PVP on PVP servers is usually not consensual(past agreeing to play on a PVP server) and while I expect people to run they shouldn’t be able to run for long periods so easily or heal for as long as they have heals in their inventory. It’s just a waste of time.

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The problem being how does the system constitute running away and chasing. If you are chasing you would have the same stamina losses.
And there are ways to catch a runner. The biggest being to just stay on them. If they hit the water, just troll them. But I don’t see the benefit of running someone down just to kill them. If i feel they are the bomber, then yes, i want those beautiful red beasts. Otherwise, its a waste of my time if i chased them off.

If you are that intent to seeing them die and not get away, it could always come down to who starves to death first.

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Then stop chasing them. That is the entire idea. They are trying to make themselves more trouble than it is worth, and it is clearly working as intended.

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Well,

There’s a few ways to address that but simplest solutions are to degrade heals after so much consumption in a period of time and to degrade stamina refilling as much after near constant running and no light or heavy attacks after a lengthy period of time. Or maybe a status effect of being “wounded” after taking a few hits that cannot be healed except for staying still for a period of 2 minutes or so. Again I’m not saying people shouldn’t be expected to run but after awhile a player should be “exhausted”

Not really, we often catch them at obs and get their loot anyways but the point is it shouldn’t have to come to that or long drawn out chases if there was an exhaustion mechanic or even a simple bola that immobilized other players for a period of time.

Or you could just ask them to re-buff cripple.

What would be the point of that though if they can just heal their way out of it until they ran out of heals? It would make more sense to make crippled status immune to any heals.

From what i draw, your basic complaint is they should stay and fight and show valor, but you camp obbies if they don’t…because that shows your valor???
Again, this is not a melee fighting game, so retreating is always an option. Whether you want to chase or break your “valor” codes is up to each individual.

For me, melee is about victory, whether that be actually killing the other player or forcing their retreat does not matter to me. And as i stated before, i only chase if i feel i am getting some bombs out of it, or possibly a token if they made that mistake.
To you killing them is your end game, and thus they will always try to frustrate you by not giving that to you, and in their eyes win by making you chase them.

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Maybe a better solution is to create a mutual melee agreement. Make hitting without target locked harder. So if both target lock each other within 5 secs, they are now perma locked until one dies. And make it so they can see each others life bars until the perma lock is broken.

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I think that major inspiration for Conan exiles combat was Dark Souls combat. The problem of some one running away, and constant engage and disengage is really the healing. You can stockpile a lot of healing items and use them instantly. What balances healing items in Dark souls that they are not instant, you need sufficient time window to use it. I think that introducing animations for using healing items might solve this running meta problem.

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I think it is as simple as adding a quick drink/eat animation.

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People are missing my point here. It’s not really about valor or a sense of honor per se but the never ending stamina regeneration and buffs. (Full disclosure I do roll with some hyper aggressive PVP types) but the mechanic changes I suggest go both ways. The prey can become the predator. Lastly if this a survival pvp game then I feel running away and constantly healing shouldn’t be so easy if some realism is added such as an “exhaustion” mechanic. The only issue I see with drink/eat/heal animations is if they can be cancelled easily but I’d still prefer a stamina/healing entropy mechanism that forces eventual cool down of activity (similar to Ark)

You guys are all missing the point. Sure, you should be able to run away. But as it is now, there is absolutely no possible way for a chaser to catch a runner unless the chaser has significantly more grit, and even then, it’s likely he runner will get away. Running away shouldn’t be so free. If I surprise you and hit you twice with a spear, you can just roll, heal, and run away. Cripple effect doesn’t even matter too because if you have 2 perks in enc, it’s non existent. Plus, cripple hardly slows and doesn’t last long. Cripple should last much longer, because I’m sure you’re not gonna be sprinting away full speed shortly after having one of your legs crippled.

You should definitely be able to run away. But you should have to outplay someone. Right now, you need to outplay super hard as a chaser. But if you get the jump on somebody, I see no reason why they should be able to get away so easily. You literally don’t even need to be aware of your surroundings. You can just mindlessly farm, and when somebody attacks you, just roll and run. Simple as that.

Cripple is NOT a method to catch people because it hardly affects speed at all. Cripple should actually be a cripple, and it should be easier to proc it with every weapon.

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so if they eliminate the combat roll and introduced a drink/eat/heal animation then probably a lot more balanced

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No offense to any devs but I personally think the “roll” is one of the dumbest, unrealistic things to ever be in a pvp game featuring ancient weapons/armor etc. I don’t see why they couldn’t just make the side step more viable either. (ie further distance etc) maybe even make a new dodge where someone jumps out of the way (realistically) to the ground and rolls sideways instead of a front roll. They could also just implement a cool down timer on the existing roll.

Anyways I get a lot of people get salty about this whole topic with personal experiences of getting ganked with mats but really this isn’t about making it easier for a “predator” this is about making combat smoother and more balanced. I get people want to stay alive in a survival game but running /healing nearly effortlessly is cheese.

If it walks like a duck and talks like a duck

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fyi that’s the “meta” for ppl who cant fight for jack fukkcin squatttt, its meta because ease of use not because it was op, a skilled archer build will take a dump all over that ESPECIALLY if they get the drop on them since poison arrows and explosive arrows will wreck you, besides its getting nerfed…

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Poison/explosive arrows work great up until they put on sandstorm masks or in group fights suddenly decide to primary or evade range of the archer. Then there’s the friendly fire dynamic and in general lag/ other factors making other arrows mostly chance shots that more often than not miss(though lolwtf up close headshots do happen). Archer thralls with the right bow/arrows on the other hand work nicely a lot of the time when enemies commit to fights but don’t seem to hit runners past a certain point. I didn’t say the dafari armor meta was OP either just that healing/running near non stop is cheese. 2 handers in tight close quarter fights melt light armor too but again don’t do much against runners once they pull range to heal. It will be interesting to see how the next round of nerf/changes play out though.

Conan Exiles is unrealistic, but it is a game. Realism has to be sacrificed to make it more enjoyable for all players of all play styles.

If the game was realistic practically every weapon would cause bleed effects EVERY hit. The only way to avoid or reduce this effect is by wearing heavy armor.

The only healing would come slowly over time, like the VIT 30 perk, or by using actual healing techniques such as bandages and medicine.

Some of the side effects of this realism are that new low level players would die quickly and stop playing due to frustration. Healing would be extraordinarily boring standing around for 10-20 minutes rehealing. Once bandages become available, you’ll still stand around healing at a faster rate, but still standing around due to the current bandage mechanics.

The end result is fewer players playing much more cautiously. However, survival would definitely become a major focus.

i see the point that OP raise, and tend to agree with, it would need some tweak & balance but we do need something that reduce heal spam in the long run or something to reduce the possibility of a wounded player trying to flee.

i don’t know, why not make it so if you take multiple heal during a fight, those said heal will reduce a tiny bit your moovespeed for the next 10 sec, and make it stackable ? Pve player will not be impact by this, but pvp one will notice the diference and tho the balance will be here

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