Corrupted builds need some love. Devs, please read!

The problem with madness in games is it’s not something easily quantified. There is no “insanity meter”, when someone is truly driven mad, their very actions are no longer their own. To do it service, you’d have to hand off the controls of your character and pray it ends up working out in your favor.

Idk about you but I could see a system like that being even less popular than what we have already.

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You need to develop this! A dream of a true Cthulhu game that would have this done well.

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Yep…there is the slow degradation of humanity that this game exploits as a selling point but that different than just full on embracing the very nature of “evil”.

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The nature of madness is alway going to be questionable, i would say that people donthings for all sorts of reasons.
Saying you must be an npc is a little extreme, we have direct control with a control pad. What we cant see is what that character may be doing in between those controls as we are playing a game.
Theres no randomly talk to yourself emote, or have dark thought emote.
The extent of madness or the reasons your character may have for doing the things he does while your controlling them are between the pages.

Im talking about in ingame reason to use corruption perks as a lore freindly way to justify a combat corrupted being as a playable character.

No light sabres, sorceror exempt, just a bridge to move this forwards.

I think theres scope for an corrupted combat build that isnt a sorceror

When I say madness I don’t mean having a silly little quirk. I mean losing all sense of self, and concept of reality around you and eating the faces of your now-dead friends while the flutes sound throughout the halls and you revel in the glory of the crawling chaos. There is no more “you”, there is only a servant of the elder gods. That is what madness is.

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Understood but before we can critique the design, let’s look at the full implementation (the corrupted SAVAGE fully developed). Right now we have a half system and saying it’s not fair because the stats that haven’t been developed with corrupted counterparts are too great of a weakness. It’s premature I guess I’m saying. Let’s just demand the rest of the attributes get developed for corrupted perks and see where it stands then.

I get what you saying , but they exist in the lore.

How you implement madness is another i guess very long discussion.

Ok agreed but at least we have something however little to start with rather than go through the sorcerers are weak thing again.

Other forms of corruption

Its also worth pointing out that this is not an rpg. Its not a game where your character is a static archetype that is developed thru gameplay; with a swig of a potion you can restructure your character. Sorcery doesnt have to be “combat balanced” if its not intended to be primarily for combat. Str vs Ag vs Authority concern balance; corruption is largely fluff and intended to be so. Its intended to have uses, but its not intended to be an equal, parallel track for combat prowess. I can understand why people would want that, but that’s just not what it is, and intentionally designed as such.

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Actually that works both ways, if corruption is fluff then theres no reason why it cant be balanced.

Yes, we can be actual sorcerers. Maybe your personal definition of the word “sorcerer” requires in-combat offensive spells. The body of source work that people call “lore” disagrees with that definition.

Maybe. And if one can be found that doesn’t break the lore, so much the better.

There’s an old, old game I used to play from time to time. I really liked its approach to Cthulhu mythos and insanity. However, it’s only fit for a game like that, not an action game like Conan Exiles.

It’s “largely fluff” in terms of gameplay mechanics. So yeah, there are no game design reasons why it can’t be “balanced”, but there are important limitations on it that stem from the lore.

If someone can find a way to “balance” it – whatever that means – in a lore-friendly way, then so much the better.

Your idea about how to interpret corrupted stats sounds good on surface, but has one serious problem that would require a complete overhaul of sorcery to make it work.

The problem I’m talking about is that if corrupting your stats means you’re not a sorcerer but rather the product of sorcery, then, well, you’re not a sorcerer, i.e. you can’t perform sorcery. No casting spells, no performing rituals at your circle of power, that kinda thing.

Which might be perfectly acceptable to us players, but that’s clearly not what Funcom intended. They designed the corrupted attributes and perks to help people play as sorcerers, which means that they would need to redesign them to fit this idea.

Again, I’m not against that, either. I’m just pointing out why Funcom might not do what you’re suggesting. I can’t claim to know what they will or won’t do, though, so take this in spirit of friendly discussion. :slight_smile:

Yes I know what a book is, thank you for not trying to be passively aggressive.
I’m also pretty sure I said nothing about wanting any fireballs or lightning strikes to be added to the game. Considering that devs clearly stated in the interview that there will never be combat magic like in other fantasy games.
All I’m asking is some video game balance, which is purely based on numbers. Numbers have nothing to do with lore

I’m pretty sure tweaking a few numbers in a code of already implemented system wouldn’t break lore in any way. They don’t need to redesign the system even. Just follow with a couple of my suggestions from the first post and it will be balanced. Not perfectly balanced, of course, but way better than it currently is.
When/if the corrupted perks for Agility, Grit and Expertise come and they’ll be enough to solve the issue on their own, Funcom can always revert the change back to how it is. We don’t have to wait for major patches to see balance changes. They should come as mini patches as soon as a problem arises

So which is it

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Tie in spells to corrupted authority by level is a suggestion but theres options to make it fit.

Quotes taken out of context.

The op isnt asking for combat magic they are saying what has been implemented already, and that they dont see a reason for not being able to use a blade.

Except when they allow you to behave in ways that completely break the lore. To give you a very exaggerated and contrived example, if I tweaked the physics constants to allow you float in the air, that would very much break the lore, even if I just adjusted a number.

Again, adjusting some numbers so you can be a sorcerer who kills with his mighty barbarian axe does break the lore.

Like I said, I can empathize with the disappointment of those who saw sorcery and realized it was designed to be somewhat niche. In fact, I also wish it was even more useful, so I could use it even more.

But my empathy stops short of supporting ideas that will change this game into something very different from what I wanted to play when I bought it.

The way I’m reading it, @Kilix is defining balance as a choice between being able to fight like a barbarian while playing a sorcerer, or having combat spells. The former is lore-breaking. The latter has a narrow sliver that isn’t necessarily lore breaking: if your definition of combat spells is “direct damage”, then it’s lore-breaking, but if it covers other kinds of effects then it might not be.

Im seeing it as the op wanting to fight as a corrupted barbarian.
Either way i think that should be an option whatever your wording.
I think the problem is using the word sorceror, theres a corrupted tree that doesnt necessarily mean you have to use spells of any form.

See above. If you want to make “corrupted barbarian” mean “not a sorcerer”, that would require reworking of the sorcery system.

See above theres ways of making it work

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