I just read a person complaining about Fatalities in another thread, so I decided to make another thread about this useless function.
MY EXPERIENCE:
In the time I was grinding XP for BatlePass content, Fatalities did not work. They fixed them after I was already done with being lvl 60 in BattlePass. And since then this function is only ruining my game experience, because it has no other use when a player is not grinding BP anymore.
Example:
I am fighting a group of human NPCs. One of them gets into âwibbly wobblyâ state with 1 HP. I want to leave him be to die and meanwhile focus on the others, which actually are a threat to me. So I aim on another enemy, but the genius system calculates badly that I want to do fatality to the already dead one. So I have to watch the animation and have to get completely helpless, because the other enemies are surrounding me meanwhile, and I am taking hits from them.
If there is this new content, why it doesnât have any other function than to boost BP experience? Or why it wonât dissappear after player already has no use for it? I had my BP done in 1 week, and I did not even need the unfunctional fatalities to progress.
Yeah, Iâm not a fan of the fatalities. For me itâs easy enough - Iâve turned them off, but thatâs a server setting not client, so doesnât solve it for the majority. I hope Funcom will see this and consider finding a way to make the control client side instead, so that players can choose for themselves.
These stopped working for me a while back. I thought funcom had turned them off.
I mean the npc goes in to the stupor stance but I donât do the fatality attack. And I donât miss it. One of those new things that if removed I doubt anyone would miss.
They can also turn down the blood effects this isnât a tarentino movie.
Ya, this is the sort of stuff that makes a person wonder WTF Dennis?
Yeah itâs real fun getting banged night at the roxbury style by enemies while my character tries to perform a fatality on a dude Iâm not focusing on.
I donât understand why they needed to add fatalities to the game in the way that they chose. It breaks combat flow and I donât like getting a spear in the bum while my character does a janky animation.
I actually thoroughly enjoy the fatalities myself, however there is room for adjustment and compromise. Rather than them being activated by the Heavy Attack button, I previously suggested, as did @Wak4863, that fatalities instead be activated using the âinteractâ button. Fatalities remain, and no more accidental activations in the heat of combat. Its win-win.
Happy to be of assistance Archivist! Though I love fatalities, I have also had the misfortune of some ill timed ones myself, such as during purges and having demolishers with battering rams but a few paces away from the door when a fatality initiates. I am sure you can envision how the rest played out.
Not sure if it would help, but perhaps I should generate a suggestion thread for us in the hope it catches Funcomâs ear. What do you think?
If changing this function is not too much work from the programming point of view (and I guess/hope that nah), then this suggestions needs more attention.
I am sure most of players would welcome the change you suggested.