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  • Hot Topics

  • Recent Posts

    • Take a closer look at what changes are coming to the Coral Divide OPR map after a weekend of testing. One of the biggest topics of conversation in the lands of Aeternum lately has been all around the new Outpost Rush (OPR) map, the Coral Divide. New World: Aeternum players were given an opportunity to test out this upcoming map during a specific weekend in order to provide their feedback to ensure that it's ready for the official launch - but what type of feedback did the team end up receiving? Luckily for us, the team shared a detailed explanation of what's changing with the map many of us have already tested, as well as an additional chance to test out this map (with the new changes) from April 15 to April 21.  Learn more about what's changing below: General Improvements Map Size Adjustment – Reducing unnecessary open space to keep engagements dynamic and fast-paced. Terrain Optimization – Smoothing out rough terrain and obstacles that disrupt movement and combat. Improved Visibility – Adjustments to lighting, foliage, and environmental clutter to enhance clarity. Objective and Balance Changes Resource Node Placement Tweaks – Relocating and balancing resource nodes to ensure fair access for both teams. Fortifications Adjustments – Modifying outpost defenses to prevent excessive turtling or overpowered positions. Updated Spawn Locations – Refining respawn points to reduce spawn camping and unfair positioning. Revised Capture Mechanics – Improving interaction points for smoother and more intuitive captures. Combat & Engagement Enhancements Adjusted Line of Sight – Reducing frustrating sniper spots while maintaining strategic positioning. Better Combat Flow – Enhancing chokepoints and engagement areas for more balanced fights. More Cover Options – Adding or repositioning cover elements to prevent open-field vulnerability. Quality of Life Updates Minimap Enhancements – Updating icons and labels for better clarity on objectives and player locations. Bug Fixes & Performance Optimizations – Addressing player-reported issues affecting gameplay stability and fairness. To participate, open the Activity Finder and queue for Outpost Rush during the event window (April 15 - April 21). Be sure to also join the discussion in the official Discord to share your feedback on the new updates to the map. 
    • Are they sponsored? There's even more now and again, this is the only non-multiplayer game getting this many articles posted.
    • It's still a very good Trinket, but House of Cards is generally better than it (the shorter cooldown's desync with Call of the Wild is now no longer an issue).
    • Guest Nat
      Thanks for the info! I have one more question, how does that new build affect our top trinket Signet of Priory, because in the trinket page you say its the best when used with Call of the Wild. Is it still the best trinket with this new build?
    • We've since learned more as theorycrafters and the non-Call of the Wild build is simply better for Mythic+ in general, offering better ST and AoE DPS at the cost of a bursty profile. If I get a lot of comments with your sentiment I could add both builds, but currently I see no reason to run Call of the Wildl.
    • Guest Nat
      Hello, How come M+ pack leader build is without Call of the Wild talent? I don't see explanation why Call of the wild is worse now than few days ago. Top BM hunters on Raider io are all using CotW, or combination of both. Is it possible to split this build into 2 - one with Cotw, and one with Dire Beast?
    • Zenless Zone Zero players are raising concerns about Soldier 0 - Anby's dodge mechanics, animation locks, and inconsistent i-frames. Here is everything you need to know. In recent discussions within the Zenless Zone Zero (ZZZ) community, particularly on the Chinese side, significant concerns have appeared regarding the new Agent Soldier 0 - Anby, focusing on her dodge mechanics and invincibility frames (i-frames). The Main Issues: Attack Animation Lock and I-Frame Inconsistency: Players have reported that during Anby's fourth and fifth basic attack sequences, the character becomes locked into the animation, preventing immediate dodging. In addition to this, the i-frames intended to provide invulnerability during these attacks reportedly do not cover the entire animation duration, leaving Anby vulnerable to enemy attacks without the possibility of reacting. EX Special and Ultimate Ability: Anby's EX Special and Ultimate abilities are described as granting maximum stacks upon hitting an enemy. However, these stacks seem to be only granted upon fully completing the attack animations. This difference means that if enemies move out of range before the attack ends, the abilities may not function as intended. Additionally, Anby's Ultimate ability's i-frames are said to end prematurely, making her susceptible to being interrupted and the attack canceled. This makes her the only character that can literary get slapped out of her ultimate. I-Frame Gaps Between Abilities: Transitions between Anby's EX Special and triple special reportedly contain i-frame gaps. These gaps can result in Anby taking damage during what players believe should be seamless, invulnerable attack sequences. These issues have created a debate within the community. One faction asks HoYoverse to address and fix these mechanics to fit Anby's skill descriptions. At the same time, another group argues that these mechanics are intentional design choices, suggesting that players should adapt and improve their gameplay strategies accordingly. As of now, HoYoverse has not released an official statement addressing these specific concerns. The community is waiting for extra information or potential adjustments in the near future. You can find more detailed about the issues on the following discussion on Reddit if you are interested:   
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