sorry to be blunt, but I’d rather have skeleton thralls and shapeshifting than waterbaloons and facepaint. This is Conan, not a cartoon
well, as long as i know walking skeletons are rare thing and shapeshifting as well. This is reserved only for very few characters in Conans universe, just as it should be with any sorcery anyway. Just imagine that after some time you would have Sorcerers running around exiled lands almost everywhere OR it will sux hard vs ranged or melee combat and i would see none, or you could find some strange mix, dude with heavy armor, shield and sword + partly with some sorcery. None of this belongs to Conan, its lore or concept of this game. That is why i think “Alchemy” is way to go. Perks could be changed, i am not developer nor game designer, and i really made this up in few minutes…but i still think that STR, AGI and new possible stat INT (intelligence <–> alchemy) would serve this game just great. It would also add new way for raiding Since the “alchemyst” would be the best build for explosives and traps, but would be weaker in melee or ranged combat. It would be “class” you need to take care of first in they siege you and it would be also “class” you need to protect as attacker
I am all for an advanced alchemy system and I do believe they said they are going to massively expand alchemy soon…I am guessing with the addition of the jungle/swamp. I would like to see this AND sorcery though I do not want the sorcery system to be fireballs and death nova AoE. In my opinion, the magic should be heals, shields, buffs, divinations, transmutations and summoning spells of various nature’s, such as beasts and demons/undead…perhaps even some mind control for npc mobs. Mind control was quite prevalent in the novels.
I would hope not heals, shields, and buffs. I could see debuffs (curses and such). Alchemy can already provide decent heals and modest buffs. I could also see counters, sorcery that undos other sorceries (exorcism, remove curse, etc.).
yes, sure. It is part of the world and i love it but as i already stated…things like:
_“the magic should be heals, shields, buffs, divinations, transmutations and summoning spells of various nature’s, such as beasts and demons/undead…perhaps even some mind control for npc mobs. Mind control was quite prevalent in the novels.” were really rare. It would be great to have it in game, but not for players. I can imagine it for Enemy NPCs or special rare legendary thralls you could find from time to time and use them as powerful base defense
When sorcery hopefully will be integrated in this game I think it should be hard, at least difficult, to practice sorcery. And ofcourse it should take a price using it too often. Therefore it could be mighty. Let’s say alchemy and teleportation is Level one and Level two, so sorcery is Level 3 of the Magic in the Exiles Land.
well the thing is, that is seems to be too much work for FC to make it right. New combat system is in development for quite some time and it is still not yet done. Adding spells on top of current combat system is very time and resource consuming idea. Players asked for riding mounts, siege mounts, pets, massive purge, better AI for thralls, better combat system, new areas. There is just too much work and requests from our side… FC will not be able to make it and for stability and balance purpose they should not even try
While I certainly agree that strong sorcery was rare, it was not so unheard-of that players shouldn’t be able to do it. The reason I love Funcom’s proposed sorcery system so much is because of the corruption system. There should be shields and heals and all the other wonders magic has to offer, but, like the novels, even sorcerers rarely used their magic because it was dangerous and taxing. You would need to have your corruption maxed out to cast the most powerful spells, like the aforementioned. They would be used for strategy in new dungeons that requires groups to complete. When not necessary and when groups of companions weren’t with you to protect you with their body as you protect them with your spells in your vulnerable state…you would use the more common alchemy, such as presented by the OP, to produce similar, far less effective, but far safer and more prudent results for solo/light content.
I will stay optimistic about sorcery for this game. Funcom support their Games even years after release. CE EA was a great success for them and there are so many fans and so many people who are interested to buy this game - and it will be released for 3 platforms. This game has so great potential for further developing. I‘ll keep my fingers crossed.
I have a darn nasty Stygian Necro on AoC, sure would like to play MY game style here.
It should be hard to come by, and get more powerful, the longer you study the art.
In 30 years go gaming, this will be the first no caster char I have played.
and i believe that fits pretty good to MMO where the world is not directly shaped by the players. But MMO like magic is not such a good idea for survival game.
I would gladly take the “feeble and weak” route to get to use sorcery, as that is more often my chosen class in other games, and it was very relevant to the Conan lore. Having large amounts of corruption would limit dodging/sprinting/climbing and would die very quick to a melee/ranged opponent. Having a few powerful spells (no 1 or 2 shot kills) with long cast times as trade off would limit the user to ambushing, and limit the amount of players using it (as much as i love the idea it probably would not be my main) and relegate it to more of a backup class, similar to archery.
after some comments and other topics I ve red I think that it would be better not to replace sorcery by alchemy, but to make it as independent stream. Or perhaps starting point from which you could become sorcerer in late game, but you could also stay where you are and choose not to progress to sorcery and be the alchemyst. I think both lines would have enough to offer. But for now I must agree that sorcery should be added at some stage of the game
The idea of alchemy is a great way of being able to use portions of sorcery without making it too flashy. Health potions, poisons, orbs etc… has the makings of an alchemist crystals could have potential of capturing corruption and forcing to use it To modify a weapon “enchanting” it using only the natural elements fire, water, air, earth, light and dark. Druid style. Sorcery shouldn’t be flashy and there def should be some sort of grind for it. Although I do like the necromancy
Adding weapon and armor modification items into the game through alchemy is a great idea.
Imagine mixing together alchemical components to fashion a kit that reduces corruption damage taken when applied to a piece of armor (say, X%).
I like this idea. The Modiphius Conan RPG has talisman as a kind of alchemy that provides armor against mental trauma. I could easily see applying an alchemical kit to armor to protect against corruption. The kit could be called a talisman, charm, or amulet.
now we are getting somewhere! This is how it suppose t o look like. Any more ideas like this?
-
Callisis_Kemtep
“mixing together alchemical components to fashion a kit that reduces corruption damage” -
Dautrat
"modify a weapon “enchanting” " -
TikaTheHungry + Bourgmestre
“another armor slot for this “amulet” thing, or a backpack” - this could be used as brand new item = game concept!
anyone has some more like this?
i could totaly see some kind of device related to maproom or pillar in order to shut down them for a time duration, like 2 or 3 hours, with an expensive craft
Oh, and for bounce about new armor kit, that could be nice to have some kind of “camouflage” armor kit, for apply leaf & sticks, or mud.
(And another armor slot for this “amulet” thing, or a backpack, or a sheath for display weapon model on character, anyway, something !^^)
i was also thinking of the possibility of necromancy in being able to summon the skeletons. I don’t know why they were stuck on a vfx guy for sorcery it’s supposed to be gritty Grindy and minimalistic nobody should throw fireballs and cast heals the closest thing would be summoning a skeleton or ware animal (because thats the only sorcery type stuff I’ve seen in the game) and to do that should be difficult. Search the lands for the spell find the rarest resources to create the spell and lug around or have to build an alter to cast it. And corruption should build as you do it so you can’t spam a sorcerer to win a battle…finally on an unrelated not i think the grinder doesn’t have enough requirement in the current recipes and should be used more
indeed, i dont like the picture of elemental mage like s sorcery for Conan exiles. I would say that even snake arrows should be some sort of sorcery. When i imagine that bad guy from 1st Conan movie, he could turn into snake, change snake into an arrow, manipulate people. Very suitable mix of religion and sorcery that would fit to this game (religion, sorcery and alchemy should work all together in Conan Exiles).
Necromancy is little bit too much to me, but i guess it would make sense as well, especially with implementation of corruption, fire orbs, curses. It could also require you to wear legendary items that would grant you this powers (Item would tell you what resources do you need to cast the spell and the item alone, but it would be like “fuel” to your magic… every “cast” would reduce the durability of the item and that would obligate you how many more times you can cast the spell - it could also inflict corruption to its wearer). There is just so much you can do about it…
Now when i think about it, it would be really great! I would especially low to see Sorcerer NPC that would attack your base or you could also brake them as other Thralls and use them for your own base defense!