Why I have already Turned Fatalities off

I recently turned off the fatalities feature under the server settings for the games I am play and testing. As I have been interacting with the content I have found it very difficult to decide not to do a fatality. There have been multiple occasions when I have been fighting more then one enemy at a time. With the changes to Stamina and other factors there are times when you have to wait to attack again. If one of the enemies in the area is stunned then it will try to initiate a fatality. This puts you in an invincible state for a time but in my experience I am blocked from the NPC by others in the area, which makes you just stand there trying to path to the stunned enemy. It has happened enough during the time I have been playing and testing over the last couple of days that it’s just not worth the headache of getting stuck trying to path to the stunned NPC. I really wish the fatalities were linked to the interact button and not to the attack button. This would allow me to choose exactly when to and when not to initiate a fatality.

I would also recommend that Fatalities be a client side setting and not a server side setting so that people can choose if they want to engage in the fatality system especially if the system remains the way it is in the Beta version.

I was wondering how it would work with mobs

How far are you from them when that happens?
Probably should only be allowed when at arm’s distance, to minimize the chances of it happening, and maybe turning off collision on the player while snapping into position.

I’d have preferred a kill cam like Skyrim

Then go play Skyrim. Or make a mod.

I sure hope someone finds the console command to turn them off server wide then.

Poorly.

A side effect is that the temp invincibility can become permanent and you must recreate your character to get rid of it. I have a bug report submitted. I just have to find the spot in my playthrough stream to clip out.

It is as this one expected.
Something that interrupts the flow of combat and punishes the player for using it.
Yes, there is some healing and a morale boost, but what good will it do you while stun locked the moment the i-frames are done?

Unless it can be cheesed to leave the iframe locked on.

In many cases it may be okay, but for the Purge, it’s a horrible thing.

I bet real money there are some PVP players wishing it will get released with @Pugilist reported error still available. The PVP content providers would love it simply for their youtube #'s as they post this.

Surprise surprise, Funcom churns out another mediocre idea with a garbage implementation. :clap:t3:

First of all thanks a million for the feedback. If it’s not a problem, please add a video explaining the ā€œmistakeā€ fatalities have.
I believe that fatalities on npcs first of all should be on great fights and not average. I would gladly do a fatality to the purge commander, but to none other while i am purged.
If fatalities exist on average fights they should be involved on 1 vs 1 fights. If other npcs are close or involved to the fight, fatalities shouldn’t interfere because they are battle destruction, so they are weakness for the user.
Thanks a million for your feedback @Wak4863, it’s always really appreciated :heart:.

Ok, real talk for just a moment.
The PvP in this game is entirely about how to leverage the shifting, ever increasing, piles of jank and broken systems into a grief-a-palooza.
The bugs are so pronounced and so bad they define how PvP is done and they are left to run for so long they become institutions. Funcom has courted 'sploit based griefing as a lifestyle for their players by consistently releasing to live things that were already reported as broken. There is no viable pretense that it is ignorance. While there are bugs in the execution mechanic, pushing it out busted isn’t a bug, it’s a design decision. Just like every other half baked (and reported broken) thing they release to live.

But that’s what keeps the grief cycle lively.
Finding out what new 'sploit is available and how to abuse it, ad nauseum. So yes, a portion of the seasoned PvP community is salivating over this. Because it may change how things are done, and this game has long rewarded system mastery, regardless of whether the system being leveraged has any agreement between it’s as intended and as implemented realities.

They cultivated a fast and loose, anything goes arena with whimsical enforcement of deliberately vague rules.
The real intellectual exercise is to find what (not if), already documented as problematic but pushed to live in this state, feature can be utilized to maximum impact and for how long.

As for media numbers.
That’s the only reason the test server exists now.
It’s not to catch bugs, it to build hype.

Also while fighting multiple enemies and a fatality is initiated it gives the NPC’s enough time to surround the player effectively locking them in and killing them.

Forcing the player to lose control of their character is never a good idea.

…Tactical brutality?

Get that invincibility-by-choice out of my game! I’m trying to kill people here.

I think that this is overall a silly addition to the game that doesn’t fit my personal taste. Considering just that, I’d turn them off.

The buff after killing though, if at all serious, might make it worth it to me. Given that, I agree with the suggestion of switching to the interact button for these executions to better allow intentional choice to commit to them.

About getting caught in enemies while performing executions, there are two thoughts I have.

  1. Allow the player to cancel out of the animation at any time with the buff only applying after the execution has been completed.
  2. Have a (relatively) large pushback effect on all surrounding enemies on execution completion to allow the player to at least escape the immediate horde.

Another worry comes to mind too, although this is much more situational. Let’s say the execution is ā€œfixedā€ by one of my above suggestions or really anything else. This invincibility can effectively be used whenever (as long as an enemy is downed) so these execution windows could additionally be used for two more things- one more annoying than the other.

  1. Players could use these windows to avoid an attack that would kill them in exchange for not only their life but even a heal and buff. That’s not terrible… but it gets worse.
  2. Players that use any sort of passive heal execute an enemy. Imagine after a lengthy bit of combat you just chunked a player for 400-500 health, bringing them down to a one-tap state (50-150) . You then watch the player initiate an execution, go invincible, and heal all the way back up to 800+ health during the animation(and also have a buff!) because of the way Glutton for Punishment stacks with Fast Healer. I’m frustrated at even the thought.

Now maybe these animations are quick enough to where there is no issue. I’ve not tried nor seen one so forgive me if these thoughts are misplaced or inapplicable.

In my experience, they are not quick. And, even when Fatalities are turned off, they can still trigger and lock you into an animation that results in your thrall getting killed. This just happened this morning in a mob of 4 enemies. The fight was well in hand, but my combo turned into a fatality and I was uncontrolled for long enough to lose aggro. My thrall went down quicker than a Funcom Producer could say, ā€œTHIS WILL BE NEAT!ā€

Omg! I will definitely turn off fatalities, i won’t even try them.

It would indeed be much better if fatalities would be triggered by the interact button.
We wouldn’t have to stop the combo and walk up to the stunned enemies, we could simply push the button if we want. Wouldn’t break the combat flow.

I think they always grab ideas from other beloved games and try to shoehorn them somehow into CE.

Remember doom and god of war, do you remember the fatalities? Yeah let’s have that… just more clunky.

Remember elden ring everyone? The game is pretty difficult but people liked it… so lets create difficulty and have some enemies hitting ridiculously hard and have them laser focused, and spinning mid air/mid combo without even telegraphing.
The animations have never been as good as in mentioned games or most other games i played so far. But now it’s just silly.

The game simply loses its identity. FC tries to copy other much more successful games but fails miserably.
CEā€˜s tone swings wildly between ā€œsurvival game wannabeā€, MMO/action adventure, a cheap souls like ripoff and hack and slash.
… And manages to succeed at neither one nor the other.

However, of course fatalities are implemented in the clunkiest way possible…as FC usually does with new content and overhauls.
Also, why couldn’t they implement it for PvP too?
Could make fights much more interesting and add something that is actually helpful. For an outnumbered player this could be very beneficial to recover during combat. Or if a clan has a lot of thralls you could also ā€œuse themā€ to recover if you get the chance.
How do they manage to deliver half baked, unfinished and unpolished content every single time? But pet rebalancing, thrall performance, thrall pots and pet feeder boxes don’t get even worked on? … not even addressed?

One of best features of Age of Conan was this.
Glad to see FUncom recycling stuff from older games.

Only thing Im worried about is when your bum rushed with mobs, will it slow the game down so you take more hits because your stuck in the animation.

It Will be like Mortal Kombat

Go to cimerians camp , Volcano , purge or the Raid casttle pull some npcs trigger fatality in 1 NPC and get BRUTALITY stunlock from the others.

After It respawn in your base falling through the floor with your Thrall dead and someone from funcom yelling TOASTYYY…

i liked the fatalities for the first 20 minutes or so. they got old pretty quick.
ability to turn them off client-side is a good idea.