New World Classless Combat System

2021-10-28 00:00:00

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In classic MMORPGs, such as World of Warcraft Classic, trying to grab a tank or healer to clear certain instances can be a nightmare, especially when it comes to escalation. Traditionally, starting with the combat "trinity" and playing a DPS-focused spec can lead to an easier upgrade experience, as players can easily cleave through enemies without much fanfare.

 

While Amazon Game Studios' upcoming MMO New World doesn't fully support the vast selection of jobs offered by Skokwell Enix, its developers are taking a slight approach to ensure that players don't don't wait to fill up their parties when it comes time to clear out instanced content.

 

"First and foremost, it's our responsibility to make tank and healer builds fun even for single players," combat lead Dave Hall told The PC Gamer, "and that will drive the numbers up." With New World attempting to provide dynamic gameplay through weapon switching and the level of flexibility expected from characters in an instance, the developers are clearly up to the challenge.

 

Second," Hall said, "our classless combat system helps here, too. Players can quickly reconfigure and change their gear to fill any role they need. For example, DPS players can quickly switch to tank by swapping out heavy armor, adding taunt gems to their weapons, and reconfiguring for more body mass."

 

While Aeternum's end-game content will require a complete reconfiguration due to its difficulty, Hall said players can clear early instances of the game to fill roles by simply changing their gear and gems. However, players are actively encouraged to redesign and experiment in the early stages of the new world, and redesigns are not available for free until level 20.

 

After that point, switching between characters will slowly begin to add cost based on the player's level - a measure Hall believes will discourage players from spending more time redefining rather than clearing actual content. "We don't want players constantly retooling and changing attributes at every encounter because it doesn't seem fun," he said, "so it's not a small amount of money later in the game."

 

However, Hall also reiterated that experimentation remains a central part of New World combat, so a balance must be struck. "We want players to be able to adapt to meta changes, try out different characters and be able to experiment, so it's not too expensive," he said. "It's not going to be an expense you have to budget or plan for, but it's also something you don't want to do frivolously."

 

New World's developers have a daunting task on their hands as they try to implement a "classless" combat system and hope to make any character's through content appetizing. As MMO enters beta testing ahead of the full New World release date later this week, players will be eager to try and experience all that the game's combat system has to offer.

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