Suggestion for Sorcery builds

This is not a “please buff my build” request.

Corruption builds are not weak because they lack damage or utility, they struggle because stamina limitations often prevent players from fully executing the playstyle before exhaustion takes over.

In PvP, corrupted builds currently trade away too many combat fundamentals at once:

- Reduced max health

- Reduced stamina pool

- Limited combo completion

- Reduced chase capability

- Lower dodge frequency

- High reliance on perfect positioning

The result is that corruption feels less like a meaningful tradeoff and more like a permanent handicap, particularly for sorcery-focused players.

My proposal is not to give permanent stamina buffs.

Instead, I suggest conditional or situational stamina mechanics that reinforce corruption identity while preserving counterplay.

Examples include:

1. Combat Adrenaline for Corrupted Builds

- Fully corrupted players gain a temporary stamina bonus when entering combat

• Example: +25 stamina for 10 seconds with a cooldown

• This allows corruption builds to establish pressure early without creating permanent dominance

2. Poison Cloud Synergy

- Corrupted or poison-focused builds receive stamina regeneration while standing inside poison gas from arrows

• Example: increased stamina recovery and movement speed within poison zones

• This turns poison into territory control rather than raw stat advantage

3. Abyssal Armor Identity Bonus

- Abyssal armor could provide better stamina support or regeneration bonuses based on time since last kill. Stay enraged = get better bonuses.

• Encourages active risk/reward gameplay

4. Aggression-Based Stamina Recovery

• Small stamina restoration when landing successful melee hits

• Supports an offensive corruption identity rather than passive tanking

5. Corrupted Grit Specialization

• Optional corrupted perks that reduce dodge stamina cost or delay exhaustion

• Allows corruption players to invest deeper into a true stamina-oriented playstyle

6. Poison Kill Resource Loop

• Killing poisoned enemies restores stamina or Abyssal timer duration

• Reinforces dark magic fantasy and kill-chain gameplay

The intent is not to make sorcery universally stronger. The intent is to make corruption stronger under specific conditions, while still allowing clear counters such as gas masks or ranged pressure, spacing, and prolonged engagements.

I understand how often teams receive feedback that is emotional but not structured. I tried to approach this from a systems-design perspective focused on PvP health, build diversity, and long-term balance.

Thanks for your time, and thank you for the continued work on Conan Exiles. This game has the ability to be far more popular than it is now, and could very well be the top game for a long time if it’s given just a little more love. Congrats on the graphics upgrade also!

Good feedback. I’ve no idea whether your approach is right (I avoid sorcery), but it’s great to see someone trying to provide thorough constructive suggestions :slight_smile:

In my opinion what sorcery needs before all these huge mechanism changes, is a melee agility weapon from the circle of power . I do agree to the negative sides that you presented, but abysal armor is a particular piece that no sorcery build should exclude. The buffs that you get from this set of armor are unique, not to mention the number of armor.

A sorcery player becomes “weak” when he decides to add strength points in his build , because in my experience a sorcerer can become really competitive as long as he-she fully invest on grit.

(When i asked for this, a great part of my suggestion was focusing on abysal armor also but i didn’t mention it because i wouldn’t expect many to understand what i am talking about …)

A player that focuses on strength only without agility points should have the quick runner perk as passive. This way, although the stamina regeneration won’t be as good as the agility buffs , i can run as fast as the agility players and we all know how crucial this is on PvP experience.

Yes ,we have the spell that gives as some freedom on movement and jump from high places without getting dmg at all , but spells take time that you literally don’t have on battles. Even in pve in many cases you literally have not time for spells.

In this case the blackheart and abyssal maul can really work and be competitive weapons from pve to PvP . And please let’s not go again how useless 2h swords are on PvP, just to remind that sword of Crom was nerfed to the ground exactly for this reason. There are no useless weapons, just not skilled enough players and please, no offence here.

But i do encourage sorcery conversations for change, so i support your opinion also, i like it .

And welcome to the forum by the way :sign_of_the_horns: .

I think it should be so that if you properly invest into corrupted stats and sorcery, you would get buffs that counteract the negatives from corruption. That way corruption still acts as a big negative for everyone else except sorcerers. It would be appropriate to entice/force people to go all the way if they utilize corruption.

Also I think that Abyssal armor should weigh nothing.

I have a different but simple idea for making sorcery build more attractive.

For every 2 points of corruption you use, you get 1 extra attribute point up to a maximum of 10 while you are corrupted.

What you use those points for could make for some unique sorcerer builds.

I like that too!