Suggestion: Set all thralls' damage mutipliers to 1.0

YES!
That alone would make enough difference between a low level race and a top race. Flat 1% per 3 points is nonsense. Oncrease that corresponding the level/race of a thrall would be nice.

Plus I don’t find having less than one multiplier a good idea too. Combinimg the removal of sub 1 multipliers and increase the % they get is a nice idea.

Not sure I agree because you really don’t see many people running theses thralls in pvp currently because if the time it takes to level them. Obviously things will be different in 3.0. I could get behind the idea if they made thralls level faster. It’s to much of a grind to level these thralls in pvp and have them die in a few minutes.

Lol. More dangerous on Exiles .

Thats whybyou fond a hihher ground and just spam light attcks with the blunted arrows.

Praise Crom for this being history!

I think it’s a good idea and something the @Community should take a look at for sure. I dunno if for 3.0 or 3.1 but something that should be looked into IMO.

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PvP meta is definitely going to change if they don’t change the way zombies work.

You don’t have to level up a RHTS or Berserker in PvP anymore, just break them on the wheel and bury them alive and they are instant level 20.

Teimos was broken, that is publicly acknowledged by Funcom. His leveling experience rate was that of a Black Hand (fastest leveling along with Exiled and other low quality thralls), he’s in a Black Hand Pirates location, but his vitality - health ratio is out of whack and he has different melee/ranged modifiers than the other Black Hand named T4’s. He never should have been as strong as he was, but his leveling speed is normal for his faction.

Relic Hunter Treasure Seekers, Forgotten Tribe, Volcano fighters/archers and big cats are all slow levelers as intended. They are stronger and take more work.

Honestly, I don’t see anyone using thralls in PvP after 3.0. It will be zombies (for high health swarming) and greater pets like Brutus, Sabretooths and wolves (for high damage opening strike capability).

I agree on “away with that”, but I’d rather they made the stat visible ingame, along with any other pertinent but currently hidden stats.

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Elth*
Honestly, I don’t see anyone using thralls in PvP after 3.0. It will be zombies (for high health swarming) and greater pets like Brutus, Sabretooths and wolves (for high damage opening strike capability).

I Agree

I have already picked out my favorite pets that seem strong in pvp. In most cases a Berserker can cut down 3-4 zombies, but he too would also die or be in the red. It different’s in time investment will favorite replacing zombies instead of leveling another thrall. Perhaps, if we had other ways to level normal thralls passively, such as with magic or allowing them to grind exp by killing mobs outside the base while guarding. Lifting the burden of thralls, might bring more fun to thrall game play. Right now, its mostly surrow, since they are fated to die to an offline raid, a random God attack, or some other sillyness, where you don’t even get to fight with them, before they eat the drit. Such a waste of time currently to have alot of thralls.

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Well, they need to use this “tool” for it to be useful. And it usually take years for FUNCOM to adjust something.

Yeah. I much prefer open information in my games. I can understand the desire to make a player “experiment” in a survival game, but a lot of these numericals are pretty much impossible to determine by simply hacking away at leaping tortoises with various murder implements. Even player-caused damage and effects are pretty hard because of the flow of combat tends to interrupt taking notes for science. With thralls, who don’t perform combos on demand, it’s even harder.

To me, telling players to figure things out on their own is just lazy. Especially when the game doesn’t really provide the tools needed for figuring things out.

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Very well put.

I kinda like the hidden multipliers personally. Even with them, people don’t always agree on “what thrall is best” and I think people min/max way too much in general. Anything that makes min/maxing more vague to me is more interesting.

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You know how that reads to me? You want the game to be worse for everyone because it happens to annoy min/maxers.

People who don’t know hidden multipliers exist will assume higher attributes are better, and will min/max toward that end, so you aren’t really making followers more balanced or anything, just punishing ignorance of something that is not discoverable during normal gameplay.

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But by that logic, no stats should be available, because it leads to min/maxing. I am not asking for every single variable to be exposed - though I wouldn’t be against it as long as the GUI allowed me to ignore it if I wanted to. But something like a damage multiplier is much too important a stat to hide.

Forcing players to go visit a community wiki is not a good or immersive gameplay loop.

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I would be fine with this. Its not a question of “making the game worse” since they function the same regardless. Some thralls are better than others. You can tell when you take em out to kill stuff. Not knowing extends the learning time and in a sandbox game, that extends the play time.

As a wiki editor, I’ve been aware of hidden multipliers almost from the beginning. I’ve also played nearly every day for over four years.

I don’t need the game artificially extending play time by hiding things that have no reason to be hidden.

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I guess I’ll reiterate,

“I kinda like the hidden multipliers personally.”

My opinion on the matter doesnt require agreement. Its an opinion. While everyone else can have their’s, thought I’d just express mine.

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Of course. Yours is not wrong, or mine right, ultimately the only one that matters is Funcom’s, anyway. We can only provide feedback, and sometimes they act on it and other times not. Name of the game.

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And to me the game isn’t nuanced enough to even make a difference. You can pick the strongest thrall or a weak-ass Shaleback, Light, medium, heavy or mixed armor and if your attributes land in the general vicinity of what you know to be “good” then it all just works - the game plays the same. It’s not like other games where a point here or there, or the wrong kind of armor can make a major difference. Yeah, I see people saying it is but I honestly think they’re fooling themselves. And the new systems in 3.0 make that even more the case.

There’s so little difference from one build to the next, one thrall to the next, that all this min/max stuff can almost be completely ignored to no detriment or advantage.

This isn’t a bad thing either. I think it places more emphasis on technique and talent.

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