Is the 2 thrall thing when you max out authority for âhumanâ followers only? can you not have two of any kind of follower regardless if its a beast or not?
I have a strong suspicion that we canât have two horses or two camels following. Basically two mounts at the same time. Having the âWar Partyâ attribute. This perk does allow two followers with what seems to be one rare exception. (See next paragraph)
Just recently, while moving followers to a new location, I attempted to have two of our horses follow me to the new location. But quickly found out that as soon as I tagged the second one to follow me, the first one stopped following. Mounted or not, made no difference.
Other animals, I had no problems including a horse with a different animal or even a human.
It just seemed that mounts are exclusive somehow. (You could say, jealously picky).
As for artisans, T2 up to Named T4 thralls (Including specialists) do have bonuses with crafting. Typically with more âpotentâ bonuses associated with the respective tier.
However, leveling them up in combat will not change the potency of their crafting bonuses. All it does in help their survivability in combat situations.
Technically, you can have two camels (or two rhinos) following (three with war-party) - one mount and the other fighter/bearer type. However, you are entirely correct that you cannot have two mounts at the same time. Logically, this would be because mounts have been made distinct from other followers - they have different rules and behaviours.
Mount plus any follower (that isnât another mount) is of course possible - with war-party that would be any two followers (that arenât mounts) - no problem with them being non-mount camels or rhinos.
Iâd argue itâs not really worth the time, but if people really want to level their crafters up as (generally less good) fighter thralls, well itâs their own time they are spending on it. But yeah, the only relevant factor to a crafterâs crafting bonuses is their pre-existing tier. Which makes sense - why would an alchemist become better at alchemy because heâs been in more fights? Really not a change I think we would need (which Iâm pretty sure is also the gist of what you (Vahlok) are saying here as well).
I can understand a relative need for âstrongerâ crafters where combat is concerned.
In one recent experiment I did with a purge, I made sure all my crafters/artisans were well equipped with seriously decent weapons. Having freed 1 or 2 of them from cages and traveled cross country with them to my little village on a acre of land gave them a chance to level them up (even if not much).
But I set them to be aggressive, attack and chase at medium distance, then triggered a purge.
Any raider that managed to get past the entry point, were quickly dispatched by any artisans (often teaming up) against the invaders. Turned out to be satisfying in knowing they donât just pretend to work (doing nothing really), eating, sleeping and hanging out at the well or camp fire. (Or even making farting noises while using the latrine).
I like my caravans with camels, but i keep them in low numbers ( 1 mount 1 fighter) because maxing on authority jeopardize the caravan safety.
However i wouldnt mind to have an armor set that would allow me to have an additional pet follower without authority points.
As for the second idea although it makes no sense, somehow it can stand correct also. An alchemist that has combat experience could create more durable poisons that can be applied in all the weapons.
A blacksmith that lvl up with a particular legendary weapon could end up crafting it also. Same as the Armorer.
A Cook could create meals that decay slower , or even buff for longer time .
Fair enough - Iâve had a few crafters level a bit from the same ârescue from cageâ scenario, but since the change in the purge I donât have purges attack my home base, so there are no crafters around to get involved.
Agreed, I tend to view high Authority as a bit of a waste of attribute points (well, not exactly a waste - just not relevant for how I like to play). The only time I can think where Iâve used that approach was trying to level up a whole bunch of big cats - I just didnât have the patience to do them all one at a time.
Alchemist learning more durable poisons through comabt experience - maybe, I guess. I can see that there is a connection, but Iâm still not convinced it makes sense as a way for them to learn it. (Same with the Blacksmiths/Armorers etc.) Time spent fighting might teach a person the value of such things, but it would not really teach them how to do it better. It would teach them how to fight better. To become better at their profession would make more sense if it was improved by doing things that actually were a part of their profession - getting experience for each weapon or suit of armour they craft, until they gradually become better at doing so. (Side note: thatâs why I donât like the way 7d2d switched from âlearn by doingâ to âlearn by lootingâ.)
I could maybe understand a bearer becoming better at carrying things through time spent fighting - at least that could be explained by increased fitness - though realistically, thatâs just not the way bearers are designed to work - we couldnât really expect them to gain extra slots as they level, and actual weight doesnât come into the follower encunbrance system, only slots.
Vejo que faz tempo que não entra no jogo e deve fazer tempo que não ajusta os atributos⊠Essas ideias jå existem atualmente dentro do game de Conan Exiles
Marque a opção abaixo para criar um grupo de seguidores total de 2 + montaria
Para ter um artesĂŁo com nĂvel mais alto confira os nomeados com indicação e sĂmbolo, os outros I, II, III geralmente sĂŁo fracos na velocidade de fabricação e nĂŁo tem outros atributos @Funcom_Community
when you max out the authority attribute tree to 20 you get war party. that should allow you to have 2 animals followers.
if you take the opposite perk from war party and play as a necromaner you are alloted 3 zombies (without war party) and the other perk buffs all three. so you are able to have 3 high teir zombie tharlls.
personally what i would like to see happen is two person mounts, so you can ride on the back of your horse with a member of you clan. (one person controlls the horse and can attack like normal and the second one can use a bow or attack.)
Would be outstanding I think. Should work like that across all thralls too while sticking to the racial stats. Say, level a t1 fighter to 20 and he/she becomes a t2 fighter at level 0. Level them to 20 again and they become t3 at level 0 and so forth.
Levelling thralls being as slow as it is, it wouldnât upset the balance. Even levelling a T3 thrall to level 20 is quite the effort; farming a T4 is probably a lot quicker. The effort from T1 to T4 should be excessively more time intensive than finding a T4 thrall.
But one could use this method to fill gaps, such as finding a T4 armorer (if one just doesnât want to spawn anywhere) or getting a T4 relic hunter melee fighter (which donât exist except for purge thralls/unnamed treasure hunters). If you really want to got this route, you could do it via an epic grinding session.
Personally, Iâd advocate for a greater rework of thralls - systemize their stats, make all factions more viable, give all stats more meaning. Upgrading the tier would be a cool addition to that.
i liked it in the old times that certain recipes could only be crafted if you had a certain crafter, i remember searich for Grrr for 2 months as he was quite rare at the time.
It could be cool if you could unlock certain recipes by levelling your thrall in journey like way not just by fighting
While I appreciate the idea of âgrind levellingâ a thrall to take them up the tiers (because it honestly sounds a bit more satisfying than the usual âwelp, this oneâs level 20, time to store them in my base somewhere and start working on the next oneâŠâ), Iâm still not a big fan of the idea of combat levelling crafters to improve their ability at being crafters. That still just feels wrong to me - Iâd be more inclined to think start with a t1 crafter and combat level them into a t1 (or straight to t2) fighter.
Iâm very much of the opinion that there would need to be some form of non-combat levelling in order to level crafters up through the tiers - something more appropriate to what they actually do. If weâre going to call for such a levelling system, then Iâd say call for something with the depth to apply naturally to crafters rather than âmy blacksmith has lots of experience of killing, so that somehow makes him better at hammering and tempering steelâ - fighting might teach him more about why certain weapons work, but it feels wrong that it would teach him how to make them.
Funnily enough, Grrr was the first t4 armorer I ever found in the game (possibly the first t4 crafter), it was only months later that I found out how lucky I had been. And yeah, I always liked the different crafters having individual different recipes, it was one of those things that added variety to the game. Of course, itâd be a pain now that living settlements makes crafters count towards follower totals, but for me thatâs just another argument against living settlements, not an argument against crafters having cultural recipesâŠ
Not to be contrary or argumental since this will all likely never be anything but academic. Just tossing random thoughts out.
Firstly as I recall when armor gave points that could get you perks, unlike how armor is now, the whole savages system was different. Having individual crafters that could make specific gear made sense under that system. Which I liked actually as you could pick fighting gear or harvesting gear without having to reset your points. I suspect Funcom deemed it all too complicated, which could explain why the stat warpaints and potions went away also, and they went with what we have now.
As far as crafting thralls gaining crafting exp via combat at first blush it seems odd but consider two thingsâŠ
The alternative is making some massive number of armor/paddings/whatever that will only be dismantled over and over to use again as the thrall auto crafts whatever all night after the player camps out. What fun would that be? Assuming you could come up with an engaging method of teaching a thrall to craft itâs still ultimately the same thing. Just a time sink to level the thrall.
Secondly, what better way for a crafter to learn the intricacies of armor and weapons, of how to make them perform better, of what/where their strengths and weaknesses are, than by actually using them in actual combat?
Something else I would do in the current system if crafting thralls could be leveled to t4 is not allow said thralls to have a specialization. If you want that little extra bit of power youâll have to camp a named.
Being able to have two pets by default without the need for an authority peak I believe would bring balance and usefulness to the pets, as they do not come close to the strength of an equipped thrall.