Well to be fair, if somebody is 90% corruption, they literally have 10% of their health and stamina and are a walking target at that point.
It’d be interesting to see which way Funcom goes with spellcasting. I’m not against rituals and channels, but I’m pretty sure I’m not unique in feeling that the payoff better be good. Also, there’s the PvE aspect of how does one handle multiple mobs. It’s going to be very dissatisfying if 3 hyenas constantly interrupt your spells because you blew their 4th sibling to bits.
Personally I’d like a mixture of powerful spells from channels and a toolkit of utilitarian and combat spells to round out the player. Solely Fwoom-and-Boom wouldn’t be appealing.
This one is harder. We’re currently capped at 50%, which IMO is still too low if we’re talking about a potential power tradeoff. I can easily see meta builds stacking VIT just to offset the HP loss, especially if STR loses value to Sorcerers (why swing a weapon when you can debuff and kite?). My proposal espoused 90% cap as the limit because you’re essentially dead at that point, which would be your choice (UNLESS some spell/effect actually stuck another player with corruption, which is another discussion) but where Funcom sets the limit is going to be key. Like I already stated, mybiggest concern atm with 50% is that it’s not hard to make up for the HP loss through other means at that level.
Agreed that it should not be an attribute and just work alongside SAVAGES (like I said, I don’t want to change what’s already in game, just add to it). Right now I hate that it literally has no real consequences in-game.
I’m on the fence on if I want to see it as a role/class. I want to see more feedback from the playerbase on how they envision it playing before I throw my backing on something.
Finally reading through and examining the “DelRio Spellbook”
Maybe this should only apply to Human Flesh / Severed Limbs… give sorcery a bit darker feel?
I like this theme, but whatever is created should be useful to sorcery in additional “more advanced” spellcrafting.
This would break PvP.
I do like the thought of status debuffs, but this would require a VERY delicate balance.
I like the idea, but would break it down into two separate spells:
- Bone Splinter Launch a fast moving bone fragment in target direction (or where “aiming”). Deals X damage. Channel time: 1.5-seconds (rooted while channeling). No Cooldown.
- Bone Flurry Launch multiple bone fragments in a 120-degree cone in the direction you’re facing. Each fragment deals X damage. Channel time: 2-seconds (rooted while channeling). No Cooldown.
I would not make use of alternative attacks on the same spell, as each spell should hold a singular focus, and be in the form of a scroll on hotbar / used from inventory.
A typical mage spell for most mmorpgs. I’d avoid this line of though. Although some sort of barrier to block out damage would be interesting, with the right drawbacks.
ie: Bone Barrier Raise a bone barrier before you, blocking attacks, absorbs X damage before being destroyed, lasts for X-seconds. Channel time: 1.5-seconds (rooted while channeling). No Cooldown. Creatures around the bones gain corruption over time (including caster!). NOTE: this could wall in the caster if placed multiple times!
ie: Thicker Skin Reduce incoming damage by X% for Y seconds. You move Z% slower for Y seconds. OR You’re weight is increased by W for Y seconds.
Rename: Floor of Tainted Blood
-And add corruption to anyone on the “floor”.
Dislike the idea of making a placeable.
Like the idea of making light.
Are we still talking about dark sorcery?
Too similar to the typical mmorpgs. Dislike the X damage and Y seconds cripple, seems too “poke and kite”, we already have bows and leg-shots. Applying Sunder (in an AoE, and minus the damage) could be an option.
Love this idea! A slight twist, the “shelter” could be conjured up in the form of a sand dome (desert), maybe other styles in different biomes.
Might be more interesting to make an area where the player’s underwater time is active on land.
Place effects of mini sandstorm on targets in area.
Could be used as a combat gap closer too. A good idea, but I would make it more similar to the Sword’s lunge attack, traversing in a straight line at accelerated speed for a short duration. I like the concept (minus cooldown, there needs to be a better way to manage limitations).
YES! Though I’d extend it to all fleshy corpses, follower or not, and set a limit to how many can be raised (upkeep cost?).
Or could make Aggressive NPCs passive. Either way, it’s moving closer to the mmorpg caster realm, which I’d prefer avoid in the Conan Sandbox.
Great ideas, but sound easy to abuse as it targets a core system of the game. Perhaps in a lesser way? Simply raising or lowering the core temperature of the target.
ie: Sets Temperature to Max / Mix for X duration. Allowing temperature to return to normal slowly after duration ends.
Wow! Lots of good stuff there!
Holy crud you read that?
TBH I meant it only as a starter fuel for the Funcom lads, I don’t expect anything of the sort to make it it.
BUT I LOVE YOUR BONE BARRIER IDEA!!!
True - on both points. However, consider all attacks (aside from bows) are “rooted” in the sense they cue an animation.
Interrupts could be limited to Heavy Attacks only. This would be a bit random in PvE with the AI; but again, that is a system that needs a bit of… intelligence. -And basing a new system off an old one performing at less than 100% efficiency isn’t good practice. In PvP, this would translate to spending more Stamina to shut down a spell, possible breaking up your normal Light>Heavy>etc>etc attack chain.
This can be offset by working in Percentages instead of raw numbers.
Having to still pay for spells in Health at Corruption 50% cap in Percent of max health would help prevent a Stacking Vit Meta, as you’d require MORE time to regenerate the health lost. Compared to lower Vit builds wear you could recover the health percentiles faster, but obviously suffer from lower Maxed Health, thus making you more fragile.
Also with this Health loss you could end up killing yourself with the sorcery.
you mean that carrying impossible amounts of stone/bombs/ammo/etc in your inventory, resurrecting after being killed and being able to skinn your own corpse after that, building rope bridges with stone pillars, and also pillars being capable to stack each other downward ignoring basic physics laws by just placing a ceiling piece, climbing flat walls like spiderman, placing people inside other people so you can carry those people somewhere else and curing corruption by watching somebody dance isn’t sorcery?
Passive sorcery.
lol
It would make more sense if you gain corruption by casting spells… All those witnessing the casting should be affected as well… That’s the spirit of corruption and (in my opinion) the nature of “hyborian magic”…
I actually like this concept because it also adds in a balance factor. If you cast too many spells, your corruption goes up and your max hp/stam goes down.
An interesting twist, though harder to implement and could be abused. Perhaps having an area around the caster that gains nearby persons corruptions like an obelisk? -And maybe only taking effect when casting at maxed corruption.
Good! A pre-defined area like what happens with the obelisks would be fair enough…
I am sorry i didn’t have the time to read it earlier, after all it is a tiny post . All i can say is that i am speechless. One of the best post i ever readv, BRAVO, fantastic work
I have always been apathetic of Sorcery being added into Conan Exiles. To me if they add it in, thats fine ill use it, but if they dont, it doesnt bother me. So does it rea…wait what is this…!?
A rudimentary and visually uninspiring stone ‘Crom Club’…? I AM IN!! Bring on the Sorcery!
I’m at work and my boss is angry but i have time to say i like this idea!
Thinking on this…
- I’m not a fan of cooldowns in CE
- I dislike guarantees
- The current targeting system for melee is too close ranged for spellwork -and- the archery targeting is too narrow
A different vision:
- Self targeting spell work, ideal for:
- Ground targeting. Popular in other games, it’s a system that works.
Spells could be “placed” like building blocks. In this, the range could be set as well as target area - from all different shapes varying on the spell (the size of the spell could increase with higher amounts of corruption). Furthermore, you could have areas blocked from spellwork (“this space is already claimed” or “this place is purified”). Borrowing this from the build system, you could restrict placing spells in other people’s bases outside of PvP times (maybe include an altar to protect from spells during PvP times).
Spells would be guaranteed to hit anything in the target area. A casting time / warning could allow for the subject to escape the effects. -And by anything I mean EVERYTHING, friend, foe, and self.
OR
Block spells from triggering when near allies (Thralls / Clanmates), or other players outside of PvP times.
Maybe a mixture of both, in the hopes of preventing exploits and trollish acts.
Absolutely agreed on this one.
Youch, just fought the Witch Queen for the first time and couldn’t help but imagine what could be possible if she had some sort of arsenal of sorcery to use against me to spice up the encounter.
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