Firstly, this is just frustration. I know from experience that it will do no good and will not move the needle on anything.
Secondly, I have always hated the fatalities for the following reasons:
During beta, I found that a glitched Fatality action could make your character immortal. You, literally, could not take damage. I deleted about 10 characters before I gave up on the beta.
The Fatality interaction kills the flow of combat. It is obvious that no one who plays the game on regular settings tested Fatalities. This is obvious because only someone who does not play the game on normal settings would think enabling an animation sequence in the middle of a mob fight was a good idea.
Fatalities get me killed during purges. Yes, you are invulnerable during the action. But you are not immune from being surrounded by a mob, getting constantly stun locked, caught in NPC mesh, and unable to do anything until your character perishes.
The Fatalities themselves fall into the Falling Rock, Giant Alligator jump Scare class. Mildly interesting once, questioning why someone thought this was a good addition to the game around the third time, and eye rolling after that.
Again, I know nothing will happen. So view this as another installment of âReason the Production Team has Removed the Joy from this Game.â
After the update tomorrow, I can, again, abandon public servers and not have to deal with this horrible idea.
Iâve never even seen a fatality on my server. They were busted when first released (nothing would trigger the animation) so I disabled them. Then I heard how they completely messed things up if they triggered when you were fighting a group of enemies, so I just never bothered enabling them again.
Too bad, I really liked when they happened in Age of Conan.
I agree but I will say I have gotten used to the fatalities and actually am starting to utilize them strategically in battles since it bumps your health when doing them but that is far and in between and the disruption to combat flow when in a gang war is too damaging for the benefit it can provide.
If they continue, please put in concepts of pushbacks on those that are not primed for fatalities so that the player has opportunities to evade stun-lock situations like Pugilist details because that is very annoying that I have to dodge out of a fatality move when I was planning on moving in for another attack.
For the record, âan option for player to opt outâ doesnât mean it has to be an option in the settings GUI. They could fiddle with the controls, so that the player has to specifically opt into the fatality. I donât know, something like âpress and hold both light and heavy attack for a secondâ or whatever.
For this one, personally, fatalities have been more of a hindrance than a bonus.
Mostly for the reasons listed at the top.
We all know the gameâs targeting priorities are nonsensical, as there is no way to know what the game considers one is facing for purposes of interacting, binding fatalities to, say, only the special attack button/key, rather than any and all attacks could easily reduce the frustration by quite a bit.
This one doesnât mind vanity executions once the scrum is resolved, but mid battle, having any attack possibly lock one into a slow animation, removed from the real threats, and vulnerable to being surrounded while strolling, is painful.
@Wak4863 was right from the very beginning. We should be able to choose the fatality action with different button from the ones we apply weapon combos. The way it is, brings more frustration than joy. Why is it so hard to understand and change it already, we loose control of the fight with unwanted fatalities.
Change it!!!
Bottom line, we play the game, not you (dev team) , so accept your mistake, because it is a mistake!
I am affraid I must respectfully disagree with you on this one Pugilist. Fatalities are one of the few worthwhile additions to come out of the lacklustre Age of War. I had always disliked how Conan Exiles was so lacking in gore and brutality against the backdrop of the savage and barbaric Hyborian Age, and the kill animations felt concurrently too soft and repetitive prior to their addition. Furthermore, the buffs they confer I find very helpful when slogging through either a Purge or Al Merayah.
RE: Have an option to opt out option
With that said I am not indefferent to your request, as they will occasionally activate at times of duress and intensity while we are in the heat of battle. I am not exactly certain what you refer to by an opt out option. If you mean an Admin Setting then I wholeheartedly support that. However, if you are requesting they be deactivated by default on Officials, then that is a polite ânoâ from me.
A far more constructive approach would be to lobby Funcom to reassign the button to instigate the fatality in the first place. For example, I personally have previously suggested they reassign it to the Interact/Harvest button for consoles, PC players can have any button they desire and I will raise no objection.
Reassignment is a better way forward than disabling features.
PS- Funny how Funcom has a tendency to ignore the UI changes we all do clamour for and request, but then make push unpopular and unneeded UI changes no one wanted, and where things were already functioning well beforehand.
Fatalities ruin the combat flow, while placing a player in battle disadvantages all the time. Stuff like being surrounded, even though he is invulnerable at the moment (which is another bs, taking away all the bits of reality touch feeling in the game)
Weâve discussed it here many times before. Every CE fan would like to be able to turn this thing off. It had some ill and not finished purpose back then with BP (although fatalities were the last thing Iâd go for to complete lvl 60 in BP), but now it is completely useless.
Not to mention the horribly optimized sound of fatality finisher, which doesnât correspond well with the volume settings of the game. Everytime itâs like punch in my ear, very annoyingly loud. Iâd say similar to badly optimized cat petâs sounds.
My main issue is when the dev team decides to change the flow of the game and refuses to play on regular settings to determine the effects of their decisions.
Original âfatalitiesâ were good and worked âin flowâ with the combat, but they should work on them so enemies donât split in half when hit with a hammer. We just needed them to be more logical and diverse.
These new fatalities are good for 1vs1 PvP, not fighting in a crowd.
As for combat since they âupdatedâ it for me it keeps feeling awkward, I want pre-AoS combat and my toon attacking where the âcrosshair isâ.
We always played without âauto aimâ and since the combat change fighting is cumbersome and feels odd.
In the past we kept auto-aim switched off to make fights slightly more difficult and requiring more skill (especially for OP daggers).
Now they just feel not right. You have to keep pressing âforwardâ so your toon turns in the right direction. I donât know, itâs not fun anymore itâs like struggling with controls not actual enemy.
I do. I agree with the first paragraph of your post - the death animations were already suitably gory, just often nonsensical (how does being shot by an arrow amputate a personâs arms?). Iâm less enthusiastic about your attempt to derail a thread about fatalities towards combat controls in general.
I donât believe in the âfundamental incompetenceâ moto! If iâll believe something like it then i will have to accept that i am stupid for playing this game 5+ years now.
I know they are not incompetent.
I know that i am not stupid, or at least i believe .
Yet since you tag me here and thanks a million for it, i would like to give feedback for the new update in this matter.
You know, yesterday, for the first time after 2 years i accepted an update that after 4 hours gaming, i didnât felt idiot for waiting for it.
YetâŠ
It was one thing only that made feel âoh sh.t, really? Why?â
And this was the fatality option for 2 reasonsâŠ
fatalities seem to trigger easier now, especially when a player spams lights and it feels so wrong, so wrong, but iâll keep this down still, because i need to investigate more âwhyââŠ
whereâs my katana slice in middle??? Does Funcom had Gore complains and decided to remove the brutal ending?
Now, not only the fatality option is waaaay more often and it seriously interfere on your fights, but the animation is not fatality at all, itâs just unwanted ending .
DetailâŠ
It needs researchâŠ
But i donât have good feelings about itâŠ
Separate âfatalityâ key assigned to trigger fatality when you want it - problem solved.
I donât mean to derail it as in my understanding the thread is more about smoothness and fluent flow of the combat than fatalities themselves.
Fatalities break the flow, and so do the new controls (I donât know how it goes with auto-aim on, but with having it disabled itâs a fight with controls).
Not to derail, but in our beloved blockbuster Space Marine 2 we also do have fatalities - but - there is a separate âEâ key assigned to start the fatality, so when the enemy is stunned you can choose as to how you want to continue.
But still there is a problem with these longer animations when you are fighting with swarm of 50 enemies and you trigger fatality, and the long one pops in when our toon breaks the enemyâs leg, then pulls his arm out and then stabs that arm into his throat etc⊠And remaining 49 enemies suddenly ignore you and go after your companions/other players standing way behind you and shooting and not engaged in melee.
Being able NOT TO perform fatality is a game saver as otherwise one would be useless when playing front line melee class.
Conan is a slow game, so adding fatality key and also making fatalities faster can save the day.