New World PTR Brings Some New Changes

  • A brand new PTR was recently introduced in New World, allowing players to test some new features and changes in advance. While the new content is extensive, there will be some changes to the in-game 20-on-20 Outpost Rush mode, as well as some combat features, including weapon swaps.

    To begin with, there are some modifications to Outpost Rush's racking up and rewards up for screening. "Scoring mechanisms for addition have been revamped," the devs detail in the patch notes, with 3 key updates created: giving damage will now boost player scores, and the number of points given for eliminating both foe gamers and artificial intelligence enemies has been reduced.

    As for the incentives, players acquire for scuba diving, you'll discover finishing a fit now grants Faction Tokens. Station Rush stores currently give two pieces of armor particular to the style, in addition to a mode-exclusive weapon. "In addition, there's likewise an added 15% possibility of receiving a 4th product which might be an item of Outpost Rush-specific jewelry," the devs include, while the likelihood of perks from the mode causing enhanced Expertise rankings has improved "considerably".

    " Outpost Rush equipment currently rolls coming from a dealt with a listing of benefits that are even more ideal for PvP fight," the notes describe. "This means that traits like 'Beast Ward' will no longer be located on Outpost Rush equipment." That characteristic in particular has been removed from 'Illusory Enigma' and changed through 'Keen'-- an adjustment that isn't retroactive, as well as are going to put on new Illusory Enigmas given complying with the spot.

    As for gamer fight, the new PTR offers improvements to weapon swapping, which can right now be set up when reacting, dodging, traversing, and also using consumables-- as well as, best of all, the activity won't disturb these. There is a one-second cooldown for swaps, however, to "stop instant weapon spamming".

    You can queue up weapon swaps and attack actions simultaneously, as well. For example, "if you push a weapon swap in the course of a strike's rehabilitation, then right away push an ability trick, the weapon will exchange at the very first swap call off the structure, after that immediately carry out the intended capacity," as the devs detail. "Although actions still have a buffer as well as cancel window, this adjustment will certainly produce the weapon-change and also ability-activate combination less complicated and much more reputable to utilize."

    In other places, dodging rehabilitation opportunities have been minimized, which should create leaving of a dodge into navigating "feel more liquid". In a comparable blood vessel, the devs have got rid of the "totally devoted landing reaction animation" for embarking on lower-height things, to assist you to keep moving more easily.

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