Testlive Update (26.11.2020) - Update 2.2: Bug fixing, stamina and shield overhauls!

At least it is still in testlive so they have plenty of time to take in suggestions and/or ask the community how they feel about the changes and then change it if that’s what the players want :slight_smile:

1 Like

Bwah ha ha ha! If past experience is anything to go by, what we see on testlive will be on live branch within a week or so, completely unaltered…

Hopefully you are right - hopefully, Funcom will actually use testlive this time to test things and respond to feedback before putting them out to the live game - but I must admit, it doesn’t feel likely…

11 Likes

I think this kinda gets to what I’d really like to see from Funcom if they were serious about improving communication.

It’s obvious from the changes they’ve made that they think that maintaining our weapons and armor should be a non-trivial aspect of game okay. They want us to be thinking about how we’re going to get those repair materials and legendary kits. What I’d like to know is why they think this is compelling. Why is this aspect of Conan Exiles such an important part of the game play loop?

I’d like to see similar levels of explanation for other aspects of gameplay that they’re changing. I’m not opposed to any of these changes or non-changes, but I’d really like to understand what direction they’re trying to take the game. Especially considering that it’s such a time commitment to play fully.

6 Likes

Oh jeez. That doesn’t sound right.

Does anyone have any idea what this means? It sounds potentially significant - as though non-T4-surges could potentially have a point - but a quick test of a few T3s saw no difference. This line in the notes is specific enough to suggest it could be important, but far too vague to allow for meaningful testing w/o clarification from devs.

Hahaha Dannnn ! Don’t ruin my hopes and dreams :stuck_out_tongue_closed_eyes:

1 Like

As always, thank you for the continued development and support! Appreciated!

1 Like

Exactly my thought. It’s just another Axe to collect and put on the wall now I mean really…they could have lowered the damage to support the armor pen for balance.

Is it intended to have at least one stealth nerf in each update?

2 Likes

Or reduced the armor pen to 9% or so. I think most knew it was OP and expected some reduction, but not elimination.

Regards

jim

3 Likes

Perhaps i was exaggerating when i said that, but what i meant is that, even if the thralls were not able to use its effects, there are other methods to use this item benefits, as equipping high defense armor that can be easily repaired while being hit by low damage enemies followed by drinking cheap to make potions and bandages, or asking a friend for help to achieve the same result, and i’m pretty sure that this both methods, along with the thrall one (which was more efficent) were not the way the item was meant to be used.
As i see, they are trying to make the resource economy more difficult and this item was way too forgiving given its possible “abuses” (i think this word is too much but couldn’t think in another one)

It’s true that this may look as if they were encourging thrall farming and too much use of the rng aspect of the game, but with less ways to repair legendaries, they become more important to preserve and collect, they are not meant to last forever without some sort of player effort. Implying the player had to farm this item, once it was found it was to easy to fix legendary weapons. without it, the player must venture outside in order to obtain them (the way to repair legendary items), which means wont be locked inside thick walls and thereforen more participation in the game world.
Should they have compensated its effect with something else? maybe, but nevertheless, not having it won’t affect the game too much. at least in my opinion.

That would mean they are not worth the effort, other than collecting them, isn’t it? i know some build relies on the use of legendary items, but maybe, that’s what removing it is trying to achieve as well, i don’t really know, but again,. it can be linked to the resource economy they are trying to push, it’s getting harder to get items that were really easy to get before, like oil or ichor.
What i don’t really understand is why there is so little chance to find repair kits on siptah, because in EL is really easy as you pointed out, maybe they will make them hard to find on EL too, or maybe they could give more chance to players to find those kits.

I can’t say what will happen to that cavern, other than gather silk i see little reason to go there in the first place, and farming a single spot in order to obtain an item sounds boring to me, so, that spider may go, or grant more low level legendareis? i don’t know.
The Godbreaker armor sure has seen better days, but still a strong armor, just less OP than before, not having the effects on the boots wont render it useless.

True, but at the same time having those items incentives the player to stay inside his or her base and as the devs has pointed out before in a stream (i believe it was back when they increased the cost of black ice building parts) they want the players to travel across the map to obtain what they need, not to hide in the base with everything solved.
At the end let’s not forget it’s still a survival game and even at high level and with high end gear, you should never be too safe, that’s what the game is about.
Just like it happened before, i think funcom gave the players too much power and now that they decided to take it away the player’s response is going to be really bad, but if those items never existed, the game wouldn’t be too different, so, i think its fine if they are not in the game anymore and see how it goes.

1 Like

TLDR: my main point from below: " I agree that once you’ve got everything, there’s less incentive to go out and travel - but if there’s nothing to get then surely there’s no incentive even to start with?"

Granting some additional legendaries of some sort (or non-legendaries, just so long as they’re interesting) would certainly solve the issue with it not being worth the time to fight the spider - I’d rather not see the spider removed, because to me that doesn’t solve the real issue, it would just make that cave even less relevant. (And yes, farming a single spot to get a particular item is boring - but at least the item gave incentive to go there - now the cave might as well not be there except as ‘shock value’ for newbies. Don’t get me wrong, finding a nasty surprise at the back of a simple cave can be a fun element, but once you’ve done it once, why would you ever go back? It’s the replay value that is lost.)

Sure, I’m certainly not saying it has no value - but now you can craft armour as good (or nearly as good), so where’s the incentive to go after something like Godbreaker (which is comparatively hard work to get)? Again, it just seems to reduce replay value (or replay incentive may be a better term?)

Whereas I would argue that it’s having the exact opposite effect. Among my plans for the next few play sessions were both the spider cave and the Warmaker’s dungeon. Now I feel considerably less incentive to leave my base and travel halfway across the world to do these things. I was expecting it to be a bit of a grind (based on past experience), now I feel like I have no reason to do that grind. I agree that once you’ve got everything, there’s less incentive to go out and travel - but if there’s nothing to get then surely there’s no incentive even to start with? (I’ll probably still do the Warmaker’s once at some point, just to get the Grandmaster Weaponsmith - but I’m unlikely to bother going back more than once, because now there feels like no reason to do so.)

Agreed - certainly there needs to be risk even at high levels. But there also need to be targets to go after, things that are worth the time of trying to get them (with all the RNG hoops that have to be jumped through…). Certainly they shouldn’t be things that make you able to just waltz through endgame content without a care - but equally, if they’re of lesser value (or only slightly greater value for considerably more grind), why bother in the first place? Again, it’s the loss of any reason to engage in the repetitive loops that concerns me. I’m seeing no real reason to continue trying - if my character has already reached max level, and got a couple of mid-tier legendaries, where is the incentive to go out and put in the time and grind for additional mid-tier legendaries? They’ll grant me nothing (or nothing that I care about) and they won’t improve my odds against the endgame content, so I might as well just use what I already have. (Not that the Nemedian even really fits this category, since all it made easier is repairs - but the point applies more generally.) The result is that the endgame itself feels reduced in scope, and thus the game is shorter with less replay value.

5 Likes

Why the Heck nerfing the Nemedian?

2 Likes

Because it is Funcom. Easier to remove stuff then to try and find a Different solution. We got used to this Kind of “removal”.
You cannot call this nerfing, this is just a simple item removal from game.

4 Likes

Agreed. These kinds of unique items made the game really interesting. But losing them makes Conan Exiles a bit more dull. It really stinks. I wish they would just take the time to fix them rather than remove them.

8 Likes

First of all , wow what a list of bugfix and thank you for the work !

I also do feel the nerf was less surgical then it was needed , and worries me a little since the thread who we all think started the process is a bit erratic .

I didn’t use much of the repair ability in exiles land but on Siptah it was really needed ( and I wasn’t using it on thralls for that matters ) since you still have to defeat a boss and rng to obtain it , and the process of using it was not so OP (if it was i would use it on exiles land , but I have over there enough legendary repair kits from both dungeons/UC and my former purge blacksmith now tinkers bench that doesn’t need tedious processes like the nemedian had to get the repair going )

so I really don’t understand the reason to the nerf ( it should simply have gotten a bugfix on when on thralls )

for Yog touch , as many said maybe it was Over Powered , maybe it needed some armor pen reduction but maybe not to the extent where the object simply looses what made it unique in the first place.

that being said , thanks again for all the other bugfixes of this patch and the detailed notes of said fixes :slight_smile: I really hope you will have enough time to take into consideration the feedback from the people playing testlive before pushing the patch to live since they invest time and storage space to test and give their feedback . We all want to be impatient for next updates rather than being scared of them because of gamebreaking bugs that may be introduced with them . So please take the time you need ( we all understand that you have tight schedules too with the future release of Sitpah) the gaming community understand pretty well delayed updates or fixes when they are anounced with clear explanation and those explanations shows how much you care for the game !

2 Likes

Wait for it, it is not over yet.

Weren’t we expecting PvP changes in this 2.2 Update? Clearly remember Alex saying “all i can say is that, players will die faster”. So…where are those changes…horses meta for a change?

You cannot say to me that balancing stamina system is a pvp system Update. The stamima drain/usage could have been tweaked from Server Settings, so…i do not see the reason behind this redo of the system.

Why removing the dropbackpack and dropshortcutbar Settings? Is there still a way to have it active/inactive?

1 Like

I have never used Nemedian in Exiled lands, Had to start using the item on Siptah because of the horrible grind the map is. For some reason RNG was good to me in regards to legendäre armor repair kits in Siptah so i repaired Items on myself and repaired the item with the kits. Basicly used it as it was meant to be used.

Funcom…i Leave a big stinky S.h.i.t. on your solutions to this game and the way you try to keep players playing the game…you have so much competition coming and all you do is nothing else but pushing your players to play another game.

How about for a change and fix the freaking dissapearing of Items… the time increase in Religion items helps, but not even close to it…(this is what hurts me the most when farming for set arrows).

“I have 10 set hearts in inventory…i scavage the 11th…i should have 11 now in my inventory…still 10, the 11th vanishes”…

These are things that break your game not the freaking cool nemedian.

Freaking lausy devs choose always the easy way out…no Matter the repercussions on their player Base…

Can confirm. I even lost a whole stack of set hearts.

1 Like