Combat Feedback After Conan Enhanced Update (May 5th) – Enemy Stagger, Hit Detection & Combat Flow Issues

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After downloading and playing the Conan Enhances update released on May 5th, I wanted to give some constructive feedback regarding the current state of combat gameplay.

First, I want to say that visually, the update looks fantastic. Character visuals, environmental detail, and overall presentation are a major improvement and deserve recognition. However, after spending time in combat, several gameplay issues became immediately noticeable, particularly involving enemy behavior and combat responsiveness.

Main Issue: Lack of Enemy Stagger & Combat Openings

The biggest issue right now is enemy stagger, especially against human NPCs. While this occasionally happens with animals or other enemies, it is most noticeable and consistent with human enemies.

Currently, when attacking enemies, there is little to no reaction from them after being hit. In many cases, they continue attacking uninterrupted as if the hit never happened. This creates situations where enemies endlessly chain attacks back-to-back with almost no breathing room for the player unless the NPC naturally finishes its animation cycle.

For example, when entering a Darfari camp and pulling multiple enemies (which happens often due to aggro range), players can quickly become overwhelmed by 3–5 enemies simultaneously swinging maces nonstop. Individual hits can remove roughly 35–50% of a player’s health, while sorcerers can kill players in only 1–2 hits even when wearing decent armor.

Hit Detection Problems

Another issue is that enemy attacks sometimes appear to miss visually but still register as hits anyway. This creates a disconnect between what the player sees and what the game calculates, making combat feel unreliable and frustrating.

Dodge Rolling & Stamina Feel Ineffective

Dodge rolling currently feels extremely weak due to limited stamina availability and enemy tracking. Players often cannot create meaningful distance from enemies, making evasive gameplay feel nearly pointless.

Because enemies attack so aggressively and continuously, stamina drains quickly without giving players a reliable defensive reward for good timing or positioning.

Shield & Blocking Concerns

Blocking also feels inconsistent.

When players block enemy attacks especially with a shield, enemies instantly continue attacking again with little to no rebound, recovery, or stagger penalty. However, if the player attacks an NPC’s shield, the player themselves gets staggered and punished immediately.

This creates a one-sided feeling where NPCs are allowed to ignore combat rules that players must fully obey, compensate and adapt to.

Weapon Balance Concerns – Maces

Most NPCs encountered appear to heavily favor maces, leading to repetitive combat encounters. At the same time, using a mace as a player feels heavily disadvantaged due to the weapon’s slower speed combined with the lack of enemy stagger.

Without meaningful stagger or interruption mechanics, slower weapons become extremely risky because players are often hit from multiple directions during attack animations with little opportunity to recover.

Instead of feeling powerful, combat can start to feel like the player is simply becoming a damage sponge waiting to be overwhelmed.

Final Thoughts

The visual improvements in Conan Enhances are genuinely impressive, but the current combat flow feels overly punishing in ways that reduce enjoyment rather than increase challenge.

Combat should feel dangerous, but it should also feel responsive, readable, and fair. Right now, many encounters feel like enemies have near-constant attack priority, limited punish windows, and inconsistent hit registration.

I believe improving enemy stagger reactions, hit detection accuracy, stamina balance, and combat recovery windows would dramatically improve the gameplay experience and make combat feel more skill-based and rewarding overall. Several of my friends and I have gotten pretty discouraged playing mainly due to these issues.

Thank you for taking the time to read this feedback.

Not solutions, but a few tips that might help slightly.

Mace’s have hyperarmor - as you’ve noticed, enemies with maces do not get staggered (as far as I am aware, that is true from players with maces as well). Don’t try to stand and trade with them, you need to remain mobile.

Dodging works well, if you do not use target lock. If you target lock onto an enemy, then you will roll close to them. If you do not target lock you can roll a proper distance away.

The kick is your friend (but you have to be not using a shield, or daggers, or greataxe) - If they turtle up behind a shield, kick them (uses the ‘block’ button) you’ll send them flying, then you can follow up and hit them while they are getting back up. It can also be a good way to clear a bit of space around you if dealing with multiple attackers. (I also like to use two handed hammers to clear space, the first two light attacks can do a good job on that (except against maces).)

You talk about Darfari camps as your example, which makes me suspect you are relatively new to the game - combat does get better, but it can take a bit of getting used to. Also your equipment will get a lot better. (And you can get a good bit more stamina by specing into Grit, but stamina management is always going to be something you need to pay a bit of attention to.) Practice trying to pull fewer enemies. Use bows from a distance to hit legs, so they are slowed down, that will mean one reaches you first and can more easily be killed (or at least weakened) before the others get to you. Remember that, in the early game, you are quite weak, you are just another Exile. In time you will become powerful.

Also - since you mention playing with firends, it’s possible some of what you are experiencing may be due to the current lag problems on servers. When that get’s resolved you may find some of the issues are reduced.

That isn’t to say combat is perfect. It’s been through many iterations - sometimes the stamina drain on dodges has been far too easy. Sometimes it has been far too easy to stagger enemees and keep them staggered. Some of this has been over-corrected. Many players would like us to have a bit more hyperarmor back. We’ll see how it goes over time.

I hope some of this helps.