What do you guys think about latest stream?

And that’s the problem. Unless you rng it, the rarity is lacking in the components. Am I the only one that gave telith’s to all my thralls because I just farmed the keep daily? Even khari steel was in abundance if you knew how to farm it and most of us were sitting on 3 to 5 full stacks of it…even in Siptah.

We need to make up our minds on this. We all complained that legendary gear wasn’t legendary. We also complained that the game was getting boring and pretty easy. When they shifted things up. We complained even harder. We are literally the old curmudgeon men on the Muppets that are never happy.

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Not sure I see the complaining :wink:

While I agree with the sentiment, that is precisely one of the biggest problems underlying many game issues - different players have not just different wants but actually different needs. For me (single player) I don’t really care about the comparative rarity of different things (and are legendaries more rare than khari steel or heart of the kinscourge? I’m not sure they are, just rng gated (as you point out)), but I do care about the significant reduction in gameplay value to the acquiring of named crafters, because that removes (or significantly reduces the interest) in a major gameplay loop. On the other hand, iirc you play PVP, so you have a genuine ‘need’ for power levels to be carefully balanced against time/effort to acquire, because a flaw in that balance could potentially have major ramifications for conflicts between players. At core, I view this as the result of trying to make a game that is supposed to be balanced for solo and group PVE, PVE-C and PVP - it’s too many modes with conflicting needs, but it’s too late to change that. (Which is one thing I applaud about Dune - the game mode on offer may be of no interest to me, but I respect that they are saying they will focus on a single mode of play, rather than having this same conflict yet again.)

Obviously, to some extent, we can try to find compromises and agreement amongst ourselves as to what would be the best option for all game modes - but a) that rarely seems to be achievable, and b) no matter what we agree, there’ll be someone making a new account next week who’ll come in with the same demands again (the old problem of groups A and B agreeing a middle ground, then new members of group A make the same demand and group B is expected to accept the middleground again, meaning they’ve now given up three-quarters - so the question starts to become why compromise in the first place?).

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How many chests filled with legendary weapons do players have @erjoh ? That’s a dumb argument and I boil each time someone says a legendary we get from a chest by killing a demon spider or an easy boss in the UC should be better than a Telith sword. Just by completing the black keep you find FOUR legendary chests. You can only have one sword at the end of it and you STILL have to craft it! You can get 3 legendaries from completing the Dregs (and killing an extra boss before going in) prior to getting to level 20.
Go do that in the Black Keep, Wine Cellar or Sunken City. Good luck trying.

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Plot aside, I am personally very happy to see this new mechanics.
Finally players may get attacked or ambushed when they least expect that.
This adds a lot of c00l factor the the game.
I came to Conan from ARK and I was really unhappy to see these static spawn points in Conan. In ARK it’s much harder to pinpoint a spawn point as all these mobs keep travelling around the place, and you never know what is going to spawn. In ARK you kill a DoDo and a then an alpha raptor is going to spawn in his place. You literally never know what is out there in the bushes.
In Conan when you kill a bear, there is going to be another bear spawned in it’s place - dull and boring.
This is why I welcome “ambush” mechanics as a step in the right direction.
I hope to see more ambushes, wolves chasing me in the night time in the north, night predators crawling out in the south, random human attackers looking to rob and eat me.

For now I recommend this amazing mod to those who share my views

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Well my personal opinion is that weapons made of the best materials (starmetal and special materials from dungeons) should have been left at the same dmg as legendary weapons.
What should have made legendary weapons “better” should have been the bonus perk they have and not the dmg.
Except we are talking about Funcom , when players complained that legendary weapons were weak they overboosted them and now there is no point in making weapons for a change.
The same dmg would give the player freedom of choice - he could choose by appearance etc without significantly weakening himself

The current state is the worst possible combination , the game has degenerated into a boring grind for weapons that need to be constantly replenished - player’s get damaged , thralls don’t always manage to find a body if they die etc …
Yet most legendary effects don’t work on thralls anyway and it’s purely about the higher dmg , so a regular weapon would do the same job if it could be made (with a t4 blacksmith) with comparable damage

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True…but I learned something that has made the game relatively fresh for 5 years now and still going. I learned it actually from @Barnes . Play like it’s your first time, every time. Yes there are some things that you can mentally skip up along the way but take the entire package as a new game, every update. This means that you have to switch up the expectations…significantly at times and therefore it’s a different game

No so much anymore. The toxicity is just too much and there is no point, IMHO, to do it. I don’t raid unless I have to and the 4X harvest rates make it completely worthless to raid. The direction of the game in PVP made it not so inviting for someone like me that wants to enjoy all the aspects of CE but with the threats of other players completely real. The 4X turned the entire PVP mode into thunderdome and I’m just ‘meh’. I have battle royales to fit that itch. But as that door closed, the PVE’s opened up more and so I’m there doing my thing which isn’t the same thing that I was doing 5 years ago because the game has changed. If you accept change as part of the game and try embracing it, holistically, it gets a lot better. It’s also why I advocate wipes on official. It forces players to restart to the new vision.

I would hold that until a month post release. I see way too much abuse of the PVP deep desert and FC will have to rectify it as the casual player that has more disposable income walks away from the game because the no-lives/$ will rule it.

Why would I? Why would I skip out on all of the flavor of leveling with the changes of the revision? But eventually I will get level 60 and do all the level 60 things. Most of that is basic stuff at that point because it’s still CE at it’s core and my experience is pretty much the same at level 60 regardless of the year I’m playing. Most of it is just going through the motions of what I learned from leveling. Slight tweaks that were huge when leveling up at a new character start, at max level, it’s all elementary and maybe that is the issue here.

Everyone is wanting new cool stuff for their max levels (which they are providing with wild hunts, PVE raiding, etc) but aren’t liking the tweaks they are doing to help the new characters. Most of the tweaks in the perspective of the new player makes more sense. On Siptah, there is literally no point to a dye bench because dyes are everywhere as loot. 20 red dyes here, 15 midnight blue dyes there. It’s ridiculous the level of dyes that you can collect just by raiding NPC camps. I have about 3 hours of total play on a siptah server and had to craft another dye chest. So yes, having the requirement of the dye bench makes perfect sense else what is the point of having that dye bench? It’s always been a larger well (iykyk) and now it’s an integral part if you want customized armors. I would like to see more of that actually. More time spent on figuring out those things that just don’t get used and make them useful. There are still just way too much inefficiencies in the game of stuff in the code that has no purpose. I would love to start using the larger well again (like mix it up and have it as a fishery pool so that you can maintain fish there).

But to go back to what you are talking about. I do believe they nerfed the craftables a bit much and think the special recipes should be above star metal weapons. But legendaries need to be top dogs and people should get excited in getting them.

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Love this mod :heart:

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Agree. Could have been slightly less. The current gap rendered them useless in comparison.

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That’s basically what I do. But I leave the Dregs with the 3 legendaries anyway because it’s easy.

Hoo boy, don’t get me started on that. :rage:

Funny, that’s exactly how we ended up here. People kept asking Funcom to “make legendaries legendary again” and here we are, because Funcom has only one way of rebalancing:

What you say about Khari, Dagon, Telith, and similar is true, but it requires more careful balancing, with attention to detail.

Although, to be fair, there is no way to satisfy the most strident fans of slot machine mechanics except by making legendaries superior to every other weapon. Make the Telith’s Sorrow better than the Blade of the Adventurer, and you’ll get screaming hordes here whining about how it’s unfair that they had to grind for days to get something that isn’t as good as a sword anyone could craft. But when I dare suggest that the problem is the bloody RNG and Funcom’s overreliance on it, nobody freaking listens, because that’s the way it’s supposed to work. :roll_eyes:

So call me bitter and petty, but anyone who kept screaming for the legendaries to be “legendary again” and at the same time remain RNG-gated to the same ridiculous degree got exactly what they deserve.

And I keep trying to tell people they’re holding rarity sacred for no reason. Why do people think a rare drop is valuable? Because it took them time to get it, and they conflate time with challenge.

Yeah, you gave Telith’s to all your thralls, but you had to farm the keep to do it. The more thralls needed Telith’s, the more time you had to spend on the Black Keep, and you couldn’t spend that time on anything else.

Bingo!

The counterargument to that is that the Kinscourge isn’t particularly harder to kill than “an easy boss in the UC”, and yet that UC boss RNG-gates its drop, whereas you always get the heart of Kinscourge. :man_shrugging:

But those complaints about relative difficulty also end up backfiring on us. I remember the “make legendaries legendary” debates and offering the counterargument that it’s ridiculously easy to get the legendaries that drop from the world bosses. Well, take that counterargument and combine it with complaints about jerks who like to build on top of legendary chests and what do you get? More grind, because now those chests are inside dungeons.

So maybe I shouldn’t really even voice that counterargument about always getting the heart of Kinscourge, lest devs get the idea that maybe the hearts should drop randomly :roll_eyes:


The more we talk about this, the clearer it is that there is no solution without revamping the way legendaries are obtained. As long as you have RNG “challenge” in one corner and deterministic challenges in the other, you’ll have people yelling at each other that their way is better and deserves more consideration.

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You can’t even if you wanted, unless you are one of those one in million guys who can finish Dark Souls with a crap weapon without leveling.
My point was showing that a legendary weapon is much easier to obtain than the weapons you can craft only after clearing those dungeons. So, the later should superseed them.

@DanQuixote I stand by that, I do wish to clarify this doesn’t mean you can’t maintain a world you had before the update. It’s pretty easy to create a new character after backing up one’s primary DBs, or to simply start an online character.

To truly appreciate the changes the Devs are making I strongly recommend a fresh start, and regularly. You would be amazed at how calibrated you can become to an old mode, and I find this sweeps out the cobwebs. I have yet to perform one in the Beta as I usually inhabit “testing mode” first, when a patch drops.

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It is significantly harder, especially after the KS has beern buffed (or not nerfed) and you have a dungeon of “unstunable” skeletons to clear before that point. Dmg and corruption guaranteed.
In the particular case of the BK, you only get to craft one weapon for each dungeon run.
You’ll take forever crafting khari if you only loot k steel on the easy part of the WC.
You only have so much scales per SC run.

Legendaries had to be legendaries. That was a fair request.
But these weapons are just legendaries that you still have to craft.
I can get any legendary before lvl 20 if I am lucky. I can’t get any of these before I am way past that level.

In my opinion it just shows, that they have completely lost their way and don’t really play their game (stacksplitting). It is the continuation, that started with 2.4 and got worse with every iteration.
Why is this called chapter 4 to AoW? What Conclusion does it offer. The hunt? No correction to the uninspired loot at purges to increase the reason to do one?
Bugged Bazaar or DLC items that never get fixed (Texture issues, hitboxes, etc.).
Only minimal expansion on the Tavern system.
And I recall the introduction of alliances with AoW, where has that run off to?

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Considering he used to be about as challenging as the giant spider, I don’t think that the buff you’re talking about makes him “significantly harder” than an easy UC boss. But I think we’re both splitting hairs here, because all you need for either is good gear and knowing when to hit and when to dodge. Maybe need a different weapon for different bosses, maybe a shield helps with one and doesn’t with other, but it’s all pretty much the same.

You don’t have to clear them at all.

Yeah, it’ll take you a long time to gather all the stuff. Maybe as long as to get a specific RNG-gated legendary to drop, except that RNG is less predictable. Which brings me to the same point as always: different people place different value on that predictability. In fact, most seem to think that unpredictable cost is somehow better, which is why we keep ending up with a crappy grindfest. Even the deterministic challenges have to be made grindy, to be somewhat on par with the slot machines.

Which just goes to show that the name “legendary” doesn’t mean jack shіt, really. :man_shrugging:

I agree with what both of you are saying - my own preference is to set xp to 0.1 or 0.2 to slow progress and have time to experience the different tiers (since knowledge can’t be removed to slow me to a beginner level that way), and then pick different weapons and different approaches to the game (from city builder to lone wanderer, leader of a warband to just me and my horse). But I don’t see how this is in anyway a response to my actual point - that different players and different play modes have different requirements. Because one expectation does not and should not change from playthrough to playthrough - the expectation of an enjoyable game that is balanced to suit play within the modes it was sold for. (And Barnes and I have both acknowledged in the past the seeming impossibility of achieving that for CE’s multiple modes.) One thing that means is that when entire game loops are lost (or lose sufficient value as to become irrelevant), that can impact different game modes in different ways - it is not just a matter of player expectation when what was a meaningful chunk of content becomes not worth the time. Of course I can play without t4 crafters - my current playthrough I stopped bothering to look for them (precisely because they are not worth the effort), but that doesn’t mean I think it’s a good thing that they have been made into such an irrelevance.

To put it another way -

a change that you feel removed an entire element of gameplay from the game mode that you (at the time) wanted to play. You then found your way onto PVE and found a different enjoyment there, but I don’t imagine you are suggesting that I should have to switch to PVP because I feel that they are removing major PVE game loops?

Yup. (Of course, that followed after ch1 where all legendaries were reduced to worse than craftables - the exact grey goo scenario we warned for so long would be FC’s response to never ending calls for nerfs to successive weapons - the pendulum keeps swinging and somehow it never quite occurs to Funcom that the most effective way to slow it down is small changes, not equal and opposite force…)

Oh believe me I know :wink: . I still have multiple folders on my desktop with the final DBs of every playthrough and copies of the correct mod list etc - in case I ever want to go back (I never actually do, lol - the one time I did because I wanted to check something I wound up spending several hours repairing the base because game changes had impacted it - and then put the DB back in storage and never went back again :rofl: But it makes it easier to move on because I can convince myself that I could go back if I really wanted to…).

Certainly I’m overdue at present - but that’s also a big part of why I’m witholding judgement on the combat changes until a) I’ve had time to try the new chapter myself, and b) I’ve had time to try them in some depth, potentially from the ‘beginning’. The most fun part of AoS, for me, was the early game where I was running around the map trying to complete BP chgallenges that I was far too low level for - precisely because it got me doing things that I wouldn’t ‘normally’ do (insofar as I ‘normally’ do anything…).

The primary things that are bothering me with the devs current changes are the UI QoL detriments - removal of the ability to split precise stacks, removal of the ability to maintain a proper custom inventory without having to manually sort it back into position after every time you temporarily sort it by another method. Sure if I was truly new to the game I wouldn’t know these had been removed - but I would still notice their absence and think it was a ridiculous failing.

As to the reduction in value of crafters - that’s been an ongoing process for a couple of years, and I’ve viewed it as a negative, because it removes the impetus for a major game loop. But some of that I can re-assert, to at least some extent - which is why thralls in my playthroughs still take 8+ hours to tame (actual gameplay time), because that makes taskmasters have meaning. Thrall AI/brain damage I can’t fix at my end, but FC has made some moves in that direction (changes to commands etc), so again I’ll wait to see how that’s going.

But I must say, I don’t really know in what way I wasn’t appreciating the changes the devs are making :man_shrugging: I just jumped in to point out that lore doesn’t seem to be a solid argument against what Marcos was suggesting (not that anyone was claiming the lore was against it) and, when he pointed out that gameplay is of greater importance than lore I agreed. I did point out that I felt his suggestion would bring some extra meaning back to the hunt for T4 thralls, which I feel is currently lacking, but the only real complaint I was making was about the Bane of Khosatral Khel :rofl: (and even that doesn’t bug me anywhere near as much as this thread might suggest, by this point it’s more of a running gag…)

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I’m so delighted to see you again, and posting such important points.

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@CodeMage I won’t be arguing about the difficulty of the Black Keep vs the Dregs, because there is no argument to be had. The 1st is tougher, even if you leg it through the skeletons and cheese the Boss. It is simply harder and more laborious to craft a Telith weapon than getting a random legendary drop.
Most legendaries of the same category are in the ballpark of one another. It doesn’t matter which greatsword you get. They will all perform. All legendary weapons (with a few low level exceptions) are good. So, the Adventurer’s blade, the Annihilator etc., are just a little better. They will grant you what? One or a couple of less hits on a boss? Practically speaking, they are all about the same.
The Telith weapons, otoh, fall short for how much trouble it is to get them.
This would be a reason to get a bladesmith, invest in crafting, etc., things that are niw meaningless.
I don’t know what’s to discuss about this, honestly.

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At first I thought it was cool. Quickly realized what a damned mistake it was. Considering in addition to that you had those oboli coins (now useless) and could turn on for steel, steelfire and tar. It made all other aspects of PVP trivial. Now you still have the siege with free bombs/rams, turn in of blood crystals for again, tar and steelfire. Not to mention the random drops here and there with bits of dragon powder.

I’m not excited about rng and grinding but you had to plan, be smart, allocate time and resources efficiently. Now it’s just that, meh. So it leaves newer players losing all progress in 10 minutes and veterans only focusing on high PVP.

If you know how to circumvent a complete wipe you’re no worse for wear even if your base gets shelled.

Each update seems to slightly acknowledge these problems but in a backassward way. Often making it worse, only addressing it partially or introducing game breaking exploits.

+1

Want to Thunderdome it? Fine. Make it truly like that.

Found an official X1. Love it.

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The appropriate solution :wink:

See, I don’t disagree with you about the problem, but I’ve been disagreeing with you – and most people on the forums – about the solution for so long that I’ve lost track.

But I think that’s a discussion for a separate thread, maybe?

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