Making stats useful on Thralls

Hi, all!

This probably has been done many times before, but feel the self-destructive need to give it another try:

How to make stats useful on thralls?

Why the need for change?
Yes, yes, stats are useful - but to a very limited degree.

  • Strength does increase melee damage, but only to a small degree when compared to inborn melee damage multipliers. The faction, thrall level and weapon have much more influence than the strength value.
  • Agility gives some armor. Human thralls don’t really need that, as you can put them in heavy armor anyhow.
  • Vitality is good. Really good, in fact. Maybe too good, at least when compared to the other attributes. But let’s not get into nerfing Vitality, but into buffing the other stuff.
  • Accuracy has the same problem as strength, with the added problem that archer thralls aren’t all that useful when compared to melee thralls.
  • Grit does absolutely nothing on thralls afaik.
  • Encumbrance, again, does nothing.
  • Survival is supposed to reduce the duration of debuffs. That looks somewhat useful, but actually isn’t. Reducing the duration is useless if the debuff is reapplied by the attacker - and that’s usually the case. When a boss gives bleed, poison or crush armor, then it’ll stack that constantly up to maximum stacks and keep it there no matter the duration.

What’s the objective?
Making all stats more useful would help to balance thralls, factions, perks and even armor.

  • The mostly random nature of attribute gains and perks makes leveling thralls a huge gamble. You can get a rrrreally powerful minion, or you can get the buffoon archer thrall with near-sighted and cannibal perks. If all stats had some use to them, it’d be a gamble what your thrall is good at, but not if he/she is good at all.
  • Currently, only armor with vitality and possibly strength armor is really useful to thralls. That makes it somewhat boring to pick an armor for your thrall.

What’s the scope?
I assume that Funcom doesn’t have the developer time to completely revamp the thrall or attribute system. So, any changes should try to be small-scale, just changing numbers instead of introducing completely new mechanics or functions.

Some ideas
Stat and Perk gain

  • Make all thralls gain four stat points on level up, distributed randomly and four attributes, with one point determined by the food given to them. That should keep things random enough, but within reasonable boundaries.
  • Introduce a potion to remove a level from a thrall (or add that to the Potion of Bestial Memory). That would allow to reroll terrible perks, but keep it grindy.

Strength

  • Remove the damage bonus on daggers and spears.
  • Else, leave as is.

Agility

  • Increase the armor bonus to 10 per point.

Vitality

  • Leave as is.

Accuracy

  • Adds extra damage on daggers and spears, just as with strength before.
  • Else, leave as is.

Grit

  • For every ten points of Grit, the Thrall regenerates one point of health every second.

Encumbrance

  • Thralls get a damage penalty for wearing armor: 10% for light, 20% for medium, 40% for heavy.
  • Encumbrance reduces that penalty, 2 points for 1%, to a minimum of 0% / 10% / 20%.

Survival

  • Survival reduces the damage from bleed and poison by 1% per point, to a minimum of 10%.

Fix for non-existent stats

  • Grid and Encumbrance currently aren’t present or - I assume - not displayed on Thralls. If it isn’t viable to add or display these stats, one could do the following with the aforementioned changes:
  • Move the Grit bonus to Survival.
  • Remove the Survival dot damage reduction.
  • Just add the damage penalty from Encumbrance.
  • Armor that gives Encumbrance bonus to thralls instead gives Agility. Grit gives Survival instead when put on a thrall.

Optional: Normalize hidden Thrall stats
The Problem
Thralls currently vary in power a lot due to hidden stats. That creates two problems:

  • Players that don’t read the Wiki or watch guide videos will never find out why some thralls suck and some don’t. The game doesn’t explain anything about that. Some players will be frustrated as their Thralls just don’t cut it, even in PvE, and complain or quit the game.
  • Thralls from some Factions are much, much weaker than others. I understand the need for power progression, but that’s already present through Thrall leveling. In high level surroundings, your thrall will level much, much faster than at the starting area/river.

Fix

  • Each thrall starts with 3000 health.
  • Each thrall starts with 9 attribute points instead of 45, i. e. only 1 point for every point they currently have.
  • Each point of Vitality adds 500 health for every thrall.
  • Change all thrall leveling speed to medium.
  • Change all melee damage modifiers to x.25 per Tier for Fighters, e. g. 1.0 for Tier 4 Thralls such as Snowhunter and 1.25 for purge thralls.
  • Change all ranged damage modifier to x.5 per Tier for Archers. That’d make bows somewhat viable on thralls.
  • Fighters/Archers get half that for their non-favored weapon, e. g. ranged for Fighters.

What would that achieve/do?

  • Players would have to pick between tanky, heavily armored thralls or lightly armored, but heavy hitting thralls.
  • Some Factions would be more viable as thralls.
  • A Thrall’s Faction would have an influence on optimal weapon choices. Relic Hunters would be good with spears and daggers, Heirs of the North with sword and maces. That would increase the number of viable followers, add variety and add another thing/perspective to collect/hunt.

So, what do you think? What be your ideas to increase thrall and armor variety?

1 Like

That’s an excellent idea. Though I would include grit and encumbrance into their stat. I’d say:-

Grit : increases the chance that the thrall finishes their weapon combo. How much knock back they can withstand.

Encumbrance : add an inventory slot per 50points (or whichever arbitrary number it can be).

Thus, you have to choose between a thrall that hits hard but wont be able to finish off their combo because of stuns or one that can finish off combo but hits low.

Giving full encumbrance gear to perhaps a bearer thrall III might be able to increase the slot by another row for eg, making those gear sets viable again.

1 Like

If it is technically possible to add inventory slots to Encumbrance, that would be great. I thought about that, too, but was unsure if the coding allows that without too much fuss. But if possible, that would be really great.

Grit giving interrupt resistance is a really good idea - didn’t think of that. Their approach to combat ("hold face into enemy weapon, survive by having 10k HP) leads to a lot of interrupts. Mitigating some of that would really help them out, even if it’s just a chance.
Interrupts seem to be more of an issue with certain weapons, e. g. spears. So that change would help to differentiate weapons, too.

The thing is, you can “trick” the thrall into carrying more then they should by at least 2 slots. Basically making them wield a one hander and a shield and filling up their slot with items. The next time they sheathed their weapons, it will be in the inventory, looking like it has added 2 more slots.

So UI wise, its doable. The problem with this though is that you can’t put any more items, even if you take out the one hander or shield. The game reads it as the thrall inventory is full, which it is. Hence, if having 1 enc gear gives 1 slot, it would make sense for thralls to use it.

Theres nothing pay to win or even op about having enc gear in the first place. Just enabling convenience in terms of using the type of thrall.

Interrupt resistance is great isn’t it? I’m just afraid it would make Dalinsia more op then she already is. However, it would reduce her vit or str stat more than usual if players stack grit just to have her have continuous combos.

Before I proceed to any announcements I stopped in 2 mistakes that I already found in the first lines.
Agility really helps thralls and they need it very much. Imagine that the snow hunter or the volcano thralls have great agility from the beginning, there for a cimmerian berserker with God baker armor lvl 20 might die from the Arena champion. The snow hunter and the volcano thralls lvl 15 with any epic heavy crush solo the champion and you smoke a cigarette through this fight :wink:.
Survival is very important in the volcano, berserkers find insta death in the volcano by lava, volcano thralls survive but they loose a lot of hp. The same happens and to the unsung hero, he can survive lava touch.
So speaking for pve only, agility and survival are equally important to the thralls, that’s why I always invest time in volcano thralls and I have a crazy weakness on Spinas. He is a truck dude, but at the same time his spawn is difficult, fleshtearers and ravagers you will find a lot, Daicas and Spinas rare. But believe me they worth it :wink:.
What we must have is fighters not to gain accuracy unless you want them too, pets no accuracy at all and archers the opposite with fighters :wink:. Now, if a fighter won’t take strength perks, I guess I will live with that, but it would be better if at least one perk was for strength and the opposite again for archers.

This topic was automatically closed 7 days after the last reply. New replies are no longer allowed.