That’s a big IF.
I laughed my pants out while my thrall was furiously attacking thin air while I had to kill the Commander in the UC just a few hours ago.
Glady I had lured the skeletons first and killed them.
Double the damage is the dmg they used to do, give or take. But their low hp is what kills them, not the dmg output, especially if they miss.
I don’t want to be pessimistic, but I don’t have high hopes about them doubling the dmg multiplier to about the same it used to be. It won’t do much if they get stuck, undecided, miss the target etc. Even with their old hp pool, on several fights they could be easily left on their last legs if something went wrong. As we know, that’s not a rare scenario. It’s not something that only happens on overloaded servers either. It happens on SP mode too. Often.
I like hard games, much harder than Conan, but it’s the type of difficulty that matters. When I get bummed about thralls being nerfed it’s because a type of difficulty that I don’t like is added.

These days, most of the times I don’t even take thralls with me any longer. They are a burden, not a help as I don’t like losing them. A manageable calculated risk is acceptable and makes for agreeable play. The risk of losing thralls currently is all but that. You never know when they will act stupid. That’s what kills them, not the difficulty of whatever they are facing that is as stupid as they are. It can go both ways. You never know which will be. Having a high hp used to protect them from such blunders. Was it ideal? Hell no. But at least it was a solution. The downside was people feeling like sidekicks, but that was always on them. You had the thrall you chosen.

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