Fix the thralls

Black Corsair Elite and Darfari Witch Doctor are broken and can get to over 14 000 hit points. Please Funcom, fix it already… It’s been too long

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By ‘hit points’ do you mean starting Health Points, please expand.

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It is the HP.

Data table errors abound.

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  • Case 1: Black Corsair Elite
    These were never intended to be thrallable. The glitch that caused all Black Hand thralls to be immune to concussive damage was fixed a bit too broadly and accidentally included these guys too. The bug here is not their stats, it is that you can thrall them at all.

  • Case 2: Darfari Witch Doctor
    These are just kind of a good intersection of normal stats. There are other Darfari with higher starting health, other Darfari with more health per vitality, but the Witch Doctor has good starting health, and good health per vitality, and has a damage multiplier that isn’t total trash (but still not good). In other words, the Witch Doctor has no individual stats that exceed all the other Darfari, but its specific stats combined are notable.

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It’d be great if the thrall revamped was… uhm… revamped. The stats of several thralls are inconsistent with how powerful they obviously are supposed to be. The Darfari were fixed, but some others were discovered later.

That opportunity could be used to systemize all thralls stats. For example, thrall stats might work like this:

  • Each thrall gets a base health and damage modifier of 500 and 1.0.
  • Fighters get a 0.5 bonus on melee damage, Archers on ranged damage.
  • Faction “tier” (Exiles → Lemurian/Black Hand → Dogs of the Desert and so on) gives a flat health and damage bonus, e. g. 250 health and 0.1 damage and per “tier” .
  • The thrall’s tier gives a flat bonus, e. g. 250 health and 0.2 damage multiplier per tier.
  • All thralls start with 0 attributes and 50% growth chance for each attribute.
  • Health and damage bonus is flat with all factions and tiers.
  • Lower tier faction get higher growth chances (e. g. 5% per tier below volcano), so that they can catch up a little when levelled.

Why a crafting thrall hp that gets this high considered broken and it needs fixing?

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I actually take some of my crafting thralls out to fight however have not run across any with those stats :upside_down_face:

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Crafting thralls are viable followers and guards. I have a purge base that’s defended by a militia of crafters - i. e. all the named ones I collected. On one playthrough, my first permanent follower was Matthias Snowmelt (whom I luckily found in a cage), who showed me that he can melt faces as well as snow.

14k HP seems unintended, though.

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It should be the main HP to most crafters i say. Crafters should not rise on battle abilities because this way warriors seem useless except cauldrons.

I really don’t care if a couple players struggle on PvP to use acid arrows to melt the defence of a base , mechanisms exist to be used.

But crafters, named ones are difficult to gain and difficult to preserve. There for crafters should have the highest possible HP.

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After leveling them up, yup.

Because the best thralls are the ones up at the north of the map, as you probably know, the higher you go, the harder it gets and the better the thralls. Yet, the best ones, like Cimmerian Berserker, don’t go much higher than 4 000 hit points, it’s clearly a bug. And besides, why a crafting thrall should have max HP a few times higher than the best fighting thralls?

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That’s a myth! It was never this way but many players played the game by guides and not actual personal conclusions. For example Relic Hunters were always top tier and Teimos was even better than all the Northern and Volcanic thralls.

Then again Berserkers stand alone and being main spawn. Darfari witch doctor is in the center of a massive camp and no matter what ,on your online experience even this can go wrong . Plus it’s not a main spawn and you need his mask also that you can get it only by killing him-her .

Darfari warriors should be as strong as others, it’s not correct that they are lighter generally. No blood type , origin and no skin colour defines strength and valor . Darfari should be easier to kill only because they wear light armor and should apply less damage only because their weapons are primitive.

A Darfari warrior should be equally effective and durable as any other warrior of the game.

The reason that drives you north should be ONLY the loot . Berserkers for many years were game breaking and still remain somehow, because they drop star metal gear and epic armor pieces medium and heavy. However if you place your self in the heart of volcano you ain’t going to get something better on fighters but you’re going to get something worst when it comes to loot . Why this doesn’t bother you @Scorpy25 ???

Again!

All the crafters should have the least 14k hp , the least!!!

All the crafters should be no better than bearers when it comes to fight , actually they should be even worst because bearers are strong people who carry on wilderness so they should be able to protect their package with some fighting skills.

The reason i am asking for crafters to have high HP it’s because of their rarity. The grinding for some crafters can become extremely irritating although their use is not very important in the end . So giving them high HP could be a reward.

So !

Instead of asking for nerf of a specific crafter, ask for a buff to all the rest crafters I say…

What say you?

Ps. Thanks for the conversation m8 it’s really appreciated, understand nothing wrong.

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I agree with this.

Or, make them all as weak as they nerfed them which is what I believe OP is trying to present.

FC created a baseline with the nerf to thralls. It’s pretty much accepted that it was to prop up Living Settlements for crafters becoming followers rather than items and the systemic changes to character builds with Authority.

I don’t think any PVP player is going to complain about imbalance for one crafter having higher HP that can be obtained by anyone. A crafter that often spawns at that. To me it’s clearly a mistake and not some gift to benefit players - as such, it should be adjusted. Whether that is correcting it to the baseline or making all crafters viable fighters, would be uncertain.

Aside from the idea that a crafter is inherently skilled in well, crafting, and not fighting, but we suspend our disbelief from reality with video games :woman_tipping_hand:

No, for both lore and gameplay reasons.

Gameplay: You should not be getting endgame tier thralls at the beginning of the game. The general increase in quality as you go farther from noob river is how it should be. If you want a high end thrall, you should have to fight tough opponents to get it.

Lore: The Darfari are opportunistic cannibals. They do not have a warrior culture and just abduct whoever they can. The Cimmerians are a warrior culture. They live to fight and prove their worth in combat.

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Once upon of time this was the gameplay.

Now getting from the one side of the map to another it’s just minutes.

Then again take a Berserker and give him darfari sword and darfari armor to protect you or even worst him-her self . Good luck with it . People will still have to go North for the loot of end game materials for them or their thralls to survive.

And how exactly this sentence is making them softer than the other warriors???

Logic @Tephra simple logic…

What you say proves nothing hiding of your own understanding of a lore ,it simply objective to believe that an Athenian warrior was less than a Spartan just because Sparta had military discipline.

Fair to notice that Achilles and Alexander the great were no Spartans. And no this is no fiction, that’s history actually.

Darfari deserves equal treatment.

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Opportunistic means they prey on the weak and vulnerable.

The Darfari are not interested in testing their prowess against an equally matched opponent. They are not warriors, they are merely violent.

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That doesn’t make them less strong or less capable of killing others or defend them selfs !!!

Back then the one who wasn’t a warrior was a barbarian…

Oh guess what, Conan was a barbarian actually!!!

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It’s about culture and society. The Darfari are more like opportunistic cannibals, some of whom may be good fighters individually (Brute), but they have poor weapons and armor and lack combat training and tactics.
The Cimmerians are like raiders with a long tradition of training from childhood in both individual combat and group/formation combat, and their equipment is of very high quality.

In reality, I would suggest the Romans and their legions, who were individually rather average fighters but won many battles thanks to their sophisticated tactics (and better equipment) - usually until they met someone who could fight in a similar way.
Or the Normans, our Hussites, etc…

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I did understand this @Keldy , yet …

We are human beings living in small or larger societies…

We know facts …

Strength and valor has no colour neither origin and that’s an undeniable fact!

No matter the culture!!!

Why obvious is it so difficult, my English cannot be that bad !!!

Then, my obsessive exaggeration on defending Darfari is already mentioned on private conversation. Like @Kikigirl said it’s a game and let’s keep it there only.

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Well, I haven’t looked at the current values, but I remember a time when cannibals were technically the top fighters thanks to their high damage coefficient—better than the Cimmerians, for example. Like thralls, with good equipment, they could take anything down in two hits. The problem was that they were also down in two hits from anyone else due to their low HP pool.

I would definitely welcome a sensible rebalancing of thralls. I agree that there should be smaller differences in their stats, and that equipment should play a bigger role.
I would also appreciate a smaller buff for archers. Currently, they are quite weak, except for purges, where this can be compensated for by numbers, but only a few of the best can be used as team support.

I’m also constantly irritated that fighters are better with bows than archers.
On the server where I play, one clan started selling top-tier thralls (I personally don’t enjoy purges very much, and getting a good thrall from them is too RNG for me), and while researching the Cormag/Urlic Bearbaiter duo, I found out that a warrior is average in close combat but has a decent coefficient with a bow, while archer is exactly the opposite—which doesn make much sense
So I have a warrior who fights with a sword and a bow (El drinker / red mother) and an archer who fights with a spear (the Turanian one with the gauge perk).

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