Feedback Abyssal Armor/Corruption build

How about a link to permanent corruption and cast times?
The more your corrupted the faster you can cast the spells?
That would at least mean you could support to a certain degree.
Or fully corrupted allows equip of a tool bar staff that casts one thing directly without going though the stones

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That sounds like a good idea.

Does it really? Everyone keeps saying that, but it’s just as hand-wavy as everything else I’ve seen here.

Crafting stations? You also have to dump materials into crafting stations if you want to be a warrior. Or do you go into battle wearing coarse wrappings and wielding stone weapons, expecting to win?

I’ve seen videos made by PVP players, and I can see how many buffs you have applied. I’ve seen the posts about which weapons are better and why, what armor you wear and for what reason, and all of that requires a fuсkton of effort and preparation.

So don’t tell me that performing a ritual to get corrupted is somehow an enormous commitment that goes above and beyond what you do to prepare as a warrior.

Honestly, I think that the transportory stones were a bad idea. I could understand why they added map rooms way back before we had mounts. I can even understand why they left the map rooms after adding mounts, because removing them would require redesigning certain aspects of the map.

I also remember enjoying the lack of fast travel on Siptah, while I still played on that map, because Siptah was designed for no fast travel and it felt awesome.

But honestly, none of that is a very good argument for straying even further away from what a Conan game should be. “Oh, we have fast travel, might as well have sorcerers go toe-to-toe with warriors and beat them up.” No, thanks.

Also great ideas.

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I think it would be different if you could only have two active at any given time. This network approach is uber cool but too risky to do in a base. Now two would give you one unique pathway that could be advantageous but not overbearing.

A sorcerer would still needs armor and weapons. I admit saying it requiring a lot more may have be a bit exaggerated. I apologize, I still think that sorcery needs a bit more added to it to make it worthwhile. I imagine it could go down along the lines of Akiro vs. the dagoth cultist in Conan the destroyer.

It needs a little tweak, that’s all. Something worthy of the risk of having such heavy penalties. You know you’ve done it when you see sorcerers regularly on pvp servers in actual combat. They won’t be at the front, but they can hold their own with some art. What sorcery needs is an imaginative tweak that gives sorcerers some more bite.

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What if there was a corruoted perk that caused corruption over tine on any pkayer within 2 foundation radius?. Thus if you cant kill a sorcerer quickly, you will slowly lose the hp and stamina advantage.

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That’s a very cool idea, @biggcane55 .

I’m in a same boat as you I believe. I take a little different tack from op in that I run this build on an official PVP and private.

20 AGI - Choose +10% armor pen on bow
20 VIT - Corrupt 9, enhanced potions seems to good to give up.
15 AUTH - Corrupt App
5 GRIT

Primary weapon: Abyssal Bow
Secondary: Dagger or Whirlwind or Short Sword.

Primary tactic: bow kiting and poison. It seems effective.

Stuff like this sounds neat. It’s at least somewhat lore-friendly, as corruption is the general purpose debilitating effect in the game, even before Sorcery was released.

Personally, I don’t think turning sorcerers into “glass cannons” is necessarily a good direction to go anyway. The glass part is fine. But instead of being cannons, I’d like to see them as sort of Swiss army knives. Utility, versatility and tricks, rather than hitting power.

I liked the “confuse thralls” concept someone suggested earlier. Sure, it’s a very powerful effect, but it could be balanced by the facts that spellcasting takes time, and by setting the duration of the effect to be short, and have the affected thrall become immune to the effect for a short time afterwards so it couldn’t be spammed. But if you get ambushed by a sorcerer who gets to cast without interrupted, it could be brutal. Maybe the hypnotized thrall/pet could make a distinctive noise when struck by the effect so the owner would have at least some forewarning before their bodyguard’s two-hander’s overhead chop hits them in the brainpan.

I hope that as a community, we can focus more on suggesting solutions, rather than trying to prove who is the stupidest.

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@Kapoteeni keep in mind that although interesting, those two abilities would be useless in pve. We need to remind ourselves that whatever is done, must have applications in both pve and pvp. Could you apply those effects to npcs? Hardly.
I have “a million” ideas for the game that I don’t even speak about. Why? Because they would be a nightmare to implement and we have enough problems as it is.
We should think of something that devs can put in the game fast. That’s why my idea was more along adding damage via some enchantment to weapons. It’s kind of dumb and lacks luster, but it was an easy way to balance the sorcerer playstyle. We already have perks that conditionally add damage. It’s a bit more of the same. Is this super cool? Not at all. But it’s a seemingly easy way to balance things.

We already have weapons that apply corruption or frostbite on a hit, and as far as I know, NPCs don’t give a damn about either effect.

The confuse effect could just as easily apply to NPCs in the wild. All it needs to do is turn it aggressive towards everything. In fact it would probably work better against non-owned NPCs because they’d probably be stupid enough to keep attacking each other once aggroed.

Enchanting weapons would be fine lore-wise (consider Phoenix on the Sword, the very first Conan story ever published), just… dull. It would just turn a sorcerer into a warrior+ with inherent weaknesses. Wielding a magical sword doesn’t feel like I’m playing Skeletor, it feels like I’m playing He-Man. (Then again, Skeletor was very much a pew-pew-magic sorcerer. Perhaps Evil-Lyn is a more appropriate comparison as the physically weak, but cunning and tricksy sorcerer.)

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It’s not that I wouldn’t prefer that, but it might not be that easy to implement. I assume this is a sort of faction change codewise, you see. Maybe I’m wrong.
You would have to add such code to all npcs. If they are under that spell, they turn aggressive on everyone. This means they temporarily “change faction” to a faction hostile to all.
Now, if this was something viable, sure. Great idea.
I never mentioned applying corruption to weapons as npcs are immune to it. Slowly applying corruption to surrounding enemies is useless on pve, but very interesting for pvp. But you could easily reimagine that and make it work like poison, for instance.
My raw damage increase via enchantment or summoned weapon approach is dull, uninteresting, but very viable. That’s why I suggested it. I always say we should be careful so that the optimal doesn’t block the good. Sorcery needs a tweak, hopefully fast so that it becomes a little more balanced on pvp mode. If we complicate things too much, it might never roll out.

Guys, something I would like to make clear and leave it as my default opinion on mostly everything. I ALWAYS prefer the cool stuff. Give me well thought effects, give me lore friendly mechanics, give me amazing stuff that makes this game even better.

BUT

I am a realist. Sure, I know funcom improved a lot of stuff in the game. But sometimes we need a temporary solution. Sometimes that temporary solution is not optimal, but it works to lessen a grave flaw, for instance. This doesn’t mean it should be permanent. It shouldn’t stop devs from improving the solution, like a first aid kit shouldn’t substitute the work of a doctor.

On pve, sorcery is more than enough. You wouldn’t have to touch it. It’s fine as it is. But on pvp, things are different. Something that sounds, and sometimes actually is very cool on pve, might be useless for pvp and vice versa. We usually live with that. It’s not THAT serious most of the times. But here we are talking about a really massive update that, in fairness, doesn’t bring much to the table for pvp beyond transportation and fashion. I just think it would be fair if something was done to correct that.

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You sound very squishy without grit perk xd

I commented earlier on my pvp sorceror build I use on a private server, with single player attackers (e.g. no thrall) it’s amazing how well it works. Send in the zombies and kite with abyssal bow while using the zombies as interference.

However I’m struggling to find a build I like for farming+damage. I’m currently testing a corrupted 60 pt. VIT/AUTH/EXP build and the lack of stamina is killing me.

Wondering if you or others have any experience with this build:
20EXP / 15AGI / 10VIT / 10AUTH / 5GRIT

My thinking here was that I’d still get the potion buff and I’d corrupt it to 9. I’d still get the thrall damage mitigation and corrupt it to 10.

I really like the abyssal armor and bow which is driving this build. Any thoughts?

Here is what I am doing

Authority 20 for war party, corrupt to 19
Grit 10 for stamina Regen
Vitality to 15…all corrupted
Exp to 15

You get the bonus of harvest but use the thralls to transport.

That’s an interesting idea. Do you run 4 zombies or a pack bearer and a combat thrall?

Pack bearer and combat thrall. T4 both. Bearer gets venom daggers because he damage potential is crap but he can stack well and the combat thrall (using rhts) has mace. I use bow or pike…just to get a damage on them to activate frenzy.

Agreed.

A few points/ideas if I may:

  1. We can have ice bridges why not build on that a bit (no pun intended). We have ice on the ground for bridges so could we not have ice as a defensive ring around the sorcerer ? This ice could make players slide around (sliding around faster than grease) or slowly have their feet freeze to the ground making them slower to reach the caster.

  2. We already had/have this in the game for npcs. Energy shield around the caster that must be broke down to get at the caster or the shield could also (and/or) repel enemies away when touching the shield.

  3. Rock/Ice/ Shadow Golems that need to maintain a minimum distance from the caster and will attack any enemies near or if the caster directs them to do so inside that minimum distance.

  4. Pool of Corruption that radiates off of the caster to corrupt anyone within it.

  5. Have some of these spells be on the first layer of casting (first floating stone spell choices) so as to be quickly accessible to caster for quick protection in battle .

  6. The Casting choice stones be solid to enemies while visible, thus blocking their path on side to the caster.

  7. Weapon elemental/ corruption imbuing that lasts 30+ minutes (melee weapons only)

  8. Skeletal hands from the ground to snare/damage opponents approaching the caster.

These are just off the top of my head. Most are indirect on purpose and mostly defensive in nature and all tied to the caster being alive (kill the caster break the spells).

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Why use abyssal bow? use a normal bow and shoot blunt arrows :wink: