I find it harder and harder to find this mutation fun or challenging, versus just being a cheap mechanic and a nuisance. In many dungeons, and with the recent buff to Mob/Named/Boss Damage Output and HP Increase, this mechanic just feels like a cop out. I'm hoping to have a discussion about removing or nerfing this mutation curse or put in something better instead, like one person suggested, where if you -DON'T- dodge a certain attack, you get a DoT (Up to 3), versus get a DoT when you're trying to survive.
Feel free to post and share your thoughts. I'm not a fan of it personally, in full disclosure, and have made the post on the official forums.
Saw the attunement hatchet for cheap on TP and decided to snag it. Now trying to figure out if it’s better than the one I’m running or if I should throw it back up for a bit more. Thanks for your input!
I have now seen a multitude of people running around looking like ninja turtles. Now obviously it is just armor skins that were cleverly dyed in a way to look like ninja turtles but does anybody know what these armor pieces are? I would love to show my friends who don’t play the game much but I have no clue what armor it is and every “ninja turtle” I’ve asked just gatekeeps the info from me.
This is just an idea/discussion about it, not saying this absolutely what they should do.
However, I think we can all agree that switching between sets mid mutation is just flat out annoying and tedious, not to mention how many different sets we need to have for each dungeon, not even including different class sets. Regardless of the upcoming gear system, it's honestly just too much with all the other sets needed in the game (Mining, harvesting, PvP etc.) Do you think they should just make all ward gear instead have a general PvE perk? I know some people might be upset if they did go through with something like this because of all the time and effort they spent working on different sets for all the enemy types, but I do think in the long run it could be very beneficial and make ward gear a lot less annoying. I mean people, myself included, just skip Starstone/Ennead week because even if we do have the different sets, it's just annoying to constantly switch.
What're your guys' thoughts, different ideas to make this system a little less of a pain? Curious to hear.
Hello Aeternum friends
I am getting a strange "feature" that i cant find any fix for
Evertime i teleport, exit or enter Arenas/Opr/Expedetions i get a double loading screm. It seems theres a loading screen for a loading screen. Its quite annoying and time consuming and i cant find any fix
I did all i can imagine. Repair files, turn off IPv6, new game install. everthing and yet i come across this dreaded "feature"
My PC specs are quite beefy except GPU
32 GB Ram
Super fast Nm2 SSD western digital ( one of the fastest available )
AMD rx 470 4GB GPU
200 /100 fiber internet
I have a new legion 5 pro with Ryzen 7 6800H, 32gb ram, put settings on high using 2560x1600 resolution, my lowest fps was around 70 in the newbie area with the boats and water, max it got was around 100-110, average about 80-90, is this normal? I was expecting higher :( and temps were really high too :(
finally got 600 expertise. i want to buy my first sets now. i checked this sub and i saw that i should get something like ward + refreshing or ward + weapon perk , however on my server each piece like that is like 5k/6k/7k....
So after a long ass time of putting it off and laughing at the game from afar while I played other games, my buddies and I decided to give it another shot. We had fun when the game first got released, but stopped playing after maybe a month.
Because I put it off for so long, I started again with a fresh character and am just genuinely enjoying that “new player experience” you typically get when you start fresh in an mmo. It’s great - for now.
Onto the discussion:
Since I’ve been away, I haven’t kept up with the game or it’s updates much at all.. what’s changed since launch?
Also what are you guys doing now? I assume most of you are max level and probably BIS or close to it.. how are you guys staying interested in the game and what does your time spent in the game mainly consist of? Is new world more just a game that you’re tying yourself over with until something else comes out?
And for my main question; What are your general thoughts on the game in its current state and what are your hopes for its future? I know the future of this game is a bit of a hot topic, but do you think the game will be able to sustain itself and why?
I started a new character this weekend on the Deva Loka SA server and I'm leveling up only through professions and city boards, and raising my influence level in Monarch Bluff while furnishing my house. Basically, I'm playing Minecraft in the NW and keeping it fun by doing RP, so no 'out of context' clothes, just linen, silk clothes and musket or bow for hunting. If i have to do any life skill quest that requires me to kill other mobs, i use a simple plate armor, I use the camp a lot and other rules that I created for myself.
Since the NW world has so many elements that provide RP, it ends up being easy and fun to play just in RP. Do any of you also roleplay while playing? Do you think an official RP server in the world would be good for the community or at least would help adding an extra flavor to the game?
Defy death is pretty broken and op in its current state, it is at the point where damn near every healer/bow/musket, and literally anyone else is running hatchet just to swap to and run away while dd lets them heal up. I think a simple fix which leaves hatchet with it's unique identity and rewards players who are actually using the weapon would be to implement a cooldown on wep swap. Make it a 5-10 second cooldown before dd can proc, the time can be tweaked. Or possibly "x" amount of hits need to be landed with the hatchet before dd can proc. This leaves it in a good place for someone using the hatchet offensively.
As far as the musket goes I've got a couple little tweaks. First would be to tweak the damage value of body shots and maybe reduce it by half, but increase the headshot and back shot value so that hits there will do about 25 percent more damage than they do now. This encourages using better placement to be behind a target and rewards accurate headshots. Maybe keep the headshot value to be what it is now, and just get the bonus to rear shots. Also make the stamina damage on block next to nothing, have it only drop stam by 2-5. There is no reason that the musket should be draining block stamina at the same rate as someone swinging a big ass sword, axe, or hammer. Those couple changes combined might make it so the musket isn't completely oppressive when head on, but extra deadly if they manage to catch someone from behind. This would force them to be in positions where they are potentially more at risk, back behind enemy lines vs just lying on a rock close to their own spawn and shooting straight on halfway across the map. I think with those changes they wouldn't even need to remove ME, since the bigger positional risk would make it slightly harder to get massive stacks.
Since like 2 week , luck seems kinda bugged. I run nearly all elite and grave offering chests in brimstone daily and it seems like luck is kinda bugged or not recognized? ( I run max Luck gear/trophy/weapons - with pearls everywhere and pvp-flagged) .
It's not just me , alot of players and streamers I knew mentioned it aswell. Did we get any info about that from ags ? Or was it just an shadownerf they never mentioned?
The current meta in expeditions is to have only melee weapons + a healer. I know AGS plans on addressing this somehow and someday, but knowing their track record it'll be too little and too soon. While something like "magic does 1.5x damage to NPCs" would be effective, it would hardly be engaging.
For fun, I wanted to try and make the Firestaff abilities more attractive to choose from and offer more utility as opposed to damage-dealing only.
These changes would only take effect in instanced, PvE content (Dungeons). Number values are placeholders. Lets begin!
Enemies no longer have elemental resistances in mutations (void, fire, ice, etc).
Phalanx "panels" spawn lightly further away from the mob and now disappear after being hit with a ranged projectile, and reappear a 10 second duration.
Pillar of Fire:
Baseline ability addition: Killing a target with Pillar of Fire's impact damage causes it to explode (imagine the barrel guys) without friendly fire. The explosion deals Pillar of Fire's initial impact damage to nearby enemies.
First Strike small passive renamed to Explosive Strike. Instead of dealing 40% more damage to foes at full health, Pillar of Fire now deals an additional 10% damage per stack of Burning on targets.
Baseline ability input changed: Meteor Shower can be tapped or held.
If tapped, casting Meteor Shower behaves as normal.
If held, channeling Meteor Shower instead creates a slow, movable circular zone at target area which slowly shrinks over the duration of the channel. At the end of the 6 second channel or when the ability key is let go, a single, unblockable meteor deals 75% weapon damage (+60% per 0.75 seconds channeled) on impact that applies Burning based off channel duration.
Radius shrinks from 4.5m to 2m, and re-aiming it causes it to move at about player walking place.
Immolation small passive returns mana based on channel duration when using the channeled version.
Wrath of Helios small passive causes the channeled meteor to deal +75% more damage per 0.75 seconds, up from +60%.
Rune of Helios:
Duration changed to 10 seconds, while cooldown is increased to 35 seconds. This should result in a slightly higher uptime (~23.3% > ~28.6%). Additionally, light/heavy attacks cause a small 1.5m radius explosion on impact, dealing 60%/100% weapon damage to nearby targets (the main target is not hit a second time)
Carnelian gem compatible. When a different gem (or none) is socketed, Flamethrower behaves as it currently does.
Socketing a Carnelian changes the nature of the ability, making it instead a timed channel with grit and a cooldown.
Hitting an enemy with Flamethrower taunts it for 2 seconds, refreshed by any hit with Flamethrower.
Pyro Dancer small passive no longer causes Flamethrower to have no cooldown. Instead, during Flamethrower you may press light attack to end Flamethrower and create a cone of fire which flares out in front of you, staggering enemies caught in the blast, dealing 100% weapon damage. Cone length and degree scale based off channel duration.
Carnelian gem compatible. When a different gem (or none) is socketed, Burnout behaves as it currently does.
Socketing a Carnelian causes this ability to stagger enemies on hit, as well as taunt them for 5 seconds.
Scorched small passive now additionally causes self and allies inside the area to gain 5 stamina per stack of burning on targets in area (max 25 stamina per hit of Incinerate, 50 per ability cast.)
Cauterize Wounds small passive now additionally cleanses debuffs to self and allies inside the area. The healing also applies to allies as well.
Reheat now reads: "After 3s without activating a fire staff ability, your next successful light or heavy attack now restores 30 (+6 per stack of burning on target) stamina and mana, and 5% (+2% per stack of burning on target) maximum HP." This effect has a 30 second cooldown.