There is a reason why they havenât done this (sort of), but there is no reason why they will never do this.
In fact theyâve been slowly pushing these values closer to 1.0 for a while now. The best thralls used to have a 3.5-4.9 modifier on their respective combat style. This has been whittled down patch by patch to see how it affects things.
So many people donât understand why these modifiers exist. They arenât here to trip us up. They are part of a legacy system that was used to make some NPCs stronger than others in the wild. Its why higher tribes hit harder and in many cases much harder than their weapons usually would.
Remember that NPCs in the wild have zero stats. They arenât set to 0. They just donât exist. When a NPC is converted to a thrall it gets a template overlayed onto them that gives them stats based on attributes.
In fact all NPCs have templates. They have a base human template, a tribe template, a tier template, and sometimes a unique one. Adding all of these together gives them their final modifiers. These modifiers are how much extra damage they do with either ranged or melee, their Armor from Grit, and Health from Vitality. Iâm sure Iâm missing something or two, here but this good enough for brevity.
This is why we see so many NPCs have issues of being overpowered or underpowered. Thereâs too many links in the chain and modifiying one has ramifications in dozens if not hundreds of places. For example modifying the human template will make all thralls stronger. Where modifying the template for Heirs of the North will only make the Nordheimers stronger. In theory, assuming no random thrall in other tribes were intentionally (to make things spicy) or unintentionally (selecting the wrong template) set to something else.
Hereâs where Funcom went wrong. This system worked because it was a quick and dirty way of making NPCs of various difficulties. Fighters and Archers did not have levels, and were mostly not expected to be used in most cases like they are now. The strongest thralls only had around 500-700hp and relied more on the quality of the weapons they had than their modifiers.
NPCs were the same. As you all noticed prior to the update that allowed them to drop their weapons, they would use weapons, and sometimes not have them when they were broken in. All NPCs (animals and monsters) have weapons in their NPC inventory. This is an inventory that doesnât drop when they are killed. Animals have animal attack weapons. And I say that in plural because they have multiple weapons.
When you see the Red Mother bite, that is one weapon. When you see her breath fire, thatâs another. If you see her tail swipe, its yet another. She selects a move/combo by switching weapons. But when sheâs killed she doesnât (or shouldnât) drop her weapons. They are there just to give her functional attacks.
To my knowledge all animals and monsters DO have 1.0/1.0 Melee/Ranged modifiers. Their damage is ENTIRELY on their weapon. Its easy because they donât drop them. Cimmerians from the Forgotten Tribe have higher modifiers because they need to hit just a tad harder than their star metal weapons would.
Prior to the update their weapons were apart of the same NPC inventory that animal weapons were. And you would only get loot from a standard pool. They changed that so their weapons drop from their inventories when killed.
Setting all NPCs to 1.0 across the board would cause these NPCs to be less dangerous (kinda). This is why and the only reason why they havenât set them 1.0 across the board. Of course I said kinda⊠because Exile NPCs have less than 1.0 and with stone weapons at 1.0 would pose an interesting challenge to newbies. I say interesting because while some of us would welcome that, others may find it not so appealing. Tomayto Tomahto
(in case some donât understand the phrase there⊠letâs not go off topic on the subject of how difficult the newbie river should be).
With that said, they probably should very much consider doing it anyway. Its a suggestion Iâve made years ago, and I would love to see NPCs normalized so that you can simply use the thrall you want based on aesthetics and your ability to train them is what makes them strong (also their tier, tier 1-4 thralls would still be a thing). If I can train different people from different backgrounds for war in real life, then Iâd like to think my character is at least as capable.
As for the tags being removed as the OP suggests. In the current state of the game, I would say no. I wouldnât do that. If they ever did away with the hidden attributes then I would definitely consider it. Or at least changing it up a tad.
Instead of Fighter and Archer, I would change it to Fighter and Scout. Fighters would indicate some bonus to STR (the attribute itself), and Scouts would have bonuses to Agility. Could even have different ones for Grit and Vitality.
The idea here is that two thralls with the same STR score would hit just as hard with the same weapon, even if they are from different tribes. Two thralls with the same VIT would have the same health. And so forth. The attributes alone should affect their stats, not hidden modifiers.