No, seriously, the problem isn’t just that you get stuck in that finisher every once in a while… Or when you find yourself in the middle of mobs in an idiotic position, because you clicked an attack on a crowd of mobs, where there was one “wobbly”… Or when you don’t even click attack, but block (because, yeah, I’m a rare active shield user) and… you start the finisher as well. With damn block! You meant to block the attack, but instead, you end up in a crowd of mobs. Great, just great.
Buuut, that’s not what I’m talking about. Even when everything works great and the finisher is 100% perfect, even then it’s infuriating. Because the game has dynamic action combat, and these tedious, long finishers, which you have seen like 1000+++ times, just kill this very action component.
I have a dream. That one day the guys from FC would come and say: “You know, this idea looked cool on paper, but it sucked in the game, so we’re turning it off”. Ha-ha, make the game action again! Or if they added a checkbox in the settings. Finishers enabled? Then play with them on your own peril. Disabled? Enjoy the fight without those finishers you’re sick of.
I think you’d be hard pressed to find anyone that wanted it or like it now.
But we don’t count. The game is not being developed for us. If it was this would have been turned off the first week along with lively villages, and the personal light.
Welcome to the basement with the rest of us Conan foster kids.
We’re just here to pay for the new kid.
There is a setting to enable/disable fatalities, though it is determined by the server, not the client. If you are playing on your own server or singleplayer, you can disable them.
I do not want fatalities removed, I want them fixed so you can choose to perform them, or not, when you actually want to.
Agreed. While I think they are very cool, the problem is there is no way to avoid them. Not only that, but in typical Funcom fashion they are broken, so not only is there the whole “I accidentally did one and didn’t want or need to” problem but your character will get stuck “wanting” to do one but for some reason won’t actually go into the animation, so not only do you get no execution but you get stuck unable to take other actions like you’re in that animation but there is no brief immunity from attacks. So it’s literally, LITERALLY the worst part of both worlds, you get all the downsides of the execution animation process and you get all of the downsides of just standing there like your input devices batteries just died.
This is related to another problem which is thrall control. If you play with controller or on console the same button that you pick up vegetation or rocks is the one that you hold in to give your thrall a command. So while you’re trying to get your thrall(s) to intercept an oncoming enemy you’re picking up rocks or deadheading the freaking roses instead of getting a command menu.
Somebody at Funcom seriously needs to be fired. I hate saying that, but there comes a point where when the plumber has the sewage coming in through the sink and the toilet is flushing the bowl into the bathtub that he needs to find another profession other than plumbing. Somebody or bodies at that company makes some serious coding goof ups and some serious lapses in logic and reason when it comes to video gaming. Enthusiasm for a “subject” does not always equal competence in it as a profession.
fatalities in Age of Conan felt way more “satisfying”…not sure if they happened at random too. (It has been too long, that I played that)
But here’s a quick taste, courtesy of morgenmuffl Executions in Age of Conan
But in any case… instead of executing with left or right mouse button, why not use “E”, so that it doesn’t interfere with your normal combat? So you only “execute” if you really want to get the buff.
Honestly yeah, the first few times were cool but then it became absolute tedium. Not to mention it’s another layer of bugginess that can get you killed.. or best case just yelling at the screen while your character bugs out and stands there immobile while enemies swarm you.
They could have just enabled them with a certain attack button or combo. For example: pressing the kick button on a stunned opponent finishes them, but any normal attack just kills them. But the massive amount of dev time wasted on fatalities could have been far better spent on bugfixes.
The problem with this game is that the developers are so out of touch. And this isn’t even about the absolutely pathetic rate of bug fixes, but rather the importance that the devs place on bugs and core gameplay.
I’m convinced that nobody on the dev team actually plays the game - and certainly never on Official servers. The dev teams priorities are the polar opposite of those of people actually playing the game. Players are begging for fixes of core aspects of the game, meanwhile Funcom takes their extremely limited resources and pours them into adding superfluous features like fatalities that nobody wanted, and at this point 90% of the playerbase despises.
But I’m sure those 5 second clips of fatality animations that they showed off in the boardroom looked great, and a 1 second clip will look cool in trailers for the game. Meanwhile we have literal gamebreaking bugs, some that have existed for over half a decade without any acknowledgement.
Exactly. NOBODY on the development team plays this game. Honestly I’m not sure there is anyone left that HAS played this game. For example, how many of our problems arise from thralls getting used either trapped in a combat scenario where we can escape damage, OR the stupid thralls get jammed in a doorway and won’t respond to the move command and we end up having to take off our bracelet to get free.
HOW ABOUT…just making it so we can move freely through our own freaking thralls? There is no advantage to being able to move through our thralls that isn’t an “advantage” for any other reason that it keeps their buggy behavior from ruining gameplay.
My friend who I’ve been gaming with since Age of Conan absolutely LOVES the fatalities in Conan Exiles. Me…not so much (I’d much rather not have them at all to be honest, though they were quite well done in Age of Conan). So, you would probably be surprised by your findings.
While that is true, that hardly helps people on Official Servers.
Yes, Age of Conan fatalities were fantastic! Two handed sword fatality was one of my favorite, where you hack down into them, get up real close and laugh. And yes, they were random chance based on if the last part of your combo is what triggered the kill or not. So if the combo had 4 steps and the last bit of damage was dealt on the last step then you had X% change of triggering a fatality. For casters different spells could trigger it but DoT’s (Damage of Time) spells would not so you had to actively deal the damage that killed them. And some only triggered on “minions” but not on normal mobs.
A valid suggestion. Any button that is not movement, inventory or the left or right mouse button could / should be mapable for it.
To add insult to injury, they don’t even dismember anymore.
The normal kills are more gruesome than some of the fatalities.
Watching enemies not get cut in half with the katana is such a persistent joy …
This own view fatalities just like dying settlements.
Good idea on paper.
Implementation… Otherwise.
For similar reasons.
Opt out is locked to the server admin and the actual implementation indicates a fundamental lack of understanding of the realities of play leading to more frustration than joy.
This is yet another not option forced on us by funcom a good number of us do not want and wish we could turn off.
Like lively villages and the personal light.
Most of the time I just leave them stand, I got things to do.
You covered me too brother, so thanks .
For me fatalities are good as a thought but implemented poorly. Imagine a lvl 9 purge spawning 2 starcallers in the raw but both of them don’t die because of fatality animation and the meteo shower starts anyway . @Tephra i know that you speak with them occasionally. Tell them please another suggestion.
Fatalities can be implemented with target lock only. This way if a player doesn’t wish fatalities, by not using target lock he won’t gain any . If he wish fatality, he can target lock the opponent he wish and gain it. This way everybody will be happy and fatalities won’t need a special button neither will cause frustration anymore.
In the middle of a fight, it’s not an option, this one slow walks past several enemies to go to the staggered one and then stare at them until control is returned while the enemies are swinging away and now surround this one.
This one direly wishes there was a leave them stand option.
Oh, oh! And you know what else is really funny about these finishing moves? The target stands there wobbling. No, I get that FC “borrowed” this from Mortal Kombat, but… What do we fight with in Conan Exiles? Swords, axes, hammers… not fists, oh no. Can you imagine how you could beat someone to the brink of death with all these weapons, only for them to just stand there and sway? Hey, buddy, I almost finished you off with a two-handed axe! Why are you standing and swaying like you drank a barrel of whiskey instead?
After hits from all these weapons, I can imagine a person on the ground, screaming in pain and clutching a severed arm or leg, fountaining blood. I can also imagine someone clutching their cut stomach, trying to push their entrails back in, coughing up blood… And so on and on.
But what I can’t imagine as a result of hits with all this edgy-bladed-blunt stuff is a drunk dude or dudess, standing like that and just wobbling to the sides. This is so immersive-breaking.
I agree, when it was initiated by only the one attack it was “ok”, at least most of the time it worked reasonably well.
Having it initiate with both attacks, having such a large box for initiation, sometimes not even knowing it might happen because there’s no wobbly, getting stuck in mobs and in PVP potentially ambushed has made the combat PVE element a test of negative patience.
I don’t want it gone, I want it fixed, either back to the way it was or improved so there’s a button that initiates it that is not related to combat.
Finishers would be a nice thing if the “starters” and the “continuers” worked fine. Since these do not, even if finishers did work, they would still be a problem.
Still, at least finishers (fatalities, whatever) you can disable.
Living settlements you also can disable, but the changes made by them still influence gameplay even if you disable them.