Not really, @erjoh . I meant new and exciting about leveling thralls, not about their looks. We’re good on that front.
But… via sorcery…
Not really, @erjoh . I meant new and exciting about leveling thralls, not about their looks. We’re good on that front.
But… via sorcery…
Well spend your time here complaining about it as you always do.
As many do actually but certainly not the majority of people who play and enjoy the game.
Whatever @Akomo
giving feedback is not complaining and people have right to have a different opinion than your
Its clear hes bored with the game. Thats his opinion.
Im not - thats mine.
Three more survival type games are dropping next month.
Theres plenty to do outside the game anyways- take a break if your bored or things arent to your liking.
I do it all the time without blasting people here about it.
Or… you can make suggestions that you believe could improve the game.
If you think the actual leveling system is fine, great. I always found it underwhelming, @Akomo . Is it my top priority? No.
Tell me, wouldn’t you prefer a system where the type of training you give to your thralls would influence their stats?
I would love something like that.
If this was true, why is the Down but Not Out system being so heavily developed for the last year and a half?
They do intend for thralls to be companions that we want to keep and care about. They just do not want them to steal the show from the player and function on their own.
this did not got fixed, you can still level all your thralls to 20 by killing the final boss,. so i do not understand why people is complaining about.
it still works,
i see no point of having this system to level something to 20 in this matter,
it makes the leveling thralls and perks at level 10 15 and 20 irrelevant. if this gets inplace, better to have thralls inta leveled to 20 upon deployment. this bug makes leveling irrelevant.
I’m not going to lie, but I keep asking myself why this would be a horrible idea.
Its the old philosophical MMORPG question of is a quest harder because you have to kill more things? If you can kill one boar, then it might be a fluke. Two boars might be luck. Three starts to prove you’re able to complete the objective. Five confirms it. But is Ten harder than Five? Is Twenty harder? How about Fifty, or One Hundred?
The point is, spending time doing something easy or trivial doesn’t make the objective harder or more challenging the longer it takes.
Combined with the development philosophy of “If a feature or content doesn’t have a reward, would players still do it? If the answer is no, then it needs to be redesigned. If the answer is yes, then it is a good feature or content.”
Leveling thralls don’t exactly meet either of those standards. And I understand that this can apply to many other things in the game and while that argument has merit, this discussion is focused on leveling thralls specifically and this will be quoted to any whatabout x responses.
progression, you might as well say whats the point of leveling a character?
there is nothing wrong of manual leveling a trhall.
so you suggest instant gratification? that will turn the game boring very quickly. we need things to do, while we wait for updates, and they need time to get us new content (free, baazaar and Bp),
leveling or playing with thrtalls are totally optional, leave us our illusion
besides, this is clearly a bug, that needs to be squashed, it was not intended, and it is not moving to what appears to be funcom current direction of the game.
i do not support this autoleveling or instant leveling of a thrall due to an oversight., some people might call it an exploit due to a bug.
Leveling up thralls is there for balance. For the same reason why there is a crafting cost, crafting time, respawn time, etc.
FC needs to think ourside the box on thralls.
I beleive they should think of thralls like a deck building game. Some of the named to have unique specialties. Maybe extra health when wearing certain in game race armors. Maybe a dmg buff with the right legendary equiped. Bring back unique recipes for faction named crafters. Maybe you have to uave one on follow to run certain boss quests (unique boss spawn in the purge?). Or certain named will only follow when you have 20 in strength or 20 innanother stat, otherwise it is grayed out on the UI wheel when interacting. This would add value outside of min/maxing. I am tossing out creative spaghetti i know. But wuth as many one can get on pve, treatng it like a deck of battle cards may have some merit.
That’s exactly my belief. I also think saving and hiring thralls as an option goes in that direction. Thralls would overrun us in a heartbeat. We don’t have a structure powerful enough to hold an army of slaves. It’s a good move from funcom.
I would also lower the stats of thralls coming from the wheel vs saved (highest) and hired thralls. These would be the backbone of our base. The wheels would produce cannon fodder, meat for the purge grinder.
What if thrall limit was started a lot lower. And to unlock more spots on the list, you have to Tame certain named “Captains”. This would be more immersive. 1 Captain for every 9 non Captains. And set the captian limit to like 10.
I would maybe suggest that those unique characteristics could be developed by the type of training instead of rng, or that those spawns have a fixed location and we could only have one unit if each named thrall. You capture a Dalinsia. As long as your Dalinsia is alive, if you captured another she would become a berzerker or something. Each clan could have one of each.
Man, I would live something like that. Capture or, at least, train those captains. But I wonder if that wouldn’t hamper pvp too much for smaller clans…
I agree, remove as much rng as possible for this. Maybe it can be quest based. You get a named to level 20, You can chosse thebtyoe of quest to create the Captian with unique perks that fits your style. no limit to how many of 1 Style, just the 10 total Caotain limit.
What’s the balance though? Thralls aren’t useful in PVP and only useful in purges in PVE. As the others have pointed out that thralls being supporting class means they are more things to monitor and babysit. An useful extension but at the cost of extra stress in ensuring it’s life. The amount of increase they receive in leveling doesn’t equate to the time spent on said leveling. I break a beserker in 30-60 minutes but takes hours to level it to a point of about 100% better. I could take those 2-6 play hours and get keep collecting beserkers and have 4-10 starting beserkers for the time it takes me to get a beserker that is twice the person they used to be. The math doesn’t add up.
Not really, as it would be geared toward pve stuff like dungeons, farming rate, purges, the siege. Can have a few add damage takem reduction or damage str/agi/bow weapon increase in thier radius for all friendly thralls, may be the only ones pvp related, but not really a must have so to speak.
To be frank, I didn’t like the levellling via siege.
But I’m against removing it. You shouldn’t introduce something like that and take it away a month later. It seems arbitrary and is unfair to people who didn’t use the opportunity.
Also, the siege isn’t rewarding enough without the XP reward. Gold can be farmed easier elsewhere. Killing the guards for loot is somewhat worthwhile, but doing the boss? I don’t see the point.