I posted this originally in the mega thread but I make some points here I really want to get across so am posting again in its own thread. Apologies for duplication but I do think it’s for good reason.
Let me start by saying I think you guys have done a fantastic job with 3.0 as it stands so far. I’ve encountered a couple of bugs and i do have a couple of complaints but I’ll get to that in a bit.
Seriously, seriously well done for what you’ve achieved with 3.0 so far. I have just completed 18 hours of testing on the current build and going into it I expected the game to be riddled with all sorts of problems and I’ve been pleasently surprised. The new content is great, there is plenty there to keep me grinding for months. I’ve enjoyed playing with some of the new spells and placeables, I like the progression system for learning new spells. No complaints there at all. I love how you’ve given corruption a purpose, this is how it always should have been and the way your character is visibly affected by corruption looks great. The temporary mounts and followers are a really nice addition to the game I’m especially fond of the undead horse, that thing is a gem dont change it ![]()
I would like to see more options in there when it comes to weapons and armour though… most people who run strength builds wont use a 2h hammer and not everyone who runs agility will want to use a bow and this brings me on to my first complaint:
I’ve tried out various builds, Strength, Agility, Charisma/Authority… (both of those terms are a bit naff, take a hint from JE Jones and rename that attribute “FLESH” ) Ive tried those builds with and without corruption, ive also tried out the more non combat orientated builds too. What became glaringly obvious to me is that Agility is a much weaker build than either Strength or Authority. Personally i really like playing with javelins and shields. I was very excited by a more clearly defined rule set governing javelins as they’ve always been a bit of a grey area, however as it stands they are incredibly weak and there are times when a backup weapon is needed. Without speccing into strength swords, axes, pikes and most other weapons are a lot less effective but so are the shields, they are not so clearly defined, are they controlled by vitality or grit or is is strength seeing as they have a damage value?
Daggers have always been fairly over powered so yes you can switch to daggers but what about throwing axes and bows? These are pretty weak too currently, in fact i tested a range of different thrown weapons and they were all pretty pitiful. I can see a meta forming where no one will run an agility build unless they are using daggers and i am confident that this is something you will wish to avoid, so something is needed to bring agility builds up to the same level as Strength and “Flesh” (yeah Im calling it flesh cos hell yeah
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The spells - for the most part I had a lot of fun playing around with different spells, going in search of different types of enemies and seeing how things played out. But I do have some complaints here too:
- Raise the dead in the fog, great spell, a lot of fun to mess about with when IF you can actually get it to work. I found that unless I was on perfectly flat, open ground without any obstructions the zombies would simply spawn under the ground and stay there. I could see the health bars occasionally but not a lot else.
- I understand that you want to keep sorcery balanced so that PVP players dont get all burt hurt but having temporary “allies” attack your thralls was a really bad idea. Why? Because heres me fighting, Ive got my thrall or thralls with me. Im attacking a large camp and I’m specced into “FLESH” so I send my thralls in and then I cast the foggy zombie spell… well now my thralls are too busy attacking the temporary zombies to attack the targets I want them to fight. The result is totally chaotic and more frustrating than fun. The same applies to the demon spawns from corrupted attribute perks. They are temporary anyway, they have low HP and only last a few seconds so I dont think it would be too much to have all of my allies fighting on the same side… think about it right; on a live server no one is going to opt to cast a spell which is more of a hindrance than a help which means that spell wont get used and thats a shame because the idea is great and the fog is really cool.
- Spell cast times and interruption… OMFG this was annoying! Again I totally understand the need to balance sorcery, but if I can’t get a spell off because Im being constantly interupted then whats the point? I might as well just run a strength build like Ive done for the last 2326 hours of game play, sorcery then gets put on a shelf and forgotten and before you know it your whole expansion is now being ignored by the player base. My suggestion here would be to either speed up cast times considerably, its already slow enough as it is because we need to cycle through multiple options to find the spell we want to cast or; Give us a castable shield that will last for a short duration or maybe even a longer duration but have that shortened as the shield takes damage.
Well those are my main thoughts for now there are a couple of other things I wont go into, i’ll wait and see how things go with further testing and development. Keep up the good work guys, the last 18 hours have been the most fun Ive had playing Conan Exiles in a very long time, I’m excited for the future!