Fatalities should be automatic

Fatalities should be automatically triggered who wouldn’t want a damage boost, health and a short Immunity window? Not only that this would stop thralls from hitting them before you could even preform the action as it doesn’t take effect until you stop combat and sometimes I am still mid swing and book they ded. Honestly why aren’t they already unless you can do this to a player I don’t see a issue with this.

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If you already have a fatality bonus in effect, you don’t need damage. If your health is full, you don’t need a health boost. If you you are trying to slaughter the enemies in a timely fashion, you don’t need an immunity window wasting your time.

Making all fatalities trigger automatically is one of the ways they could make them even worse than they already are.

Fatalities should not be triggered by a normal attack, allowing you to ignore them and maintain your flow of combat.

Additionally, I think a fatality should only become available when you kill the last human who has aggro on you.

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Fatalities, as you and Tephra have pointed out, are quite buggy at the moment.

As a PVP player on Officials I don’t want to be forced anymore than I have to into an animation that puts me at a disadvantage, if I get ambushed by another player or a mob.

I don’t care for the damage boost.

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Oh please Great Maker no.
Fatalities are already bad enough.

They interrupt the flow of combat.
They lock you into a location and animation for several seconds.
The Invincibility while they are pathing and executing is imperfect and expires immediately.

The bonuses provided are trifling.

They are especially ruinous during a purge, but can still get you killed in any medium sized encounter where the enemy clusters around you while you sleep walk up to kill someone farther away than any standing enemy, and then they begin their mace attacks so when the I-frames expire, you are in the middle of an uninterruptable staggering combo.

They were supposedly going to be the basis for multi-participant emotes. Well this foundation is flawed to the core. They couldn’t have experimented with something of low consequence, like petting a dog… Oh no, we had to jank up combat to stress test.

In short…
No thank you. Benefits aren’t worth the cost and this one would rather they be scaled back or removed entirely than see them happen with any more frequency.

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When I was helping Xevyr make his old-style purge mod, I thought the fatalities were an issue and asked if him if it were possible to disable them for purge enemies. Apparently it was, and so fatalities are suppressed in his mod.

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These are exactly my thoughts too.

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Me.

Fatalities on the PC trigger while you are fighting a mob.

This results in defeating one NPC and then standing still, doing a silly move from 30 years ago from another game, getting surrounded, stuck in the mesh of the NPCs, and dying, often.

Also, the documented bug of stamina not regenning after a fatality is an added “FU” to the player base.

I would love a choice to disable fatalities in my game settings.

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I just want to say two things about fatalities:

  1. I want to be able to ignore them in the settings , not in the server but in the player !
    As many have rightly pointed out in a group fight at best you lose a lot of time for minimal effect , at worst it’s a one way ticket to a bunch of enemies , which in mounds or volcano is almost certain death.
  2. I want an enemy “waiting” for a fatality to be immediately taken as “dead” for other NPCs .
    there’s nothing more annoying than my thralls waiting for a few seconds for the snarling idiot to finally die while 5 of his friends keep beating them.
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:100:

I’m still mystified by the addition of these.

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I would suggest that fatalities are removed. They are more of a hindrance and source of bugs and stuck states more than anything. The animation doesnt even scale to the enemy model, so Im sticking my shortsword into empty air instead of opponents head.

At the minimum fatalities should only trigger rarely.

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I would like for fatalities be togglable and usable on players. be cool for Admin event server arena challenges.

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I think the VAST majority of the community, myself included, would disagree with you on this one. Part of the very reason why most members are disgruntled with them to begin with is because they trigger at inappropriate times and can land the player in hot water and disadvantageous positions.

Nah. We just need to reassign the button used to trigger the fatalities. Having them mapped to the attack buttons was never a good idea to begin with. I have suggested assigning them the Interact button previously (□ on Playstation), so that the player has full control over whether they are initiated or not.

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Devs want to keep the controls simplistic and context-dependant for console. Chances of them assigning a separate button for fatalities is next to none.

But a setting that I could use to disable fatalities for myself, would be great.

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