New World: Forged in Aeternum – Wards and Banes



In episode 45 of Forged in Aeternum, host Scot Lane (Game Director) is joined by David Verfaillie (Creative Director) and Patrick Smedley (Lead Seasons Designer) to talk about the future (or lack thereof) of wards and banes.

The team walks through the process of perk rebalancing based on player feedback and what new perks will be added. They also talk about the new potions and changes to crafting that will be coming to the game.

Community Question #1: If you could buff any perk, what would you buff?
Community Question #2: If you could cut any perk, what would you cut?

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0:59 Are wards and banes disappearing?
1:21 Durability
1:28 Indestructible
2:07 Broad perk rebalance
2:30 Adjustments
2:54 New perks
4:29 Inventory
5:09 Player sentiment
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35 thoughts on “New World: Forged in Aeternum – Wards and Banes”

  1. This may be one of the best and most important updates as of recent. I've been on a big break but returned to see the new transmog system. The changes you guys are claiming to aim for has definitely made me want to get back into my fresh start character and play again. My feedback: think about how many outfits a player has been needing to prepare… I have 10 Gear Sets unlocked on my account yet still cant fit all the outfits I have for expeditions because of all the different ward and bane perks that I have to manage across DPS, tank, and healer… In other words, less "required" perks means less outfits to manage, which in turn makes us players happy and comfortable!

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  2. are you going to punish scammers who use a bot? I've been sending complaints about some players for weeks, and they've been playing, and they're still playing. aren't you ashamed?

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  3. I love that you're heading towards just Gear Score needed to get into an Expedition. Removing that need to link you gear before you join a group, as that was taking the fun out of the game.

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  4. I'm really disappointed in this. A lot of players spend a lot of time trying to get BIS for specific dungeons and situations. This is flattening that curve. It's as though you're making end game (and truly the hardest endgame, M10 dungeons) easier. That's silly. I really REALLY hope that the new perks that replace ward are similarly excellent. Otherwise you're taking pieces that players have spent millions of gold acquiring and stripping their value.

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  5. Making server with 15times lower rates for EXP,WEAPON mastery and Gathering skills will bring and keep more players than your changes from last year..
    Well done AGS after 2 years you still have no idea about mmos. Maybe one day somebody gonna run private server and release potential of this great game.

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  6. It would really be helpful to have some idea about how exp ertise is going to be affected with the new upgrades and how gear will be upgraded. Will it still be shards or will it be something else?

    In some ways I'm looking forward to this change in the armor and weapons. There's a level of discouragement that goes hand in hand with this change because of the unknown. Hopefully as you alluded to video will result in a reduction of link all your gear in order to run mutations.

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  7. When will you understand that as long as your gear follows the perks system, the gear will always get to a point where it's going to be 0 value and needs to be replaced after crafting it and sinking cost into it, because there will always be TOP 3 perks in any role/mode. If you rebalance any of the perks the gear loses value and it sucks.

    REMOVE ALL PERKS from the game and make the gear stats talk, and offer gear set bonuses so chasing a certain set is beneficial and offer build support through different means. THIS WILL STILL SUCK.

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  8. Great video, but I want to mention the elephant in the room (mine at least)– what will happen to Mutations?: Requirements, # of levels, scaling (umbrals/new resource?), and as you said with Forge– will people have to use and switch between 2 potions for 2 enemy types?

    Edit Add: A perk I would buff would add would be Empowering Crowd Control (for weapons to add damage to CC'ed targets, or adding damage after CC'ing — for armor to add fortify)
    A perk I would improve would be Trenchant Rend, to make it 2 stacks -6/7 secs – 12sec cd

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  9. PLEASE PLEASE add an option into trading post , When you post items to " sort by perk" and auto listing feature and increase amount of items that you can list, you are not sorting the cluter problem by removing a lot of items, you need to increase trading post to at least 500 items, people can control economy regardless of weight anyway, I would remove the item listing limit all togther or at least increase it to 500 plus when we list items to display similar level ( and for max level only max lvl items) with THE SAME PERKS!
    so that you can undercut , post , move on, or even an auto listing feature
    items showing average weekly price where it will show how much the item sold for in the last week/month, same as maple story trading post has, its huge help when you list items and as new world has a lot of items this TAKES A HUGE CHUNK OF TIME LISTING ITEMS on trading post, please implement that change into the game <3 it will let people do more dungeons instead sitting in town listing items

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  10. My question though: What will happen to the range weapons that had bane 23% to compensate for the loss of cleave attack?? Are you guys going to buff the Chain Attack perk instead??

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  11. With the removal of bane, is there going to be a range weapon compensation in some way cause people already aren’t using them in M10s even with the increased bane %

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