Fatalities - too repetitive - add more animations

I enjoyed fatalaties when first trying out Age of heroes but soon got bored and now they are annoying. Why? Well one fatality animation per weapon is to little. It gets repetitive very quckliy and soon after that annoyning since it stops the flow in combat.

I think by having at least three fatality animations per weapon type, that is then randomly picked when a fatality occur, it will more exiting for the players - ‘what will happen now? Oh, that one!’

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You mean 2 additional ways of breaking the flow?

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It would be far better with Steve Richie telling you to Finish Him! Could even have him taunt you if you don’t do a fatality.

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i has a serius problems with fatalities, some times the folk with 1 one hp block our moves in battle and we can got stunlocked by other enemies, after performing the fatalitie the character stays paralized for a bit longer than the invulnerability time allowing enemies to get closer, do damage and stun lock you, i died a lot like this.

2 Likes

I definitely like the idea, but as pointed out by others here, the feature is not “clean”…by that I mean it isn’t developed completely.
For Funcom, the feature is done…half working, half good.

Just another thing I’d turn off if I had the option.
Not sure who’s idea it was but I wish they’d left it in mortal combat. Just another waste of coding time.

Conan exiles is not some 2D fighter please leave arcade crap in the arcade.

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Fatality

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Are you going to pay the Devs to do it?

I wish to be able to turn off fatalities. Its fan few times but after that its nightmare. Someone in funcom does not think about user experience at all. Entire fatality thing is waste of time in my opinion.

The option to turn it off is there for single player and for private servers.

Which survival games have you played that have fatalities?

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Mortal Conan and Killer Exiles.

Those are not survival games.

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Is Conan Exiles the only survival game with fatalities as they are?

Fatalities should trigger only after throwing a pommel at your opponent.

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You throw your pommel at them if you want to end them rightly.

Fatalities are ending them wrongly.

They should just be ended.

I know some form of lively thralls has been suggested and discussed form a while. But has anyone ever asked for fatalities in game?

This is yet something else that begs the question just who is this game being developed for?
It seems to be developed by the whim.

It has been requested.

But even those who requested have given critical feedback on the most recent changes; it has become a rule rather than a choice.

I’m sure most of us have realized the bugs in the fatality system; whether it be not working in dungeons, NPCs halting combat with their HP increasing then just dying, blood spurting everywhere but no animation, working “too much” with all combat controls or how it renders your player character unable to do anything while attempting to find pathing for the fatality, etc, etc, etc

I don’t mind this feature being implemented.

What I do mind is how poorly it was introduced THEN changed to make it 10 times worse.

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Personally, this one just wants the fatalities to be locked to only a single button and not trigger off of any sort of attack or block.
While some enjoy them, this one more often than not finds them to be ruinous when it matters. Specifically in larger battles like the Purge.
As has been mentioned, it is not a clean feature and while actively defending against a throng of foes, simply not pushing any attack button isn’t a option.

Also, is anyone else noticing that they are working even less well than usual?
It’s as if the dismemberment effects are turned off. Which adds a moment of what the cluck to the frustration of spending half a minute failing to path to a swaying enemy the opposite direction from the explosive golem.

More variety would be good, but also, more control over whether to do them or not would be grand.

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I just don’t understand the point of them.
Oh I have loved the fatalities in the various fight games I have played over the years, but Conan exiles isn’t a 2D VS game.

Just how did this get from some ones head in to the game with out some one in between pointing out it didn’t belong in Conan?

I’m starting to think Dennis is the man. The one guy that is working on Conan. How else did this make it in to game except that all the checks and tests are done by the person that wants it in game.

Much like the personal light. Which still causes this weird light flicker crap going in to caves.

:point_up_2:

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