is losing value, idk why they keep nerfing it with the shadow nerf to Wrecking Ball on ptr. Hammer is going to be in a dust bin soon.
the more info i get from the dlc the more i know this is gonna be a shit show the dev clearly don´t play new world pvp int and con is just wierd op pared with other wep like ga gs and they seem to lean towards hp builds more and more and mage is already strong if you dont have fire rez to counter it. My guess is that they did take a break under the summer and let their kids play around with the numbers and perks:/
I'm pretty sure they gave up on pvp balance and will be focusing on pve with pvp being a side project. There's no way pvp was given any thought at all with the flail and artifacts
honestly most of these changes are rubbish.... just shocking. They are doing the same thing they did with wards and crap. Really useless and making these overly difficult and undesirable all for PVP changes. PVE player by default myself but hoping they will revert or fix these in the future.
All these uploads back to back to back are greatly appreciated ❤
He actually has content to make videos on.
@@rikmik3046 true!
Runeglasses gives damage over time, so the 50 int perk can easily apply to anything if u keep auto'ing to refresh it ;)
Thoughts on Con - they nerfed the heal pots from 20% down to 10% bonus, but the physical armor bonus would be impactful for high level dungeons when going low con...Seems like you could get away with 50 con in medium, but in light armor you might want 100 con for the extra 10% health... I like that the choice is more meaningful now.
What I think is really interesting when I'm thinking PVE tanking... these changes make tanking without a shield more viable by stacking CON and reduction with Grit... then if you wanna do the traditional sword and shield thing you might not pick up the grit from Con and instead play the game of blocking and then regenning your stamina via attack in between the blocks... it's kind of a lot to take in without playing with it. I never used to run with anything above 200 Con when I was last playing and tanking M10s, but I would run 300 STR for Grit even though I'd technically get more DPS balancing Str and Dex with sword and shield... this adds some extra factors that are kinda fun to consider.
Seems like you are being too critical without seeing how things play out after releasing. These are also always things they will change in each mid season patch.
there is some exaggeration here and you left some things out and you didn't look at the big picture, also magic weapons got nerfed by 5% in PTR its says in the game but they didn't include it in the patch notes for some reason. for a proof hover over the exclamation mark in OPR menu you will see the values.
melee classes got significant armor buffs and dmg from perks in return ranged lost allot of nerfs because of they nerfed allot of weapon perks like attune+KE etc which these were used by ranged mostly.
the 30% dot duration increase perk will be way too much in dex because if you look at bow dots it lasts for 20s musket too they have long dots durations by default while magic weapons like fs it lasts 6s now in PTR, IG doesn't have dots unless you using ice shower perk but its bad no one using it, VG dots 10s. so 30% duration makes more sense in magic weapons than dex weapons don't compare the 2 classes without first looking at the base durations, same as don't compare melee dmg against magic weapons without looking at base dmg as you know all magic weapons already have low scaling compared to any other weapons.
i don't even know why you still asking for nerfs the amount of things they did to buff melee weapons this patch is crazy
Thank god someone is talking some sense here, since balance is more complex than just looking at stats attributes. And besides all of that, we won’t really know until release
personally i think dex got screwed over hard in the expansion if they leave it how it is now with both the attributes and the armor changes but well see
How many attributes can you spend max.?
Is there any calculator around already?
350 str perk he didn't even talk about GA/WH having 2 light attacks in the chain. Probably is good for those weapons.
As a mage that gonna run the great axe artifact I see no problem the game is melee focus
mages have gotten buffs before The last 3 updates the way I’d see it mages will do more damage and bruiser will have more health and take longer to die I think it’ll work honestly
The biggest update to me is the new dodge mechanic for medium armor 😁
strength seems much more tank focused now.
Playing tank since start, I really love it when me and the boys are doing exps.
As the game got bigger and bigger, the "tank" as a role was noticeably pushed into the background, but this 15% dmg reduc was much needed than DLC. :D
I definitely think this brings back the true role of "Tank" for PvE 🙏
Controversial opinion, I unironically think int has been consistently over tuned since the combat rework after the 2021 open beta.
Firestaff has always been very good, now it is extremely broken
Lightning Hammer and Dark Axe builds incoming!
trying to buff s&s str / stam perk builds with the str perks. Kind of weird but I can see it working for some medium kite shield builds with a lot of dodge and block dodge potential.
There was something about a CON change where the same amount of CON points will give you more HP. It was in one of the previous patch i belive. This could mean that either the full CON build will be very op, or you can go full INT, and don't have to be a Glasscannon character, you'll have a nice amount of HP.
I may be wrong but isn't the great axe and hammers light chain only 2 swings? I feel like the second swing hitting 30% harder is a pretty powerful benefit for bruisers between cool downs.
It is, but how often are you really using the 2nd swing of your light attack? With GA you're usually doing quick heavies for more DMG and better tracking. With GA, you used to have insane sticking power to double LA but that was nerfed ages ago. Nowadays, most GA DMG happens in single burst with 1-2 LAs thrown in after, so adding a tiny bit of DMG to the second hit won't change much imo. It's not like you can still run after a light player and confirm 2 LAs in a row easily
@@DukeSlothYou can easily build is that way though lol what do you mean?
@@DukeSloth I was thinking more for clump play on point rather than chasing players down. If the light swing is that much stronger it could be worth not using heavies. Changes the play style. Also we're not considering PvE. Could help the axe compete with other DPS weapons.
@@craigo1432 that’s the issue, one strength perk that deep into a attribute page shouldn’t be viable to only ☝🏻 mode AND ☝🏻 build. It’s absurd when you look at the intellect tree. And that’s coming from a FS/INT main.
STAMINA REGEN WHEN EXHAUSTED POG i love it on str !! damn nice !
I love 350 constitution perk
I often was a tank at war and I was on my assigned point no matter what. Holding rightclick is cool when you have to hold while your team rotates but very boring. With these changes you can actually put up a fight during that time. Your damage will be weak anyway but I like that they will allow me to swing weapon in the meantime
Even for IG is easy to abuse the 50 INT bonus, runeglass apply dots effects, really strong goddamn.
The dmg over time perk makes keenly jagged procced the whole time I think and the 350 sec perks is always active when you dodge an attack (the 250/300 dex perk gives you empower), looked huge for me :)
I'm bow/hatchet, have a reason to put something into strength now
Good video🙏🏽 There are some resilient and critical changes as well as difference in damage between current 625 gear and 700 artifact gear
they didnt really remove resilient they just gave it to everyone for free and you get more depending on your weight load, also the only dex weapon i see benefitting from the 15% duration is rapiers bleed cause the spear bleed is maxed at 20 seconds and you can get that from the bloodletting on ring and the poison shot is also maxed at 20seconds.
Int bruiser everywhere..
The game automatically chose the US server when I joined ptr, but there is a EU server. Are you from EU?
the stamina regen while swinging makes zero sense? you stam is locked at what it is till youre done swinging
Why are they so scared of making the att bonuses good? These are frustrating. Just make them all good or desirable. Make it feel like a choice, theres no reason they cant all feel good and worth while. That way when I pick my stats I have choices and not feel like the Devs are making the choice for me. Its also just way more interesting as a player when I feel like I can change it later to see how it feels.
strength is awful with those perks , really needs a re-re-re work
So there's still no reason why Blunderbuss scales from strength?? Even with the rework, it doesn't benefit from basically anything
Wouldn't the 300dex perk proc from a weapon swap regardless if you have a debuff on you..
I hate how they make different mechanics for PVE and PVP, like potions healing diff amounts. Inconsistent asf
Build variety? Pretty sure what they are doing is incentivizing variety rather than someone going 0 con and max main att.
so we have 230 attribut points at lvl 65 right ? and how much stat can we reach with full 700gs gear + food ? :o
350 STR perk is a huge DPS buff to weps with short chain (GA/WH) since they have 2 swings, while weapons like SnS (3) or Hatchet (4) will not benefit as much.
Well with SnS specifically you want that third attack.
50 focus can work with shirking healings? i mean incoming heal works with self healing?
The one thing New World just can't figure out is Str melee. At the very start of the game, it was too strong, and they did knee-jerk reaction nerfs. Since then, they've NEVER been able to figure out how to get the "heavy melee guy" to work. When you look at Wars its actually so bizarre. You'd expect a core of heavy melee with some medium dex and light casters/ranged/support... But it's almost exactly the opposite of that, with heavy BB/IGs being the beefy guys and melees rolling around in light trying to be ninjas.
It doesn't make sense in terms of immersion. But when you look at the mechanics you see why. It's so strange.
How is the magic weapon scaling from stats tho ? In new worlds life time all magic weapon have lowest damage with primary stat ( or even a 305 int 160 foc vg) compared to any weaponvat 300 Dex or strength , basically that isn't in the magic weapon tree I know they are shifting pve damage PvP damage to a there own forms
i dont get why mining gets +20% yield but all other stats dont and are still the same 10% i was getting so hyped when i first saw that cause i would not need the fort buff anymore to beable to double farm
int axe(artifact) with void gauntlet = 25 focus 350 cons 155 int with looks spicy!
arent u still missing around 100 attribute points or so?
more like 350 - 255 - 25 if im not mistaken
@@r3load403 i really dont know. If i am missing 100 i would put on int and it will much better!
@@r3load403 with food buff or?
@@_rankup_ yea i think completely maxed out you have around 600 Att
Im not in the forums or anything much, if at all, so my question is, who asked for these changes? And a follow up question, who asked for these changes specifically? lol. idk i just feel that these are some major changes to make randomly if no one asked for such or similar changes in the community. I agree with some others, I hope AGS takes notes on your assessment, but also look forward to seeing what comes of these changes if some or all of them make it. Keep up the good work!
Where is the BGM from? Sounds familiar
There’s a PTR server for EU central
150 STR is a great perk for a point tank. The big problem for point tanks in the war scene for this coming season is how to mitigate the massive amount of time it takes to recover from gray bar when using The Wall.
There is also a Magnify problem. Unless they change it to use Assigned attributes only, anyone who wants to use Magnify has to have a delta between the first and second stat. So bruisers can't have 300/300 if they want to use any artifact. Lol.
...which is ironic given STR shouldn't have tank perks, considering the only stat that all tanks share is CON, not STR.
Yeah they said Magnify changes are coming, hopefully they can sort that out!
another reason why STR feels so PVE focused where even tanks go low con @@DukeSloth
If I can ask one question. Does int perks work on a dex weapon? Like, would the 15% to elemental dmg apply to bow poison shot ?
it would work for gems and explosive arrow as well yes
@@BHGPwn Ohh wow, these perks feel like one could make bow even stronger then it is today. Thx for reply
@@Hippida hopefully with all the defensive buffs this dlc! But fair warning, bow was hit down a little so we'll have to see where it all sits. I've heard the artifact bow is full lightning DMG so it would be very strong if we could take advantage of all of this which is pretty exciting but I've yet to see it so I'm hoping it's not just a baseless rumor
You don't "almost forget it has a slow" when you're dex. It's always 5+ ppl jumping on you and even in the ptr, after the 300 passive procs, you still get hit by a flurry of left clickers and everything is reapplied so it's not very useful. Maybe in the extremally rare situation when it's a fair fight. On top of that, the pot nerf really hurts dex who never even get heals.
Moving the 150 int perk wouldn't affect any other int weapon other than Blunderbuss.
However moving that 150 int perk to 250 would kill the blunderbuss.
25% stam regen on basics looks like an opal indirect nerf to me
constitution perks are so broken it killed all my hype for the game improving
Is there a cap for things? If i put 200-200-175 my attribute automatically change from what i picked
As a PvP Tank i really like the con stuff :D Just sucks that also bruisers now gonna go full into con aswell :D
10% damage on targets below 50% health is only 5% damage.. its not as big as you think.
Is anyone able to tell me if the 25 & 50 strength perk (increase dmg to light and heavy attacks) effects ranged weapons eg. bow also perhaps? @Dukesloth
So Scott is into playing a mage now.
I haven't played for a while, but I actually see that 150 point perk as better than you do when I consider it from a mutation tanking standpoint. You always try not to let your block get totally broken, but it happens sometimes when mobs have a really strong chain of attacks (or lets say we start seeing kite shields used when tanking).
I totally agree from a PVP perspective it's not great, but I see it as pretty strong from a pve tank perspective. The 250 perk is also awesome for tanking because if I'm not blocking, I'm usually swinging, so if swinging makes me better at blocking that's amazing. When I used to tank with sword and shield, I pretty much always start my attacks out with a heavy attack to trigger a damage boost and then I'd spam light attacks until it's time to block again, so hypothetically that's a very strong perk for PVE... Plus it combines with the 150 str perk, so rather than running away when my block is broken, I might be better off attacking to regenerate my stamina quicker.
PvP is dead in NW....total unbalanced
Quick thought in regards to 150 INT perk... they are removing wards and banes and rebalancing mobs around the changes...also they will be balancing weapons for pvp and pve differently now. Most likely, when it comes to these INT ranged weapons they will take this 15% elemental damage into account because 150 is like the minimum I'd think you'd want if you were using an INT weapon for damage even in a hybrid build. Therefore I don't think it would be hard to balance around that at all. Str gets like a 10% damage boost to physical damage for a lower Str investment, so it doesn't come across to me as too terribly overpowered.
This is a solid assessment. Hope AGS takes note.
Just feedback - generally you diacuss this from a pvp point of view so could you specify the context in future?
Blood Rapier Will Come Back Even More Stronger
Strength is a dream for Tanks
Just when i was excited for all the new changes this happens.. these attribute changes don't sound enticing.
Is it ever worth going over 350dex?
Any point of getting all the 25 attribute perk?
The int changes make me wonder if they are trying to make mage type builds more PVE viable.
I think the focus perk condition
Your health >50%
And
Health % > mana %
I really think the flail should scale mainly with focus and secondarily with strength, focus really needs more primary weapons on its stat.
250 str perk seems useful for hatchet
All these changes and still manages to make you feel restricted.
i agree all weapons should scale 50/50
you get exhausted alot while blocking attacks :
defently feels like someone at AGS has a massive bias against str if you compare it to for example the insane int perk which makes me worried that the "meta" for example as a bruiser will be to go int with the abyss since the perks there benefit you so much more dmg whise
That's absurd, melee weapons are not going to have the strongest CCs, heal the user and deal lots of damage? Outrageous.
front liners should and are rewarded in all games.
@@pogo6543211111111 revolting
Wow ... they realy dont want ppl to play Strenght for DMG ... half the Perks here are more or less completly useless.
Realy would like to see a "Devs play their Game" Video like Diablo 4 did ... i think it would explaine a lot of things.
They buff con because of absence of ward
love the melee cry baby, getting sad about int...
Spear will be very good with 350 str.
...but who runs spear with 350 Str?
a spear/hatchet can :o@@DukeSloth
@DukeSloth everyone! Spear/sns and spear/gs are very strong in the current meta. Spear will be even more viable with additional weapons in season 3 since it's getting an 11 meter reap with that scorpion sting ability.
@@DukeSloth They will because they removed the 60%/40% scaling
Strength perks so sad
Should replace the top-tier STR perk with something like +15% melee damage, but you take an extra 10% damage. I could see that being a worthwile perk that would be spicy without breaking balance.
15% crit when empowered makes all dex builts OP since they all run keenly empowered on their weapons. constantly having that trumps the int 15% ele damage by far ...
Agree with everything mentioned. Its not a surprise that STR is getting the short end of the stick sadly at this point. You learn to accept it with AGS. Its been nothing but nerfs since launch to Bruising damage dealers besides Brutal Detonate's introduction and now this new Abyss GA looks strong. I did a lot of testing today with it. Super strong. A really nice aspect to it is you dont have to waste your stamina to proc a damage buff with Opal gems like current. There's no gem slot. Just dump secondary INT wep abilities to get the 20% dmg buff and switch to GA and get active. Hammer is losing value, idk why they keep nerfing it with the shadow nerf to Wrecking Ball on ptr. Hammer is going to be in a dust bin soon.
What’s the shadow nerf to wrecking ball?
@@kurtdha Wrecking Ball has a very delayed recovery animation now. Player will get pummeled in clumps for using it.
@@larkwyll7351 oh wow that’s absolutely silly. Hammer is already not one of the most popular weapons.
the more info i get from the dlc the more i know this is gonna be a shit show the dev clearly don´t play new world pvp int and con is just wierd op pared with other wep like ga gs and they seem to lean towards hp builds more and more and mage is already strong if you dont have fire rez to counter it. My guess is that they did take a break under the summer and let their kids play around with the numbers and perks:/
my dude are you german??? you sound like it.
I'm pretty sure they gave up on pvp balance and will be focusing on pve with pvp being a side project. There's no way pvp was given any thought at all with the flail and artifacts
You are one that is biased against mages. Always.
honestly most of these changes are rubbish.... just shocking. They are doing the same thing they did with wards and crap. Really useless and making these overly difficult and undesirable all for PVP changes. PVE player by default myself but hoping they will revert or fix these in the future.
they destroyed brusiers once again thank you
Strength tree sucks T.T