Ability Differentiation
We have adjusted a number of abilities in attempt to give each a primary focus. The goal is for each ability to have a clear purpose, such as sheer damage, applying a status effect or crowd control, damaging an enemy’s Grit, etc.
Critical Hit System (part 2)
Updated backstabs and critical hit indicators to match the visual look of headshot indicators for more visual consistency.
Added sound effects to help signal when critical hits happen.
Target Healing Updates
Added a visual effect to highlight that players can self-cast using CTRL + the ability hotkey.
Added new visual effects to highlight which player is currently being targeted.
Added options to the Gameplay Settings menu to allow players to customize their healing experience. Specifically, these settings allow players to refine their settings for how healing spells are targeted and how the camera behaves while targeting another player for healing.
Balance
Bow
Spreadshot damage reduced 15% and cooldown increased to 22 seconds.
Rapid Shot cooldown increased to 20 seconds.
Evasion Shot cooldown decreased to 15 seconds.
Penetrating Shot cooldown decreased to 18 seconds.
Shield
Added 2 new Shield-specific perks. These are applicable to all types of shield.
UX/UI
Most of the UI team’s recent work has been on projects intended for future releases, but there are two areas seeing substantial updates in this release:
Tooltips
We overhauled the presentation of tooltips. Our goal was to make them more compact, while making the categorization of information more clear and legible at a glance. We also show a few more combat stats, and we have taken a tuning pass at making tooltips more responsive.
UI Polish Pass Continues
We are continuing to add updates to the UI in key places like the NPC Dialog screen and Settings, but there are also small changes to various UI components across the game. We are striving to make interactive components more eye-catching and legible at-a-glance.
Progression & Rewards
Progression
Adjusted the leveling curve from levels 1 through 10 to better match the pace of quests.
Rested experience so that it now starts accumulating after 12 hours (increased from 8 hours) and accrues at 2% per hour (decreased from 2.5%).
Reduced XP from PvP Missions by 10%.
Economy
In this patch, we made a set of item changes to pave the way for future crafting system changes. We’ve added in new gathering milestones, resources, and crafting reagents. In a future update we’ll talk more about how these item changes fit into the overall crafting vision.
Thanks for following along!
In addition to these notes, we’ve shared an article about our vision for the future of combat in New World. We’re excited to keep listening to your feedback, iterating, and making New World the best it can be.