These are also PvE balancing changes. I wasn’t around when these changes were made and it seems that they were good changes for the most part given my current experience.

Like,

Spears were nerfed…repeatedly!

Yet they still are the strongest weapon while mounted and quite possibly the best weapon to use with pets or when playing with other players. So before they must have been absolutely bonkers.

Captains and Bandit Leaders can no longer be captured

Probably a good thing; Thralls and pets are already overtly powerful.

Vitality 30 perk ‘Fierce Vitality’ was nerfed despite fierce opposition

Sounds nice. The current Fierce Vitality is still good and in my opinion worth taking. If it was stronger, I would have trouble seeing why every build should not take it.

Exotic flesh drop rates too high, they got nerfed and are no longer dropped some creatures

I like them as a rarer reward, it’s fun to hunt for that more prestigious creature to get something out of it.

Obsidian wespons nerfed

Flawless Obsidian Greatsword is still 45% more damage than a Flawless Hardened Greatsword and 13% more than a Flawless Star Metal Greatsword. I don’t want to feel like I must farm a lot of Obsidian for all my gear to be competitive in PvE with my mates.

Nerfed the EXP gained for discovering new locations

Typically, level 60 is hit before getting all the journey steps so this isn’t a big deal.

Its too easy to gather Brimstone, its nodes were nerfed

I like that, it’s nice that you have to fight a bit for Brimstone. Makes it feel more rewarding to get that steel.

Strength 2 perk ‘Salting the Wound’ nerfed from 25% down to 15%

Again this just gives more room for diversity in building your character on PvE servers. So it’s a good thing.

T4 spawn rates have been reduced time and again

Yet a small group of players on a dedicated PvE server will quickly have more named fighters than they know what to do with. And it doesn’t really take all too long to get the profession thralls either. We’ve put around 60 hours per person with half a dozen active players on our server to the current world. Got named taskmaster, alchemist and some others. Still missing armorer and blacksmith, notably, but that’s OK - something to look forward to.

I skipped on many changes you listed due to not having much experience with that particular thing. In any case, to me, it seems that many of those changes can be based just as much on PvE-balance as on PvP-balance. Why would e.g. nerfing a strength feat be only a PvP-based decision? Why would reducing EXP on discovering new locations be only a PvP-based decision?

Contradicts

360 hours and you still have no armorer or blacksmith… But it doesnt “take too long” o_O

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I don’t think that’s too long, no. After we get those named thralls there’s no reason to get any more thralls really, except for fun and to throw them away to dungeons.

It’s a small group, where only a few people are actively hunting for good thralls. If we got all the good thralls in say, 30 hours per person, we’d run out of content much faster than now. I like the pace as it is now, personally.

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I am a fairly new Conan Exiles player. I was impressed with the game. I quickly moved from PvE to PVP. Loved it when I had to fight other players to defend my base just north of the newbie area. Loved having to use strategy and common sense when I designed a defendable base and having to develop efficient tactics to survive fights with other players. I have lately achieved level 60 and moved the base further north. Unlike on the lower levels, fights now consist of just running in circles as the high damage thralls fight it out. The only strategy to the game that is left is choosing the time and place to fight (important, but very limited). Everything else is just grinding for thralls, weapons and armor. The nerfing of the thralls didn’t do anything other than giving a slightly higher chance to successfully survive by running away (by maybe surviving 3 hits instead of 2). The game quit being a game and became å building simulator with added environmental hazards. Not enough to keep my interest. I think I am going to be rather sceptical of Funcom games in the future. Even if the initial setup of the game looks good. It might be that the new game also stops being a game, after you have invested hours in building a character. To quote Hercules : DISAPPOINTED!!!

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And now imagine being alone and having spent 360 hours and still not having all T4 worker thralls…
Also lets not forget, if you target a certain thrall it starts to turn into a nightmare.

I have 3 Grr Legbiter, yet still no Shendelzare or Chieftain Aslaung. I am also missing this damn Derketo T4 priest.
And I am talking about 2000hours playtime…

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Well, I think this game is really balanced with small groups of 2-5 players in mind. Perhaps they should slightly increase some spawn rates and lower some enemy damage/health values for singleplayer.

It’s pretty difficult to balance for singleplayer, for duos, for small groups, for large groups, for multi-group and for PvP all under one ruleset after all.

There’s a mod that gives you more T4 thralls. I don’t think there’s a server setting, but maybe the devs should add one and add a slider for it in the GUI.

Currently no one really knows for WHO (group, single, etc) the game is balanced. And also in witch direction it should go…

Hence the thrall balancing and the outcry and some want them to nerf even more (down to player level).

Bingo. Thats a massive problem, but according to some PvPers and others, it is IMPOSSIBLE to differate game-modes, because it is Thursday 2020!

Yeah, but it only works for PC. Also it gives you thralls, which arent even in the normal game anymore (Nordheimer Berserkers).

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