Anytime bring it
that is what i said…aggro distance. But you have to com close enough, and not all thralls will aggro. some will bug out due to the game engines limitations. Your follow has a higher chance of survival because you can pull it back to heal as needed. Do you even read? Plus, you state in one comment, that the OP nature is to help offline defense, then follow it up saying you need an OP thrall to take out the OP thrall. That is called a circular loop that fixes or addresses nothing about how thralls in general are OP for a lot of the game. I have played long enough to know what works and doesn;'t work in PVP. And Thralls 1 shotting is a very RNG thing, as i may lag too close and it is over. I know you will preach about all your knowledge and your domination. The only thing missing from most of your comments is you asking “Do you even lift Bro?”
Yes it would’ve turned out differently had he had his own thrall. But it wouldn’t have been us fighting, it would’ve been a Pokémon battle between our thralls…
I’d rather the challenge of being ganked and losing than see my thrall chase off a player with zero effort on my part required.
You see what I’m saying? You don’t even understand where we’re coming from. You think is a good thing our thralls saved us, while I see it as a missed opportunity for emergent gameplay and challenge.
In Rust and old school DayZ, a few times I was ganked I ended up becoming friends with my would be ganker after a nice and challenging fight.
I’m okay with dying and losing my gear. It’s a game and I enjoy the conflict and challenge.
Well said. It is not losing that is the issue for most of us…it is the randomness of the 1 shot.
It could of been your 2 weaker thralls fighting his potentially powerful thrall and you and your girl fighting an end game player? Not convinced your would of won that battle.
Fortunately it was Reaper who attacked you without a thrall. He did manage to keep his undefeated title by running to the water though.
the slave does his job perfectly. pvp works this way and the players have adapted to everything, and that’s what you don’t do! and you’re complaining about it
I was banned from funcom for no valid reason, I tried to contact them privately but no reply. zero support from them despite injustice. this is what we should complain about and not slaves
I think people are looking at it wrong. You craft the best base you can, and here you craft the best thralls you can. Think about the thrall as an extension of your player not as “someone else”. Why would you want the thrall nerfed any more than you would want your base, weapon or armor nerfed?
Because it’s pvp . Player vs player not player vs tank . Player has 400 to 600 hp does 80 to 110ish per swing . Thralls 9000 to 15000 hp does 400 to 700 per swing . So do some math . 9000 hp thrall in heavy gear with 80 percent damage reduction. So player is going to do around 22 damage a swing to thrall . So to drop thrall with 9000 hp your have to hit it 409 times . Now that’s not counting thralls healing . Stack bleed and poison to cut down on that and your still over 250 attacks to thralls one to two at most to kill player . But yeah completely balanced lol .
Hello Zeb, i don’t know which thread you said this, but it was something around tier 1 thralls killing endgame bosses.
Well, here it is: https://www.youtube.com/watch?v=5ZgJwd3N4To
The video did end abruptly because Conan Crashed (lmao), but its easy to see how the thrall would win.
My Thrall was not leveled like his was. It also did not have Strength Armor on. It has Cimmerian Steel. This gives Vitality, not Strength.
When it made it’s first kill on a Frost Giant, it had 2 in Strength. At the end, after killing the Boss in the Frost Temple, it had 9 in Strength. Now that I have put Pictish Warchief armor on it, which is strength armor, it has 19 in Strength.
I don’t even remember if I used any Healing Arrows for the Boss. I did for some of the previous Frost Giants, but thought it was a waste of arrows, because she wasn’t losing much health in the fights.
Black Keep Solo
Sorry the voice is so low, and sorry for the sneeze.
I’m glad someone understands the concept of effective health pool.
:polite clap: You moved the bar.
Given the amount of time to level them, yeah it should take longer than a few minutes to kill…
PS.: PvE needs 4times longer than PvP and PvE-C (also PvP settings). So, yeah, for us PvE players getting a thrall to lvl20 is tedious. For PvP it is 2 rounds at UC.
4x XP is no joke…
Currently the problem with the XP setting is, that it is tied to the player XP setting…
And I can understand, that leveling up to 60 should be faster on PvP than PvE, so that you even can fight on the same level.
Same with materials…
So an extra setting for thrall-XP would be needed… And I dont want the XP for thralls in PvP to be nerfed… But 0.25 for PvE is just… Until lvl12 everything feels nice (for end-game thrall types). But then it is just a pain in the ■■■…
PS.: Thanks. Appreciate the welcoming
But the underlying problem affects both…the most powerful beings in existence are these slob humans that I knocked out with a stick. By far. By a HUGE margin.
Again, please tell me how this is good for anyone on any kind of server. Please tell me you think it was intended to be this way.
I’m quite calm, kiddo.
Answer the questions?
I wish you could. EHP is a metric most used when you might end up having head-to-head battles between classes of fighters. Take a Barbarian and an Archer. In Diablo, where individual class traits matter. Mayyybe if we had actual abilities selectable via the cultures section in Character Creation, EHP would be a factor. Then it’d be all Pict all day, just like the Franks in Age of Empires.
Since we can each achieve the identical attributes and boni with items gatherable in-game, a better metric is (Damage Reduction Value * HP) / DPS. In other words Aggregate Health over Damage Per Second.