Overview of New World Update 1.1 "Into the Void"-VULKK.com

2021-11-24 04:12:06 By : Mr. Michael Yang

The biggest update New World has received since its release. It is definitely full of new additions, balance and many quality of life changes!

As usual, the first patch highlights include the most important and interesting changes, as well as analysis and reflections on the content and reasons of the changes. Then, if you still have the strength to continue, we have prepared a complete official patch note for you.

There is a lot of content to introduce here, so let's start with the new content of the game.

This new weapon changes with intelligence and concentration, and is very suitable for pairing with various mages. Through the use of annihilation trees, this blend of statistics makes it a better short-range replacement for mage construction. It can also provide additional support and debuffs to the healer through the Decaying Tree.

In general, it is a very versatile weapon that can be inserted in many versions along with a wide variety of weapons. Since it is scaled together with two statistics with converted gems, it is more flexible than at first glance.

This new Valangian Knight faction has been added to provide more early game diversity. They are the first uncorrupted and unaltered humanoid enemies to be introduced into Aeternum. Most of their missions and storyline revolve around Everfall.

I have not personally fought enough with them to say what they offer in terms of challenges compared to other enemies, but their wide variety of weapons may cause them to face challenges themselves.

In addition to the Knights of Varangi, the Lost Faction and the Ancient Faction have several other new additions, as well as some changes in the Corruption. There are withered Swarmancers, withered beetles, lost shamans, and lost crocodile pets. The ancients only got new wizards, so that their basic unit is no longer mainly physical damage. Corrupted laborers have now changed their appearance and different attack methods, making them even more distinctive.

Just like the Valangian knights, I don't have much time to fight these enemies, so I can't say whether they will bring any additional challenges. But more diversity of enemies is great.

These are generally minor changes, but they do improve many things in the game.

First, the road now provides 10% haste when driving. It takes effect after sprinting on the road for 3 seconds and is disabled in any combat actions including dodge.

This means that for those who use bows or other weapons to get continuous acceleration rewards, it will still be better to do so. Although there may be a short time you can benefit from both, it will not be so consistent.

They added more types to early missions, including main storylines and PvP missions, to create more types. This includes new changes in mission objectives. Therefore, if you are currently performing these tasks, the storyline tasks "Old Stone Memory" and "New Initiation, Old Order" have been reset and need to be re-accepted from Yonas. The progress of other story missions may also have been reset.

Almost every weapon has received some changes, and some underperforming privileges seem to have been enhanced. We will summarize many of these changes and give our thoughts, and they will provide complete patch notes below.

These are all good changes, especially life stealing. Between the weapon and the ring, it is now possible to get 10% of the damage as a health return. This has an impact on many weapons, especially the faster weapons or the weapons with a lot of AoE.

I hope they can provide the same type of gain for the privilege of extending the gain. These are usually impressive and rarely add more than 0.25 seconds to most gains.

Since almost all weapons have been affected by some changes, the shooting speed of these weapons will be faster.

Overall, these changes are not bad, but overall they are quite lacking. The bow is not the worst place overall, but the general inconsistency in accuracy still needs to be fixed.

Many forces of the First Staff have been transferred from ordinary attacks to skills.

If you are used to most of the damage from light/heavy attacks, these will of course be obvious. Most importantly, many of these passives are very small reductions, but they do add up.

It seems that they are trying to encourage the use of other constructs and spells instead of the usual fireball spells. I strongly recommend trying Flamethrower after this patch, it can become an absolute monster in PvE. This is not a good PvP skill because it is easily interrupted, but if you can find a way to get rid of the interruption or stay in a good position, it can be crushed.

In fact, it is still the strongest weapon, not to mention the heavy blows received by fire/ice magic weapons.

Bloodthirsty is really the only serious damage the giant axe has suffered. The significant reduction in firing range increases their reliance on Charge and Gravity Well to actually catch the opposing player. It still needs to solve its Light Attack Lunge, which gives them too much free stickiness.

Most of the changes were made to enhance the throwing tree, while also fixing some bugs.

The gains of Rending Throw and Infected Throw are actually very good, especially the frequency of Rending throws is higher. I don't think this is enough to make throwing a tree very feasible, but it does give it more power as a niche counterattack against the life rod.

These changes are partly weakening and partly problematic choices.

The total damage to Ice Storm is huge, but it can still cause meaningful damage in war and can cause damage to large groups of enemies. Not sure why they think Ice Shower needs a longer cooling time. According to my experience, this is already a very unreliable skill unless someone uses roll or other movement skills to force it through.

Most AoE treatment effects have been reduced by 20% to encourage the use of light nails, and the treatment effect has also increased by 30%.

They really hit Life Staff hard. Now it actually needs more investment for good skill use to make the most of it. Happy for the change and restoration of the Holy Land, which may help the war to become less intense in the end. You are now more suitable to be a glass cannon healer, which does help reduce the effect of "Paladin Construction"; but it will not eliminate them.

A lot of overall gains, a great gain for underutilized skills.

In general, these are good changes. I don’t think the small cooldown reduction is too important for overcharged shots. To be honest, they could have used more damage. If you practice it, sticky bombs can be a crazy ability.

They have greatly enhanced Tondo Builds for Rapier with these changes, and with the correct privileges and positioning, Flurry can now completely reset Tondo. This means that many very fast burst modes can be used in PvE and PvP. Risposte's cooling time is also shorter, which means that it also has a higher chance of being reset by critical strikes, and thus has a great potential to be used to evade tanks.

In general, these are good changes. Coup De Grace is a rather mediocre upgrade, because there is almost no benefit in implementing it, and at the risk of breaking the CC chain. Now it counts as a heavy blow, it will trigger a lot of useful passives, it's worth the risk. Other gain effects are very small, except for a slight DPS impact, it will not have much impact on the overall weapon.

The whole point of these changes is to make Leaping Strike feel better to use and make the combination of heavy strikes more consistent. In general, their changes are not bad, but I think they are a good start for the sword to gain extra damage somewhere.

The goal of these changes is to make the Domination Tree more attractive and stand out in more situations. They also transferred part of the tearing power of the warhammer to the armor-piercers, and stayed away from the perk of the shock wave.

With these changes, Armor Breaker is more suitable for Rending than before. Shockwave perk also reduces the impact of weapons in large-scale PvP, making Armor Breakers a more powerful choice. Mighty Gavel has been enhanced to make it a more powerful choice for raw damage output. Now, the removal should now also be able to remove people from the occupied points more effectively as needed.

The patch notes are from the official New World website of AGS. We provide them below for those who want to dive into the smallest changes or fixes and fully understand all the content of this update.

Void Gauntlets have appeared in Aeternum. Manipulate the power of the void to support your allies and weaken your enemies with this magical damage/support hybrid weapon. It is the first weapon that can be scaled in intelligence and focus, making it a perfect match with the life staff and other magic weapons. Adventurers will be able to progress by mastering the tree with two weapons, allowing players to manipulate the void magic in different ways:

With its rich arsenal of buffs and debuffs, Void Gauntlets are very suitable for group battles, and can significantly increase the power of allies at the expense of the enemy.

The Varangians are an army of invading knights, currently attacking Aeternum in the southeast. They are led by commander Attalus, a Gaul known for his brutality and twisted humor. Commander Attalus and the Varangians are vassals of the powerful warlord Varik "Hammer" Iznov. They were sent to the southeast of Etnom to search for magical artifacts and arcane knowledge left by the Scarlet Wizard. Their goal is to obtain magic weapons that can help their lord conquer. The Varangian competition is fierce, and they will compete with each other to please Commander Attalos.

Why these terrible fighters will come is everyone's question. Face a variety of new enemies, including Varangi Lumberjacks, Varangi Scouts, Varangi Knights, and Varangi Archers, while determining what they are chasing in Aeternum.

Our goal for some of the following changes is to make the power of the master weapon control tree more prominent from the crowd crusher tree, and to concentrate some of the power of the shock wave's tearing into the armorbreaker's tearing.

The purpose of the life staff adjustment is to transfer some of the healing abilities to light and medium equipment loads, while reducing the ability of some tanks to build healing. We also want to make it easier to target and treat the right team members correctly.

We want to enhance the throwing axe tree to make it more useful, enhance the infection throwing ability to make it more feasible as an anti-healing ability, and improve the buffer of heavy attacks to make it more consistent. We are also committed to solving the problem that caused the miss.

The main goal of our sword/shield update is to make the jump strike ability feel better, and to improve the cushioning of heavy attacks to make them more consistent.

We have updated Fire Staff to reduce some of the effectiveness of standard attacks because they feel more powerful compared to certain skills, and updated some skills to make them more impactful.

Our goal is to strengthen and adjust some of the less commonly used skills to make more skill choices feasible.

Our goal for Ice Gloves is to reduce the effectiveness of some maximized skill sets while still maintaining their respective practicalities.

Similar to the balance update of other weapons, our goal is to enhance and adjust some of the less used abilities so that more abilities options become feasible.

Thank you for your support! We will see you at Aeternum-it's time to defeat some Varangian knights.

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