Would the team consider allowing the volcanic forge to repair legendries (expensively)? I feel like it would make sense that such weapons and items would have to have had repairs in the past to reach us players in the present time of the game.
Just to be upfront,
i havent bothered with the arena champ in 2 years. Nothing worth the time investment she gives.
And yes poison stack is deadly, but again not needed to do (not even a unique head trophy) so why bother. As for purges, easy enough to avoid, dont log in for 2-3 days. Again, they give no reward worth the risk and more importantly, gaming time i have. Plus chapter 2 you can just avoid all together.
As for Red Mother, she wasnât hard, about 15% thrall hp during the battle. And i use gruel. So lowest healing food for the thrall.
- Exiles, you can still use obolus at the set teacher area (rotating wares and thralls from current khitan camps for each merchant), but cant cash in skulls anymore. Can only obtain obolus from blood crystal and kurak head reward. Siptah no for obolus, as there is no spot to buy anything.
- No. Decay (durability loss) is only player based.
- Purge seems to act the same. But with thrall hp balance, and npc damage balance may seem more potent. As far as i can tell, meter is unchanged. Chapter 2 is supposed to replace (???) meter with an opt in purge based off your coffer value.
The new coin piles rock!!! Seriously, I like how they implemented it. There should be a clearer transition between the different piles, but otherwise I am one happy camper in regards to the treasure piles.
Oh, I also noticed that it didnât look like sorcerer orbs were going to be in the battlepass. Will they be craftable now?
So your solution is to not play the game!?
Ok ok, but Iâm not worried about thralls that FOLLOW me.
I have 20 auth build, they are beasts now and, I think, will still be strong after.
Iâm worried about those guys that guard my base.
They donât have food (or they will eat it periodically, or it decays). So when a siege comes, they will be:
- Without food to eat.
- Without Authority bonus.
- Without me helping them if needed (should I be far away, when the siege comes).
Thatâs the point. I donât want my guards to die because they received one full combo from a Sobek Guy during a siege while I was away.
I also play heavy sorceror. Atleast in PVE, it is still viable in the testlive. As to PVP? Who knows. PVP is very difficult to balance so it will require a lot of adjustments and patience on our part.
11 posts were merged into an existing topic: Can we talk? Developer letter June 15th
Keep in mind we are getting upgrades to base defense in chapter 2 and 3.
The Sobek Cultists have been fixed. Instead of 4500 HP they have 450 like they probably should have years ago.
Cimmerians will be tougher as their damage has been buffed and you will likely loose some guard thralls. You should never be far away when a purge is about to happen. Put half a stack of gruel directly into your guards inventory as they probably cannot take food from a thrall pot fast enough if you are being hit with a wave of 'zerkers.
Whatâs wrong with thrallâs pot ?
Isnât that the same of having it in their inventory ?
Thrall pots are fine for a normal purge, but they wonât be able to take food out fast enough if they are being beaten up by a string of Cimmerians. And in non-purge times the pot is just a black hole for food or better a decoration if you donât put food in it.
Following your logic then why bother to login and play at all?
I play the game to do all of what I can do. No matter if I get something in return for it. Killing bosses is part of the fun. Its part of the game and so are using thralls.
The upcoming changes are all bogus. They do not balance the game, they do the opposite. Further reducing thralls hp forces players into leveling vitality only. They are taking away the players choice to level a thrall individually.
And I see this heavy nerfs across all boards. Weapon stats are completely off. Animal pets and thralls nerfed into uselessness. Purges way to unpredictable and completely bugged.
I still miss basic bug fixes like the thrall pots not functioning. Or camels so low in hp they instantly die when getting attact. Wheel worked as intended, but hey why not make thrall taming a joke.
Stamina was totally fine as is, but well they have to destroy that too.
I am so unpleased with that update if it weren´t for building my bases I would quit this game. I say it as is. More then 5 years and I am finally at the tipping point.
Congratulations, Funcom. ![]()
Its pretty pointless to say anything. Thereâs been so much complaints about it.
They who make changes to game, would it make you troubles to respond and say something?
Maybe explain to players why pushing out some of the changes to game, that majority dont like.
If the AI and performance arenât improved, that will probably be the case.
A few thralls have high dmg output, so high they needed their hp lowered, but not so much that you can only level them in one way: vitality, vitality and more vitality. This linits the choices we have. It doesnât make the game more interesting.
I wonât bother crafting weapons. Iâll go for legendaries straight away. I see no reason to have any other weapon. It takes only a few hours.
I havenât tried the beta, but some people say that instead of heroic, they feel like heavy smokers when they fight. Like they are always out of breath and need to get air.
This is the change that worries me the most.
I like having better purges and the treasure room idea to trigger them. I like having better legendaries, but I donât fancy much that I canât repair them. I love using the Musashi Black Blade and I only get them ever so often.
But that sums up what I like about this update so far.
What I would REALLY like was a better AI.
What I would REALLY like was a settlement system. It feels ridiculous commanding a gazillion thralls and needing to gather basic resources and fix everything ourselves. After a certain point, we should be able to automate the gathering of basic resources, food and that minor stuff. And we should definitely have more active thralls interacting with their environment and doing patrols.
What I would REALLY like was the game performing decently on PS5, but I didnât hear anything relevant about it.
To be honest, in this case, I do feel opposite way. Iâll stick with craftables (I play mainly on IoS, so the eldarium stuff might do) and instead, give legendaries to my thralls. In their hand, those valuable weapons and armor wonât break. And if I avoid using reapair kits (I seldom used them before, Iâm definetely not gonna use them now) and repair on benches/in inventory, those things would be reliable. Better safe than sorry.
Iâm a very efficient legendary gatherer, @AfterlifeWeirdo . ![]()
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As I like fighting bosses, itâs not a problem. But I have a few weapons of choice I like to use and those donât come by very often. Thralls will do fine with whatever AoE weapon you put in their hands, so that part doesnât worry me. It worries me rng dictating when Iâll get my favorite weapons, instead of merit. I donât like that.
This deserves to be talked about more, a lot more.
Players generally have two kinds of incentives to engage with the content: intrinsic and extrinsic.
The intrinsic incentive comes from the primary game loop being fun. The extrinsic incentive stems from the outcomes of the primary game loop and thatâs where the secondary and tertiary loops emerge.
Itâs generally a good idea to offer both incentives, but sometimes people focus so much on extrinsic ones that they forget that the intrinsic incentives even exist.
A lot of us fight world bosses, run dungeons, and go to hostile settlements to fight just because itâs fun. When I have chests and crates chock-full of legendary items, ichor, and demon blood, you can bet your ass Iâm not fighting that giant spider because I need a bit more of that stuff, but because I want to switch things up and this seems like a way to have some fun.
Of course, itâs not good when the intrinsic and extrinsic incentives are heavily unbalanced. When the extrinsic incentives are not compelling at all, you have to rely on people engaging with your content for sheer fun, and itâs hard to ensure that because fun can be very subjective â and because of the technical limitations, too.
So of course, the status quo needed to be improved.
The problem is that they went to the other extreme of the imbalance: now the extrinsic incentives are much higher than intrinsic ones, and thatâs just as bad as the other end of the spectrum. When the intrinsic incentive is much lower than the extrinsic one, that means that youâre forced into engaging with the content for the reward the game hands out to you, to the point of not actually having fun with the content anymore.
But hey, at this point, Iâm beating a dead horse here. No matter what way we say it, theyâre not going to do anything differentâŚ
Well, for the most part i play(ed) pvp. That was more of the social part with my coan mates. The base game of grinding and bombing has always held an allure, even in its half baked state.