its really important that funcom sees this because its a big issue and makes the combat feel a lot clunkier for no reasons. that said its no use complaining about things if you cant explain why it is bad. I’ve been playing the game for a while and got really really good at both pve and pvp. Like the kind of “I’ve done all of the dungeons butt naked and with not but a steel sword (some with a stone sword like the wine cellar because i was bored) an in pvp i can beat most i meet with no armor and a star metal sword.”
I’m not saying this to brag but just to say that I know the game mechanically like my backpocket I don’t do all of the mimax build nonsense.
That said the problem with the camera changes: there is two components to it. one is the character will not turn towards the mouse anymore if stationary camera is on.
the other is that animations of a combo now have to start from the position that the previous step was. a good example of this is an exercise i had for myself where with a one handed sword equipped I would do a heavy straight in front of me then the second heavy straight behind me usually using pillars to make sure i could be as precise as possible as fast as possible. it used to result in a nice straight 2 hits.
now however the attack needs to be done from the initial position of where the previous ended. meaning that instead of doing a nice straight line it now has to do a weird turn from the initial position as part of the attack resulting in much less precise movements. and this is the problem with these changes a lot of the precision have been lost and it hurts how the game plays a lot. the changes to stamina regeneration of the previous chapters helped make the combat feel a lot more fluid but now this change just erases all of that and make the combat feel very clunky and slow, they said they wanted to make the combat feel better at fighting multiple opponents at the same time (which i have experience with 2-5 v1) and this change really hurts your ability to swiftly change targets and doing so in a precise fashion. (no target lock is not an option for pvp its too imprecise and sometimes you have to be able to predict enemy movements)
conan exile’s combat always was about really fast pace momevment and about roll canceling on a frame perfect basis and all of those really fast precise techniques at least for high level play. For the pvp side of things combos have always been extremely situational because of the back and fourth that is pvp there are very little situations where its more favorable to just spamm combos in somone’s face than just going for an opener and then roll canceling to avoid enemy attacks (at least if you’re fighting someone that’s competent) so now there’s even less incentives to use combos because you cannot aim them and the weird blending makes things even slower and harder to aim properly so using combos is even more dangerous than before.
My understanding of what funcom tried to do with this is to try to add some more blending for animation, combos have to lead to one another from the position of the previous strike.
on paper it should feel a lot smother to transition from an animation to another but as stated before it does not, it hurts precision and makes combat feel a lot worse as a result. i can never stress this enough but being precise and fast is very important for conan combat’s system but now their adding elements that hurts and contradict that design philosophy. its like funcom is adding random stuff without understanding how it affects their game.
Please funcom i beg that you consider these points and restore the camera as it was before, it was a system that did not need changing whatsoever and the changes made is for worse, people could already play like that if they wished to and it was called controller style movement so it was already an option anyway.
Edit: if funcom really wants to add some blending they could instead to a very quick animation where the character quickly rotate their feet to the other direction like really really quick a few milisecond when the character does a quick spin at the windup of the attack, but honnestly that sounds more trouble than its worth, its an unreal engine game sometimes games makes the choice to forgo some aspects (like animation blending, im thinking about games like smash for example) where its just better for the gameplay not to have too much.