I think u don’t understand this in a right way, i mean increase the bosses like the watcher or the rhino.
Give them more life points and aggressive behavior.
The rocknose king is aggressive enuff and have enuff life points.
I think u don’t understand this in a right way, i mean increase the bosses like the watcher or the rhino.
Give them more life points and aggressive behavior.
The rocknose king is aggressive enuff and have enuff life points.
Rockslide is broken. Boss difficulty should not rely on the bosses literally being bugged. Rockslide needs his attack hitbox fixed. Maybe he would still be tough after that, not sure, but a bugged boss should not be the example of how bosses should be.
What bugged? The damn Bas… is not bugged on PS5. He is aggressive and follows u a long way. That damn boss triggers me everytime. ![]()
I already explained how he is bugged. His attack hitbox is way too large, allowing him to hit you when you are nowhere near him.
Uhm sry u mean only the hitbox ok.
If i roll he doesnt hit me. But i will test it later. ![]()
He has glitched me, too. Every purge I had ended with rockslide. I haven’t seen a legendary that would remedy the glitch. I avoided him to avoid his glitch.
This is ironic??? In that tje whole time they were on the will, they could have easily overpowered the taskmaster of a greater wheel of 8 thralls!
I don’t want to take this too far off-topic about Rockslide, so I’ll say no more about him after this, I just want to show his hitbox.
This is in singleplayer, so no client-side lag. I also was able to replicate it numerous times while attempting to get a clear screenshot (very difficult). This is the best shot I was able to capture, showing his hitbox extending quite a bit farther than his reach.
Hmmmmm what about just a complete revamp of the weapon tiers. What i really hate is that the metal tiers are worthless once you get to the next “age”. Heck most of us skip tiers all together in the rush to get end game gear. I would much rather see SWOT on each tier. Star metal should be brittle as hell but unique in it’s properties of attaching effects to it. Harden steel is an awesome durabiility but should be a significant amount of materials to make and significantly more to repair (not to mention drop the mythic component from it. I mean really Conan can’t make hardened steel without some magical black ice?..something that is literally done in the real world requires magical components in Conan’s?) Steel should be the workhorse of gear with the best overall performance and iron should be cheap to make but cheap to repair.
Harvesting rates shouldn’t change and needs to be a side effect of the expertise attribute. Black blood tools can have the legendary effects of increased harvesting rates as well as various gear.
Hardened Steel used to be Steel and Brimstone. This would be the realistic version, as the addition of sulfur to steel makes it very hard. However, sulfur is usually considered an undesirable impurity because very hard steel is brittle. You would not want weapons and armor made from brittle steel as they would chip and shatter.
So the realistic version of hardened steel is an unrealistic version of weapons and armor.
In my last two playthroughs they did. I obtained a Legendary around levels 20-30 and never bothered to make a Steel, Ancient, Hardened Steel, or Star Metal weapon. I didn’t even bother with the feats that teach you said weapons with the exception of Star Metal for the weapon handles.
Normally I would have this opinion. But seeing a friend of mine trounce these same bosses with 20 hours played over a period of around a week or so, made me change my mind. He had difficulty on Rotbranch, but was still able to defeat them.
What is hilarious is his ignorance of the game made this feat even more impressive because he had no clue how to use thralls and other extra systems. He only was using what he could find and make that was obvious to him in that time playing. So he was using Epic gear (at 60 when he could make it) and using the heaviest hitting Two-Handed Sword he could get his hands on (Blade of the Adventurer or Papyrus Blade or similar).
The best solution is as Tephra and I discussed. Remove the weapons from the chests. Buff them, and then place them as rewards in encounters that match their power. Taking a minute or two to kill the Croc, the Spider, the Tiger, the Scorpion, and even Rotbranch and Avalanche (if using mount to dive in and out due to the aforementioned hitbox issues) shouldn’t really reward us with potentially end game weapons.
And that sucks because some of these weapons look good. They had their stats removed because they are so easy to get. It had little to do with the stat changes. When they made the changes to armor, they literally did like a change all thing in a spreadsheet. They DELIBERATELY deleted the ones for weapons. It would have been a simple matter to let them be changed by the same formula edit as the armors.
So as they stand now, they aren’t going to see many buffs to restore them to their former strength. Why would they do so to make them endgame weapons when they are easily available in someone’s first 20 minutes of playing a new character?
And even if they make they lock them out arbitrarily (which is a crappy thing to do if you think about it… you can’t have an award you EARNED because someone thought your level was too low? what the hell?), well that makes it take longer for a NEW character to obtain (2-3 sessions at 1x exp rates) but in effect makes the process easier. Spending an extra hour or two killing monkeys, boars, and crocs makes me the better surviving exile than the one going toe to toe with a monster with his dangly bits out and some stone improvised weapon, apparently. (don’t take this as a criticism of your response if you didn’t make that level lock suggestion earlier, I don’t remember who made it and don’t feel like scrolling up)
I made it with the caveat that it is not ideal. I must counter your criticism of it though as it is illogical.
There are already plenty of knowledges that are level-locked. Leveling up is a part of earning the right to use higher-quality gear. Just because you manage to cheese an end-game boss at level 20 doesn’t mean you earned anything.
“Why can’t I unlock end-game epic weapons at level 20 using the knowledge points I EARNED because someone thought my level was too low?” See how that makes zero sense?
If you had to be level 60 to equip legendary gear from the beginning of Conan Exiles, I doubt you would have any issue with such a mechanic now. It would only be the introduction of it at this late stage that suddenly makes it seem foul.
I actually had the same complaint when it was level locked.
I don’t agree with your assessment of cheesing a boss. If I go up against one of these and hit it with a stone club instead of a star metal one. It simply takes more hits to kill. Without having armor to absorb hits, you simply need to dodge more. The same tactic I use to kill a boss at level 10 is the same one I use at level 60. It just takes a bit longer.
The only difference really is with armor and weapons at 60, I can actually just right click many of them down without bothering to dodge. I think that is more cheesy. But that’s just my opinion.
Building fences and spikes to create a wall for distance is cheesy. Maybe the building hammer should be disabled while in battle with a beast with legendaries. ![]()
I had a new idea. Make skeleton key chests give variable loot. If you are below level 60, when you open it, you will find a decent, but not legendary item inside. If you are level 60, it will be a legendary item.
Possibly it could be several different tiers. A newer, better set of items for every 10 player levels.
Leveled loot is not yet a thing in this game, and in some ways I like loot just being loot, but I think it could solve some issues.
Need to correct you and honestly iam sorry i can only give a reference to the “new” Conan Movie but there it was said, that the secret of the Cimmerian Steel is Fire AND ice.
Whatever is realistic we are here in conan-verse :->
In the examples I’ve given, in those instances the encounters are defeated long before the player has access to spikes and doesn’t even spend points in building.
Thankyou very much @heaven13, that is kind of you to say. And I recall that in my earlier days I was also under the same misconception.
Yes I agree with you here also. One can just dump hundreds of star metal bars and shaped wood into bench, hit play and spit out dozens, potentially even hundreds of the highest tier weapons in the game. To say nothing of how easy they are to repair. It invalidates farming upper level gear, and diminishes diversity in weapon encounters in PvP.
There was a time when I was trying to obtain all of the Legendary items from the World Boss chests, but due to the odds of actually obtaining a specific one from the massive pools, the equivalent of >1 in 40, I kind of just gave up. Nowadays the only time I really bother to battle a World Boss is for the nice XP boost provided by challenges on the Battle Pass. That really speaks volumes about the incentives on offer to obrain them.
I am also very partial to @rolee9309 idea, and it is not dissimilar to my own.
While we would not have enough World Bosses to give them a single item each, and I do not agree that we should have a guaranteed drop, I feel that a 1 in 3, or a 1 in 5 odds would be more than acceptable. So the take home proposal is the same; divide the total pool down further (ie- by boss or by biome) to reduce the odds and the grind.
@CodeMage I have a genuine question for you. Is it the size of the items pools of the RNG which you find objectionable (what I have raised above), or are you completely opposed to RNG as a whole and in principal regardless? Either standpoint is fine with me, and I am not setting a trap here. Just trying to zero in on that what you take issue with, and get a better grasp on your rationale.
I would argue not just because they were more difficult to procure, but also because they can not be reliably mass produced (get killed wielding one in PvP and dozens of hours are gone), and because they need legendary weapon kits to repair them.
This is much closer to call than one would think. If a person knows the locations where that 1 good blacksmith is likely to spawn, I would argue that it is actually easier to obtain that one thrall and commence mass production.
That’s it. The legendaries are mainly rng. That one good blacksmith would remove the that rng factor.
If the blacksmith is also rng, then maybe the game is a waste of time.
I’m comparing this to the infamous speed-run videos. Getting that first legendary is key.