A bit worried by this. In honesty, between this and the terrible server performance on PVE 1017 it will close off a lot of content to me and my friends. We are quite casual players and have no desire (or ability) to grind big bosses for 20+ minutes with the constant threat of getting booted from the server, frozen in a lag spike, have our thralls sink into the earth or get stuck underneath a mobs belly.
I am really happy with the notion that the player should be the hero. But I don’t think I will feel more heroic cowering behind my walls, unable to take on the endgame content. I may be overeacting but uber-thralls have enabled us to enjoy so much more of the game, it will be a shame to see that stop.
I think the nerf is a bit too agressive.
Especially with the teleporting purges bug that has not been addressed I see.
We need the powerfull thralls to deal with the purges landing inside or on top of the base.
If you can’t fix the purge bug, can I request you disable the purges on the official servers until it is, because a lot of people will lose their base.
I lost mine once and nearly lost it a second time. If the thrall had been nerft, I’m positive I would have lost it a second time.
Please Please, fix the purge bug before you do anything else, it is ruining the game for a lot of people.
Wow. Just wow. Had to create an account after reading this just to comment.
This is going to ruin my PvE experience. This is not making the player more heroic. Instead, you’re devaluing all our hard work. You can’t just nerf the heck out of thralls and not power up the player. The reason we use thralls is because player strength is extremely low for PvE when alone, or in a small clan(me & my sister).
If you’re not going to make this patch for PvP-only servers, you need to power up player characters. To beat some of the end-game bosses without a powerful thrall is nearly impossible.
Please rethink this and consider how it will affect your player base. Many have expressed how this patch will ruin PvE.
But if you do the math its just around about 10 more damage they will do, and you can mass farm them at wine cellar or am i wrong?
I think they should do 2 damage multiplier one for player and the other for all other npc’s so if they hit another thrall they would still do the same damage but if you do hit a player it does like half.
This is already working for people inside and outside of your clan, so it shouldn’t be a big problem.
If you want something to nerf, how about nerfing the weather around the mound? Does it really need to rain 99% of the time. I do like the gloom effect of the area but the non-stop rain is getting old. What ever happened to also fixing the raining indoors.
Also, is there anyway to see what behavior we have set on a thrall? Attack distance, chase distance? Would be nice if that showed up somewhere.
If there is going to be this kind of drastic reduction in Thrall stats, then there better be a commiserate increase in player stats. You can’t just nerf thralls like that and expect us to interact with all the PVE aspects of the game in the same way. Those encounters just got monumentally more difficult.
So, if you’re going to take away thrall hit points and damage, you’d better add it back to player hit points and damage. Oh, and quit nerfing ranged attacks. They suck as it is, especially in cramped spaces.
I seriously don’t know how you can always choose the easiest way of fixing something even though it gets useless then. I’m kinda tired of this solutions not gonna lie. I know - the topics you are working on need a change - I’m not denying that. Thralls needed to get a change so did the dodgeroll back then. But always rushing for the easiest thing to do like just hard reducing the dmg output and hp for thralls does not seem like professional solutions for me. Like, other games nerf softly and keep on if the problem is still existing. You are just going ahead and hard nerfing everything instantly instead of go slowly and with different solutions.
Some examples:
Nerf thrall output while on flollow but not while guarding in the base. I think thrall defense for bases is fine atm - if you got a lot of leveled good thralls they can distract raiders for a while which is good. You shouldn’t change that and take solo/duo players chances to keep their base from being raided in 5 mins.
Change dmg output against neutral monsters and against players so the output is different and depends on the object you’re slaying. The mainly reason why people ask you to change thralls it’s because they are absolutely ridiculous in pvp fights. But for pve purposes they are just fine. If someone want to do more work while going to kill bosses just take a weaker thrall but don’t destroy the experience for everyone else.
Give better stats to players instead of needing thralls into the ground. If you want the player to be the hero why not buff them instead of nerfing something? I know it’s not a common way at Funcom but you might wanna explore what buffing is. It’s another way to balance stuff.
As i said - change is needed but please consider other options instead of just hardkilling whatever is op atm.
I had hoped the thrall nerf would remove their secret bonus damage completely, making them as strong as a player and leaving their HP high to balance out the derpy AI. I am HAPPY to see any thrall balancing at all!
Newer players may complain about losing damage in PvE and solo, but solo values can be edited and PvE has been too easy for awhile now. My best PvE memories are of teaming up with other players to fight bosses (back before thralls could follow you).
My only concern is that the nerf to pet growth percentage keeps them weaker than the nerfed thralls, and less versatile as well.
With followers being nerfed, I suggest that you also nerf the damage dealt by MINI-BOSSES in the dungeons released after follower implementation: Dagon, Warmaker, Winecellar. The final bosses are currently weaker than their underlings. Maybe this was done to give Dalinsia a challenge, but getting 2-shot by a MINI-boss is not fun for the player.
I am a PVE player, but I want PVP people to enjoy the game too! Maybe there needs to be diff damage multipliers put in so thrall vs player can be balanced independently of thrall vs boss?
I am 100% for making me the hero! After all, mostly I play solo single player. Even when I do join a PVE server, I’m in a clan by myself. I’m a loner. But when I’m wearing a full set of God Breaker and bosses kill me in 2-3 hits, I’m never going to be the hero. It doesn’t matter how many thralls I have or how weak/strong they are. If I can never toe to toe a boss, I can never be the hero Conan was. Granted thralls one shotting players in PVP needs to be fixed, but please not at the expense of ruining solo play.
I don’t think there is any quick & easy fix for this, it’s not just a matter of lowering bosses HP by some percent. Personally I would look at revamping armor damage mitigation. It seems to me that if I’m wearing the best armor in the game, bosses shouldn’t be able to chop me down so quick. Ideally there would be some way my thrall could step in while I heal up for a few seconds, but as long as I took back aggro quick enough my thrall would survive.
so will the player get a small buff?
i do have to say , i never really had my thrall doing most of the work , i was always right there with them , but sometimes, i just could not get near certain bosses even with good gear , cause they would hit me and take 75% of my health away . thats when a thrall that can tank comes in handy. but since the thrall damage will be scaled down , and the hero is STILL weak…what then?
If I am going to thrown back into the spotlight , then i would like to FEEL like the hero.
thanks
While I completely agree with the Thrall nerfs I think there should be more balance changes coming with these nerfs. The player should be buffed in some regards and at the same time bosses should get nerfed / buffed in some areas as well.
Some bosses need their HP reduced while others need to be more lethal (war maker last Boss for example, he hits like a wet noodle even at the third stage).
In general I would like more boss mechanics instead of having basic enemies with basic attacks who simply have 500% more HP.
Sigh… Thank you guys for lowering thrall damage to players… But that should not have effected thrall damage to NPC/Bosses. You guys should separate that damage multiplier. And lowering their HP was not asked for at all! Thralls need to be tanks because they can’t roll away. I dont see why this couldnt be balanced reasonably by you guys. Something that just needs a slight pimple removal, your developers do a complete facial reconstruction. Please only lower damage to players by thralls. Thats it. Thanks.
Before I start, I would like to say that I have nothing but respect for the Conan Exiles team. You have a truly amazing game that I love to play. I am not trying to be rude or trolling in any way. I do have concerns about this patch that I hope will be helpful in the development of this and future patches.
I can’t help but feel whiplash from this. Not even 6 months ago we received the follower system for leveling thralls, in this patch. When it was introduced in the live streams preceding the patch, it was communicated that the intention was to produce thralls that you have a emotional attachment to. Many of us do have an emotional attachment to them now. Whether it’s because of a great roll of perks or because of the time invested in leveling them. For the record PVE players spend 4 x the amount of time leveling their thralls then PVP players do. We have an investment in them. So when you say we are going to throw 40% of your time investment in the trash it hurts. I know I’m not alone when I say this patch feels like it is tipped to pleasing PVP, though I don’t think that is your intention I really don’t see the purpose for the thrall nerfs across all three game modes.
Now my guess is that this is part of what you have called, “making the player the hero” sorry to tell you this but it’s not going to happen with this patch, and honestly I don’t see it happening down this road either. Buffs and nerfs to players and thralls are not what is needed in my opinion to make the player the hero. There needs to me more engaging content for players, I’ll give you an example of something that could be changed to create more engagement from players. The well of skelos boss just drops dead from his chair when he stands, now it’s been said that this is intended behavior. Honestly I just find that hard to swallow. You gear up for an epic battle through one of the most dangerous areas on the map you burnt, bloody, bruised, and scared from fighting your way down there. You finally make it to the boss and you pull together your last bit of energy through sheer determination to defeat what must be a very powerful creature, and poof he’s dead. This is one dungeon that most people don’t even take a thrall and the glory is stolen by a boss that just yields.
The addition of dungeons is always well received by the community, we rush to play them and defeat them and yes find the easiest way to complete them so that we can farm them over and over for awesome loot. I know this is costly and time consuming to do. But you have at least 5 dungeons that could use a revisit. Put your time and energy into them make them more challenging with buffs and mechanic changes and find us heroes running to them.
I fully believe that you will not find that the player is the hero unless you change the challenges and mechanics in the world. Heck for that matter you won’t make the world any more dangerous then it already is with this nerf to thralls as you can still take most of the high level thralls and let them solo the bosses. It just takes more time for you to do so. It’s also creating more grind the thrall perks will be so much more important and you will have to level more of them up to get a decent thrall. This will be hard to for a lot of PVE players to stomach based on the amount of time needed to level a thrall.
I also feel that this patch will again shrink the pool of thralls that people seek out to tame. We’re always going to go for the best and the path of least resistance. This just limits the “good” thralls to an even smaller pool.
Down to some numbers that I have seen already that I don’t think make sense. Dalinsia Snowhunter now has 2.21 damage modifier, why? she is not a 100% chance spawn, not even a common spawn for that matter. Now look at the Cimmerian Berserker and the Votaries fighters which are 100% or very common spawn and they have a damage modifier of 2.24 In my mind a more rare thrall from one area should not be less powerful then a 100% chance to spawn thrall. They should at least be the same if the more rare one is not going to be more powerful.