Well for the first chapter guard thralls will suck against a strong purge (now pve will know how pvpers feel when getting offlined with max thralls on guard). The good news is in Chapter 2 of AoW, you may be able to only summon easy purges with a low valued coffer. But we will have to wait 3 months to see how that plays out ![]()
I am worried that there is an emerging problem the team should be aware of. Newer players are going to feel somewhat disconnected from the current and future lore. Without the ability to converse with Mek-Kamoses through the various stages of AoS (as well as the changes to his spire), a lot of the content will feel ārandomā. This is a difficult problem to solve, but I think the simplest and most effective solution is to give adminās the ability to hot-swap maps. I imagine that it would ākillā the players and respawn them at the starting point of a fresh map (would also give admins the ability to move EL players into Siptah and vice versa). For official servers, I would get ahead of the curve (it is likely that as Conan Exiles grows, this will become a more pressing factor) and implement āclassicā servers that automatically cycle through the chapters of a given age (for players that want that experience). For single player, it would be a toggleable option (it might be default on (but at an accelerated pace (probably a chapter per age if it is the default))).
What do you all think?
Any info on the ambient light becoming a menu & server toggle like nudity is? That would be the best option honestly. Private servers could turn it off completely, and if it is available, then players could choose to opt in
For the peoples who have farm the Ʃvent of portal to yuggoth in the exile map and have won the recipes of siptah
will they keep the recipes forever? XD
So another thing while reading some posters on other threadsā¦when does āwarā come into it? Purges are just raids. Combat changes are character driving warrior stuff. When does the clan/character have the ability to warā¦IE 60 thrall combat with each other or npc armies? Or is this just simply a marketing fluff word to describe combat changes?
Guess ![]()
My hero 
They mentioned siege warfare, so siege engines.
They also said something about raiders setting up siege camps. I assume PVPers would hope for the same thing. As in a siege tower could give you a limited land clam to set thralls.
But no matter how good we think it could beā¦
Good things:
⢠Detect Resources is now a toggle spell, which is fantastic! I was truly sick of getting off my horse to cast it again and again when looking for Blood Crystal veins⦠Thanks for this.
⢠Enemies can no longer break their stun-lock state, which has been something I hated from the very first time I saw it. Rules should be the same for similar entities, Human NPCs and Players should have the same rules applied to them in one way or another, and this is a good step towards it.
ā Now I know this is asking for too much, but imagine friendly fire also applying to NPCs, and clever enough AIs to avoid attacking their own allies too much. I know it will never happen, but the first time I had 10 human NPCs around me hitting relentlessly without hitting each other, thatās when things felt totally unfair.
⢠The new diving animation is a mundane un-impactful change that is very funny especially when you just dive in place and it makes no sense. ![]()
⢠Adding a weapon/armor/tool modification kit no longer reduces max durability.
ā³ I want to say this is great overall but it comes with the other durability changes that arenāt goodā¦
⢠Clan Emblems are cool although there are far too few options and I donāt get why some are locked?
ā I get that you donāt have other weapons than shield to display the emblem, it wouldnāt really fit on daggers⦠But how about armor pieces that can display it? (apparently this is planned, good)
ā Applying the Heater Shield as an illusion to any other shield does not give the emblem to it (the base hand logo is there instead) which is a shame honestly, and I donāt know if itās intended or an overlookā¦
⢠Changes to Potion of Natural Learning and the Bestial Memory are great, that was a good change.
⢠Golem Corpses indeed no longer drop too many Blood Crystals, I used to be able to farm them infinitely at very low cost using Efficient Harvest (Expertise 2), Black Blood Pick (Obsidian/Eldarium) with Oil of Bounty and the Repairing Grindstone which can repair weapons/tools affected by oil (to avoid spending too many fragments of power in the process.) With this setup, you only needed 30 Blood Crystals to craft a Stone Golem, which when harvesting its corpse would give on average about 45 Blood Crystals, not to mention some silverstone and goldstone at times too.
ā This was a good and needed fix, raising an army of golem from 30 Blood Crystals was ridiculous ![]()
⢠The overall buff to Legendary Weapons is awesome⦠But at what cost�
I havenāt tested them all obviously, but I am very happy that Musahiās Black Blade is no longer just barely better than a Star Metal Katana crafted by a T4 Bladesmith!
Bad Things:
⢠Questionable craft-able weapon tiers⦠Although not fundamentally terrible so itās at the beginning of the list, but Iām not sure about going out of my way to the Temple of Frost to change my Hardened Steel Javelin 40dmg/15% to a Black Ice Javelin 38dmg/14% at the cost of 250 durability (from 1000 to 750) just for the sake of giving it Frostbite? Iām sure itās worth for PvP but a clear downgrade for PvE?
ā Meanwhile the Dragonbone Javelin probably becomes the overall best non-legendary javelin due to having a Sunder effect, 1250 durability, for 38dmg/13% and being very cheap to craft.
⢠Some weapon types tremendously lack legendary options, and thus the legendary buff hits those weapon types⦠Actually itās just Katana and 2H Great-Axe.
ā For Katanas in Legendary Chests you can only find Musahiās Black Blade, otherwise you have the Blade of Seven Winds that drops very rarely from the Red Mother and itās not exactly an all purpose weapon. All other Legendary Katanas cannot be found in the Exiled Lands afaik, only on Siptah will you find Curved Slayer, Jagged Edge etc. etc.
ā For Two-Handed Great-Axes, there are literally None in Legendary Chests so if you love the 2H-Axe youāre not going to get one from there ever. On Siptah you have Morning Sun that can sometimes drop from the Keeper of the Light, and on the Exiled Lands you have the Scythe of Thag, and both have a fairly low chance to drop at all. ![]()
⢠Legendary items can not longer be repaired in any way at all. While I understand the idea, it is just sad and frustrating overall, and it is even more frustrating if you like a rare weapon type like mentioned above⦠Statistically speaking youāre not going to get Musahiās Black Blade as much as a 1H Axe or Daggers⦠So while some players will be sitting on 40 extra legendaries of their weapon types, others will be sad about having only one spare katana, or having no great-axe at all because other people also went to farm Thagā¦
ā On top of the scarce weapons issue, the very idea of legendary weapons being irreparable doesnāt make you want to use them that much, increasing the frustration. I get the idea and the point that it was way too easy to get the legendary you like and have it for the rest of the game, but there needs to be a middle ground.
ā Making it difficult to repair legendary weapons is probably the best overall option, no matter how it is implemented. Making Legendary Repair Kits uncraftable rare loots can be one very simple way for that, Iāve read other people talking about going to the volcanic forge to repair legendaries and that sounds cool too, there are many options that arenāt as frustrating!
⢠Items lose durability when repaired⦠If you wanted to that for the sake of realism, I donāt know⦠I think I would rather dismantle my weapon and craft a new one instead⦠Aside for the Variable Legion Weapons.
ā I think itās just going to make people move away from repairing, and the only argument to repair instead of dismantle + craft is weapon modifications, but those are fairly cheap⦠So all in all I think you craft a weapon, repair it one or twice, dismantle, repeat. Also note that āReturns from dismantling items has been greatly increased.ā which strengthens this point even furtherā¦
ā³ By design, I think this is bad because either the durability loss is too little to feel significant, or if it feels significant it is necessarily frustrating.
ⳠTo top this and the irreparable legendary point⦠Shields have had their base durability halved⦠This is just painful and there is no point in having a legendary shield at all I guess?
⢠Items have a 10% chance to suffer Max Durability loss when repaired.
ā I put this on a separate point because of the randomness factor⦠This is not a gambling game, we already have random unsatisfying loot where you farm a specific boss 20 times and still donāt get the weapon you want⦠Anything that adds randomness and reduces consistency is something I am opposed to. ![]()
I much preferred using the repairing grindstone while knowing it would result in a slight durability loss, without gambling on whether it would lose durability or notā¦
⢠Two-Handed Axes now apply Cripple on heavy attacks, which is extremely strong for the weapon, it might be the best overall weapon type now due to being fast, hitting hard, with a large AoE, and reducing enemy movement. ![]()
ā This is probably too strong, and while I understand wanting to buff heavy attacks due to increasing stamina costs, this is crazy overkill IMO.
⢠Stamina changes are, as many other people have already said, God-Awful, Crom-Awful, Yog-Awful even!
ā Stamina costs are too high in general, you cannot do a full combo on some weapons with base stamina, and even with Grit + Agility your stamina depletes 5 times faster than before⦠Just too much.
ā³ This effectively nerfs Combo Master (Strength 2) as you will more rarely commit to a full combo.
ā Time before stamina regen is way too low, as mentioned by a few others, you can roll every second when on 0 stamina which is ridiculousā¦
ā Stamina regen itself is too high, you just step back for half a second and youāre full again.
ā³ Endurance (Grit 2) used to be a really good perk by itself, but now it does not feel significant unless you build full Grit, and even then the base regen is so high that itās not really needed either way.
ā Rolling Thrust (Agility 4) is buffed due to higher stamina costs now having no costs after a rollā¦
ā³ I think this effectively makes Grit 2 + Agility 4 extremely overpowered, as you can simply roll, attack once or twice, repeat all you want with any weapon, any armor.
⢠Damage/Health changes are something I thought was a good idea, but it doesnāt really work either.
ā Enemies already used to hit hard until you get end game heavy armor, and thus the overall game was generally to avoid damage altogether (sidestep, dodge, jump, or block with shield.)
ā³ This means that the damage increase punishes mistakes harder, which I think is fine but will be much more frustrating for new players, while not impacting veteran players much.
ā³ But it also means that the health decrease makes everything look like a cardboard that you snap in half at a single touch, and if you clear enemies faster, you are less at a risk of being surrounded and overwhelmed.
ā³ So in the end, this change hits new players hard as they will be punished harder, while it makes everything much easier for veteran players who donāt do many mistakes, since you can recover from one mistake but not two.
so I calculated how my ātankā, the Cimmerian Berseker will be ānerfedā in AoW
He currently has 5025 hp - 2884 base plus 52 x 40.25 hp / vitality = 4977, plus he has redeemed gloves ( 48 hp) so 5025 total.
Armor has 1707 so about 76% damage reduction.
Weapon has Tellith Sorrow with 87 dmg /39 AP which I found in a decayed base ( so I donāt know what upgrade is in there) so with 53 strength and 1.12 coefficient it gives pretty decent damage.
In AoW he will have if the numbers from the spreadsheet on the net are correct 4446 HP (2549 base plus 52x35,57 and 48 gloves so 500 HP minus , Armor and weapon I canāt judge , Iāll see whatās available in the armory but with a 2.24 coefficient heāll have about double the dmg
I didnāt calculate it for Lianelle but I guess from 4400 HP it will drop below 4k.
I guess out of the current trio (Thaag , Rockslide , AC ) which I avoid soloing ( on the other hand Iām glad theyāre here because if everything goes solo then whatās the point of a clan) my list of āwhat I canāt kill alone without riskā will be a bit longer but I guess Zerk & Lianelle & I will still give normal bosses just fine.
Only weāre talking about thralls that I farmed for a long time before the right ones ācame alongā , not to mention dozens of potions.
The newbies will have it worse
Ya I thought theyād be unlockable but yet to find a key; what unlocks them.
Not saying itās a bad idea, who hasnāt asked for something similar; dye shields, but what it really does is create a new sales category. Coming to a bazaar near you.
This. We should have more legenday katanas on the Exiled Lands. Of course I could just play Siptah, and I actually love the dlc, but I always feel a tad frustrated due to the lack of choice on the EL when it comes to legendary katanas.
I dont have testlive vesrion so maybe some1 can help me?
I still donāt completely get this treasure box (and currency) idea.
So, why we need to bother to collect lets say 10000 gold in coins and treasures for what? Only for RP reasons?
To trigger bigger purge? but why some1 want that?
Or we can spend our treasures to buy stuff like high tier tools, weapons, thralls, upgrades, materials and smth completely unique?
Some games add difficulty to bosses depending on how many players are fighting, taking their level in consideration. I think that would be a great idea. Two good players can vaporize any content, let alone a 10 man clan. The bossās stats could scale with the number/ level of players fighting it.
Itās supposed to be a change to the purge system, you will be raided based on wealth. Or you can just not opt in. Donāt want to get raided by relic hunters, donāt set up a treasure room.
Have no idea how it works, still getting the old purges on test. And have yet to get an answer of what the other way to trigger a purge is.
The way it was described is similar to the current purge meter, at a certain point you can start your siege (at the first line for example), but if you do not start it eventually it will start on its own (at the final line). The siege is opt-in by not building a treasury, but if you have a treasury you will be sieged but with more control on when it starts. I picked that up mostly in the livestream so watch that again and see if that makes any sense.
FC,
Could you please expand upon the design philosophy regarding lowering the damage of Obsidian weapons below that of Star Metal?
IF we could use raw obsidian, I would understand, @DelRioServerMaster . Considering we need to use composite, which means going to the forge inside the Well of Skelos and fight a bunch of npcs, it makes no sense at all.
Same goes for the gear and recipes we get in the Wine Cellarās dungeon.
Nothing like getting crappy gear to make us wish doing dungeons several timesā¦
My points exactly. Even serpent men daggers hit harder than obsidian, which is a big wtf for me.
This does sound ridiculousā¦
I think theyāve buffed normal weaponsā stats while lowering higher tier material ones, but giving them an effect.
Hardened Steel > Black Ice, but Black Ice inflict Frostbite?
Star Metal > Obsidian, but Obsidian apply an underwhelming single stack of Bleed?
Meanwhile Dragonebone weapons now apply Sunder, which it super strong (although of course weapons of the Outer Dark from Siptah have the same effect while hitting much harder.)
Itās all quite questionable to meā¦

