What would make you enjoy sorcery more? Patreon: www.patreon.com/eradicati0n Join our Discord!: discord.gg/myexFkZ Get my first book FREE!: www.patreon.com/posts/89695302 X/Twitter: twitter.com/eradicati0nn ALL my Conan lore videos: ua-cam.com/play/PLb1BvY8uSBcc-H4sq5AqnBK4oRNkCcOOk.html
I love sorcery and play it almost exclusively in pvp and have for a long time. A simple straight forward fix using items in the current game: Make instant cast spells from the battle pass craftable (they are in the damn game already) but you have to be fully corrupt to use. Hell you can make them heavy like a bomb so you can't carry a ton. Make sigils craftable and permanent if you are fully corrupt (make their effect disappear if you lose full corruption basically only sorcerer's can use) Add the corruption affinity weapons recipes to the exiled lands (the pike and katana dmg needs to be tweaked up a bit) Double the stam stats on the summoned armor, change the heath increase on chest and legs to stamina Increase duration, dmg, frequency of hits on spells across the board. Reduce the weight of the pouches to a reasonable amount. Revamp the top corrupt perks of all 3 to be better (str proc way more, health redo completely as corrupt benefits from low health make it benefit that, Auth buff the crap and freq of the demon a ton) Yes this still means you need to swing weapons, but that's OK imo. As a bonus it would be nice to have a weapon enchant only for summoned weapons (like an ethereal weapon kit) and add more summoned weapons I also suggest redoing corruption so it can't be removed past 20%, so areas of corruption are more dangerous, and if you want to use sorcery there is a permanent cost. Just my 2 cents, the assets for all of this are in the game already for the most part, the rest the coding is already there.
Yep, in agreement. And 100% re utilitarianism. More would be good - as long as within the general Conan genre. Not go all Forgotten Realms though. Some Classes might be a thing. Whizz-bang stuff, Ritual, Summoning stuff, Druidic stuff, Arcane Constructions (weapons/armour). Make it necessary to go out and god-tier find very specific ways to upskill their sorcerer-thralls or selves. Sorcery, Demonologists, Druids, Sages, Wizards - all part of the genre, but were usually either sorcerer kings or hedge beggar-magicians.
Having more usefull spells than "harvest resources" and "summon corpse" And all stats corruptable. Not strenght and authority that i literally never play.
still mad they removed the witch doctor where you could craft undead follower without a reason (they could combine him with sorcery but just removed him)
I can't quite remember the reason why it was removed, it might have been a lore thing but I might be mis-remembering. There would almost certainly be a way to twist it to get it back into sorcery tbh, I see a lot of people bring up Witch Doctor whenever sorcery is mentioned, people clearly enjoyed it
Aspects like this should be locked behind sorcery. I still use them myself. As far as I recall, they removed it because "it didn't fit into their vision". I was very annoyed about its removal too.
@JasonRocks75 I actually built an entire character around well levelled Silent Legion thralls. They were great at one point. Over 1000 armor and crazy Strength stat made them unkillable, plus the well trained perk and their resistance to nearly debuff, and they couldn't be knocked over. They were truly great thralls.
Because they were broken af, especially for PvP. Complete nonsense. If there’s no challenge why bother playing? Just make a “win” button so you can press it? Where does that get fun? The pve in this game is already dogshit easy, you don’t need overpowered anything.
My thought for sorcery is to take inspiration from Minecraft magic mods and expand it with more of a builder/artificer focus. Make sorcery and golems scale off of and get bonuses from Expertise attribute. Add in a building set that specifically uses sorcery materials, like blood, souls, and blood crystal, to make and repair that comes with benefits like regenerative shields on standard building pieces, illusory doors you can only see while corrupted or with detect corruption, invisible bridges, all manner of magical traps and defenses. Turn blood and souls into fuel resources for magical alternatives to some stations (firebowl cauldron, campfire), new stations for things like enchanting equipment or conjuring permanent demonic gear, and magical defensive traps and structures. Being able to extract more things from sacrifices would be pretty nice too, like all your normal butchering/skinning resources. Would also be nice to be able to place itemized or world thralls on them as a way to recycle them instead of just poofing em into nothingness. Could use sacrifices as building materials for a freakish flesh and bone building style.
They could easily take inspiration from Age of Conan directly. Sorcerers in CE could have new weapons that do ranged attacks. For example, the Necromancer in AoC could use a staff or a dagger+talisman and do unholy damage or ice spells. The Demonologist class could use the same weapons, summon a Cacodemon/Succubus pet and cast fire attacks. I'm sure these things could be added to Conan Exiles in some way and would certainly make Sorcery more fun.
I haven't played AoC myself, but from what I've seen, sorcery there seems vastly different. It sort of needs to be for the class-based system, I wonder if the devs thought taking too much from that design wouldn't fit in Conan's classless RPG design. There must be at least some things that could be ported over appropriately though
Giving into the warcraft fans was one of the big problems with AOC...sorcery shouldn't be in the hands of the players at all...much less D&D style. It isn't Conan with fireballs flying around...
@@mikeparker7631 In canon Conan lore, there are sorcerers that can call down lightning, even one case I heard where one could throw fireballs, although it was not the fireball spam, but took some time to cast, but hit like a truck. Also some could shapeshift into animals or magical beasts, some could fly with one method or another. There are a ton of spells they dumped because they just wanted the sorcerer to be a punching bag for anything as dangerous as an average five year old with no arms.
The one funcom really missed an opportunity for and I've said since day one.. . The staff should be a useable weapon with light and heavy attacks and the special attacks button should bring up the casting stones
I've been soloing sorcery from the second it was implemented and I think it's perfect the way it is, I self heal and my Resurrected corpses do all the fighting with three of them of them fighting and getting all the agro, I rarely get attacked and I am pretty much unkillable. I never have to swing a weapon. At most I help out with a bow. Ive gone through every part of the exiled lands and Siptah and done every part and every boss.
Some kind of combat option for the sorcerer would be cool. Like if you had a focus item + weapon, you could still use the weapon but use the focus item to "fire" a pre-loaded spell. That spell changes based on the type of weapon in your main hand, and the focus item in the offhand... different combinations of weapons and focus items produce different effects. That way you still need to rely on your weapon and have it as an option for combat.
I really want "quickspells" so you can instantly cast a selected spell Ideally they would add some damaging or shield spells so you're not completely helpless when you're casting Damage spells could just be to increase your attack damage or deal AOE damage, and defensive ones would be a barrier, lifesteal, etc Also, they should bring back demon pacts!
The way Sorcery is cast in this game is just awful. Even without the need for the sacks of stuff to fuel the spells, just picking through the annoying stone system makes em not worth using most of the time. By the time you cast most spells, you could've just done whatever it was you were trying to do to begin with. I always felt instead of that weird stone based sub menu system, we should just be able to load up magic staves with spells from the Arcane bench. Different casting wands and rods and staves would have different limits to what could be attached and instead of always having access to every spell you know, you'd be forced to build a staff with specific spells so you'd be more specialized in a role. Bigger, more advanced spells would take up "more slots" while smaller, less directly powerful ones would be easier to stack. Stacking similarly classes spells would also take up less "space" on the staff then picking different varieties of spells. And while you could load up multiple staves with different spell load outs, "Mysterious Forces" would prevent you from actually carrying more then a single staff at a time. Now once out in the world, with a magic loaded staff, you'd be able to pull it out and get a command wheel like your item or any other menu inventory. Spells in the field wouldn't need items, but they'd have cast times, stamina drain and recast delays appropriate for each spell. And in addition to staves having a variety of slot space, different staves would have stats that affect all those other factors, some would cast faster, some would recharge faster etc. ....long story short, the entire Sorcery system in Conan is broken and mostly useless and really needs to be overhauled.
Sorcery is similar to religion in this game, There are neat things you can do with it but you never have to fully commit to it. That said an update that expands on both and ties them together would make for a cool approach. My Idea is that you can choose to become a "Disciple" of one (at a time) of the religions to gain such benefits, doing so may impose certain limitation on your character in exchange for new perks as you further advance your skills. I could see it looking a lot like corruption with additional "levels" in a certain skill for each one. For example advancing discipleship for Jhebbal-Sag could extend your agility and give you new perks in line with that religion. Set, Yog, Deketo and Zath could provide benefits when practicing sorcery. I could see Mitra and Ymir providing their own benefits apart from sorcery...
Adding a witch doctor perk would be cool too. Creating strong potions, adding curses and needing to kill sorcerers for the cure or becoming one to cure it. Adding more utility like an elemental shield to allow players to journey through harsh environments or being able to summon a boss as a pet like with the demon spider in the admin commands would be nice as well.
To be honest, the spell I use most is the slow fall spell. Most of the spells don’t seem to do much on their own & the wall of fire spell feels nearly useless. When Funcom is done with their game health time, a second age of sorcery would be welcome.
Wall of Fire came to mind often making this video. Visually impressive, but feels close to useless 😂 The story thread of Mek is there to pick up again, I'd be surprised if they don't return to it
I love the concept of sorcery in conan and the way it work but i agree it need a few more spells like curses and a way to fight without regular weapons
I think for the combat aspect a Battle Form would be a nice addition. Like the wizard in the mirror chamber in Conan: The Destroyer. Basically acts like an Avatar but smaller. It'd be a great way for a sorcerer to fight in combat. Hells, you could make the process interesting by making the first few forms something you have to learn by harvesting parts from enemies and performing a ritual.
Big issue with combat utility in sorcery is that thematically a lot of what that would be in a sword and sorcery type of setting like Conan, is locked up in Alchemy. As alchemy IS largely the domain of sorcery. Alchemy is where you get your elixirs that empower you, your fireballs, your poisonous clouds, your ability to quickly mend wounds. Hell, i'll argue that the best thing you can get from Sorcery is the POTION that lets you reroll thrall perks. Personally i'm glad the gameplay stuff isnt detached from eachother, i'd loathe for sorcery to be its own self-contained progression path. I really don't like your idea of giving it potions, buffs, and enchants as Alchemy and Blacksmithing already fulfil those niches, having to sidegrade into sorcery for more of that just sounds like a chore that only really takes away from Alchemy and Blacksmithing without actually doing anything to give Sorcery anything unique. That said, it definitely could use more... Anything, really. Personally I feel like the point of magic is for it to be truly special, thus for something to be worth having as a spell, with all the sacrifices you have to make for sorcery, it needs to give you something you really can't get through normal means. Things like the bat and the invisibility spell are what i'd want to see more of. Something that changes the way I approach the game, not just "a ranged attack" or "buffs and heals", I can get those things elsewhere. As for new spells, my first immediate thought would be something like a slippery terrain spell, a classic. Magic traps... Floor glyphs that might paralyze, injure, or launch unfortunate victims into orbit (like those floor traps in the Warmonger dungeon). Combined with slippery terrain this could spell much hilarity. A hover spell. Naturally any good wizard duel needs counter-play, a hover spell to avoid such nuisances would be quite handy. (Added bonus for avoiding mines and the aforementioned Warmonger traps). Scrying of some sort would be cool. Ability to spy on enemy bases to get an idea of their layout, or maybe even having a fixed object back at base you can use to routinely check back and make sure nothing untoward is going on. And of course, Polymorphing. Thulsa Doom did it in the movie, I wanna be able to turn into various creatures too! (Bonus for adding a new style of combat that would be unique to sorcery.)
the only way I fond to be a "true sorceror" in this game was picking the skill that let you carry a ton of weight, so I could carry a lot of poison and fire flasks and a spear so I could hit melee as well, the problem was those flasks were dog shait on pvp XD and way too expensive to craft
I’ve always seen sorcery as an authority build to me I mean all the “mage” armor has the follower damage buff to them so why not give more access to more followers at once or more summons at lower tiers so the sorcerer has better access to more followers to utilize as their identity
There is a lot that could be added to Sorcery to make it great. For starters, increase the range of sorcery pets. The zombies do work, but are still glass cannons, they could add undead animals to the list. Summoning could be expanded too, include smaller pets that use ranged attacks to add variety to the build. Finally, a sorcerer could be the only one allowed to heal the golems with a spell, which would make them very viable. For attack spells, these could come either with special staves that throw the spells, or have a spell that summons a cloud of insects that jump at enemies automatically. Enchanting may make the weapons too powerful, unless all enchantments add corruption to the weapon, which would balance out the issue.
I would like to see a weapon that can cast the spells. Like a melee staff where the special attack is casting spells. Having a staff that cast spells but u can't use to attack kinda sucks.
There is even an example of this in Red Nails, where an unliving sorcerer uses a wand to shoot beams of red light that disintegrates its victims. R. E. Howard really went and made deathrays canon to the world of Conan.
I mean when I think sorcerer I think Shang Tsung or Quan Chi type sorcery and don’t get me wrong the utility of Conan’s sorcery is great, but also feels very limiting to what an actual sorcerer is capable of, and I get they didn’t want it to be some kind of op combat mechanic, but there’s way to balance things like that like slower attacks speed on projectiles, they should do the same damage as the bow if not more and then make Kombat sorcery late game while keeping the utility side for early game, I just feel there’s a lot of wasted potential especially for RP’s who take the thrill in knowing we’ll be an almighty sorcerer, but realize that it’s very lack luster. I do hope it gets TLC in the future. Also mass cull should pull corpses to.
I've been playing a sorcerer since the first age of sorcery when the option was made available. I think much of the problems with playing a sorcerer can be fixed with the addition of one spell. You cast it before entering combat and it places you in a shield similar to Liu Fei's stasis field the moment you call up your casting stones. The shield prevents all attacks until you finish your spell, or a 30 sec time runs out (so people aren't just using the system to tank). This would make spells like Call of the Dead and Mirror Mark far more useful.
The only combat advantage really is have 3 zombies with you. Allowing you an advantage if you come across someone wanting to kit you. I guess the limitation of imagination is the problem developing useful spells for combat.
They could add a special staff that acts similar to a bow to cast fire balls. If they made it similar to bow strength, maybe a little higher to counter the fact that you would be corrupted, I don't think that would break any balance. Would be fun to shoot fire balls, especially if they would burn for a while where they hit.
i agree with a lot of what you said, one thing i would add is if sorcery is going to be a side thing, maybe allow us to wield it in our shield hand so we can still fight or better yet allow an actual fighting style with the magic item even if it is weaker then most other types of combat. i also love the idea if being an enchanter and adding temp enchants weapons and gear. this would make having a sorcerer a great addition to any group
Use sorcery to control the will of others or tame wild animals would be cool. Turning your character into a werewolf should also be an asset. And having the alternative of white magic must be in the menu 😊
I think they could improve the demon summoning to make it more useful in terms of duration and power. In the books the presence of shadowy demons doing the dirty job was always a sign that a powerful sorcerer was around.
The best way to give sorcery more potential in combat without overshadowing its emphasis on utility would be to provide better synergy with alchemy. Alchemy was the primary means of sorcerous destruction in the original stories of Conan, such as Red Nails with its wand that shoots deathrays, Black Colossus where Natohk used explosive powder nearly rout Conan's army, and Hour of the Dragon in which Xlatotun effectively knocks Conan unconscious with an alchemical flashbang. The primary issue is alchemy is horribly inefficient outside of healing materials. Demonfire orbs are costly to produce, weigh quite a bit, and hardly do any damage beyond igniting gaseous orbs, which also suffer from a weight problem. What Funcom should do is complete the attribute corruption system, and more specifically, create perks for corrupted Expertise that enhances the use of alchemical recipes in combat, like increasing the explosive radius and damage of orbs. In addition, they could add new recipes for alchemy that create weapons best utilized by corrupt sorcerers, such as the aforementioned laser wand, or a staff that works as a lightning rod and enables sorcerers to redirect the lightning from the storms they can summon. There are plenty of avenues Funcom could take that enhances sorcery and alchemy without compromising their original vision within Conan Exiles. I only hope they have enough fuel in the tank left before finally shuttering support and moving on to other games.
Sorcerers of the Hyborian Age never struck me as "battle mages" out of Elder Scrolls or DnD. There may be one or two exceptional examples that I'm forgetting, but I'm glad that Funcom stayed away from fireball slinging. There do certainly need to be more immediate effects though. Summoning weak zombies mid-battle, or some kind of undead/shadow/demonic hands to lock down enemies seems appropriate. Shapeshifting or otherwise bolstering physicality through magic also feels like a good way to implement combat sorcery.
I think more like a demon possession mechanic could make it viable in combat. Casting spells that have an enemy turn into an aggressive to all demon would fi5. As well maybe become possessed yourself where you turn into a variety of large demons but locking you into that form with limited skills in process for the duration.
Empowering followers with corrupted foods or potions could be fun. Also corrupting animal companions to make them demons, like the ones you encounter in the world.
I'm surprised they never added a summon skeleton skin in the Bazaar as an alternative to zombies. Also a staff skin for a sword or something so you can swing it around. Sorcery definitely was very underwhelming. I dont need to be able to cast fireballs but at least let me feel like a sorc somehow in combat. I like your ideas and think being able to summon in combat and channeled spells while in combat would be awesome
I was hoping for some combat casting abilities. I have yet to see the lightning of the thunderstorm hit anything other than me, and the zombie fog doesn't seem to spawn zombies for me so I assume I'm doing something wrong but it was so much time and annoyance to get there that I can't say I care enough to try any more in its current state. Slowfall and the bat are neat but ultimately I don't find myself in many places where I feel like they're even worth the minor hassle of pulling out the staff. Edit: In fact I would prefer them add 45 degree corners to their construction material sets. I would genuinely get far more mileage out of something like that
Better corrupted perks needed. Demon summon (like mirror mark but something like summoning 2 deamons). + Corrupted stamina needs to be adrest. (Some spell like "Detect Ressourses" mechanicly but with some kind of stamina buff or stamina corruption removal while spell is active. With catchy name like "demon vigor/pact/boon/deal." That's all... no need for fireballs and stuff like that.
After playing Age of Calamitous with offensive magic....Exiles really could use lore friendly offensive sorcery....like driving enemies mad or blind ( the Fog blinds everyone but the enemies in game lol). Sway them like Thulsa Doom. Undeath like Xaltotun. Imbue items with magic.
I'm a big fan of the indirect ideas like hypnotism, madness, or just simply avoiding aggro in general. There's some other good ideas so far in the comments like polymorphous spells, but something about manipulating the mind of enemies resonates with me as a good idea for sorcery
Necromancy, demon summoning and natural catastrophes like lightning storm, blizzard, earthquake and sandstorm would be a good way to make the sorcerer a proper archetype. Other similar indirect things would be crowd control like terror/cowering, enemies attacking their allies and such. (Too) powerful spells could also be blocked by something you could build in your base that prevents certain spells being cast within the area. The witch doctor knowledge shouldve also been merged into the sorcerer.. I as well only picked up Conan Exiles when age of sorcery was released^^ *additionally, abyssal gear from the circle could have interactions with the corrupted perks like demon lord whose chance or duration could be higher or something. both the perk and the weapons are relatively garbage. :/
I know they're planning to focus on fixes over content, but rather than more sorcery, I'd personally prefer labor thralls. A. Would help add more population to settlements, and B. Automate resource collection, or even agriculture, by assigning labor thralls to food plots or to storage containers and selecting a resource to fill it with.
Thankyou for this, the corrupting plant was good to see, but more combat and more more base defense would be great. Also the demon summon should be permanent, demon lord should allow you to control what gets attacked. max level sorcerer for a while. Another problem is that people can run circles around the zombies they dont do a good job at protecting you. Also that is lacking is how lightning storm was nerfed way too hard. Your meant to be able to use lighting storm to attack bases at the least, its a part of the pvp game. Being able to control npc to thrall them by using mind control instead of brute force. The Meteor storm would be awesome that the purge npc does.
The thing is, Robert E. Howard’s world of Conan had sorcerers, and they were not someone you’d play as in a survival game. A “true sorcerer” would be reclusive and most likely an evil villain. You have some good ideas though that might fit with that concept, the feel of sacrificing normality (the way others play the game) to gain powerful benefits. It should be demanding but ultimately rewarding. Ideally I’d like to see alchemy be tied to sorcery as well, not usable by everyone.
That was the sort of vibe I was getting at with a sorcerer being a "support" role in a clan. Not necessarily someone who'd be useful as a frontline fighter, but that weird guy in your group who's always chanting in the middle of the night 😂
I kinda understand and like where they went with sorcery but as you say it could be better. As it stands, playing a dedicated sorcerer character i basically fight by having undead or golems at my side helping me. I tend to just use the summoned bow. I like your idea for buffs and enchantments to enhance things. Something else I do to try and feel more like a sorcerer I add in alchemy, using potions and orbs, though orbs are a bit hard to use well in combat, save for throwing down gas orbs at your feet and helping to slowly kill enemies. my biggest issue with sorcery, in regard to combat, is it feels like it's designs for you to NOT want to be in combat. you want things to come to you and not be able to make it past your minions and abilities. With how the game is designed that's just not possible do to how often you need to go somewhere to do things. Making it so the catalyst does more damage or can do more attacks would go a long way to help, specially sense it takes a minimum of 5 to 10 seconds to cast a spell. I appreciate that they have a spell that lets you make a copy to distract people. I was disappointed with the darkness spell and the mist with the zombies in it. the description for the darkness spell makes it seem like it should debuff enemies or at least make you harder to see. I get that the zombies conjured needed to be weaker than what you can summon but... really? 45 hp? they hardly do much damage and they can generally only take a single hit. All the two spells seem to end up doing in a pve sense is actually make combat harder for YOU the caster.
My friend has been playing since day one and was always trying to get me to play but I was disappointed due to the lack of sorcery. I finally joined in age of Sorcery and wasn't very impressed. A utility option with little combat use and the hindrance of needing heavy weight reagents pouches that are consumed with each use. I remember my first spell and the bad taste it left in my mouth to this day. "Wow cool an ice bridge. Okay. let me cast that again" I need another pouch??? 😒
we defenitly need some weapons and more spells yes! i wish they could also make it that we have some prepeard spells that are ready to go and not need to go into the sorc meny and select it, a spell that gives you the ape deamon but makes him permanat would be nice! the zombies are not the best fighters out there, they do help in sieges thoug... maybe permenant zombies or the option to turn trhalls into some sort of zombie that can use weapons and armor would be nice?
The problem is balancing. The peaces are there in form of summoning weapon/armor, however the challange is to made them valid option without making them the only valid option. Making the sorcerer a team support in combat, with bufs and such, is an interesting idea... not sure how it does fit into lore thou. Making enchanted potions and such... this one is problematic. CE have crafting deteached from the atributes, skills and such, everyone can craft anything. So making only sorcerer able to craft specific things does not fit it well. Some super powerfull spels could give you over-limit coruption, like the teleports does. This could take the caster out of the fight for longer time. What those spels could do thou?
Have over 7000 hours played, still love the building system. As for AoS I just can't the hit to stamina drives me nuts and it killed the server I was playing on. I would tell Funcom talk to Hosav better yet hire the guy, Conan needs EEWA.
Yeah, give me a projectile made of ice or a single bolt of lightning - AWESOME! That would already be there in models and animations and would just need to be adjusted a bit. What kind of corruption shockwave is that that you're doing in battle here? Does the special weapon do that or is it a corrupted talent? I've never seen that before o.O
Though I do agree that CE could use a little more depth in its sorcery, I don't feel that there should be too much added to combat. If you look at most sorcery in Conan, it's very ritualistic and not really all that useful in a fight, unless you're starting the fight and that's your opening move. As has been stated by others, most of the combat aspect of "magic" in the Conan stories is actually derived from the domain of alchemy rather than sorcery. Perhaps some stuff like shapeshifting or buffs/debuffs would fit, but I personally feel that more direct combat magic from sorcery wouldn't really be in line with the source material. After all, we're here to play in the world of Conan and not just a Conan-skinned D&D world, right? Right? Just my two cents.
I was so happy that we finally got magic in the game, but then instantly upset that it felt like you were consistently punished for it (Almost as if they really didn't want to add it or have people use it). The fact that it's not combat oriented was fine with me, I think the game would feel too easy or boring if it was the same ole "Fireball" and "Iceblast" spells. Magic being something that effects your surroundings and acts more of something that enhances your experience is fine on its own. However, it really feels like it doesn't do enough and is very clunky. A lot of the spells don't feel as effective as they come off and having to stop and go through a menu for each spell becomes boring and tedious. I would have much preferred if there were some sort of tier system. You start off with simple spells with simple chants and the higher the spell the longer it takes to cast as you have to do longer chants. Then you could have rituals in which there needs to be set ups you have to do and that can allow you to gather materials around you to quickly whip something up.
@@JasonRocks75 I play a fully corrupted sorcerer (19 corrupt on both Vit and Auth). How I got around this is going with a lighter weapon (specifically a one-handed mace) and adding the "balanced weapon" upgrade.
I always imagine sorceriers bing on the high ground while the fighters leading the charge Example When my GF and I play I will have the thralls lined up in rank and I will be down there leading the charge and my GF will be up on the wall or tower casting spells during a purge 100% of support
Yes to everything you mentioned. I think it would also be good if they linked some spells to religions. Each religion could have three spells learned, one for each level of altar, increasing their use and worth as well. T1 could be a unique buff, to one’s self, a peer or an item, T2 could be a debuff or something impacting enemies, and T3 could be a summon or something special; a swarm of cobras, a frost giant, or a giant inky tarantula - not quite a avatar but bigger than a normal pet, and limited.
The Sorcery is spot on. Hyborian Age sorcery from the source material is very well represented by the game,...it's Conan, not D&D, and sorcery is corrupt and evil, it's not about fireballs and that sort of crap.
going off the source materials magic isnt something overly grand. its used to open doors, close them, star campfires, control animals, and for beings like Akiro 'The Wizard' he was very powerful for a character, his strongest showing was summoning spirits that would heal Conan of his wounds but attempt to take him back to hell with them. If you're looking for fireballs and lightning bolts, maybe a different swords and sorcery game is better
They seem to be heavily biased towards following the setting Howard wrote. So throwing fireballs and casting magic missile wouldn't fit. But I've read all the Conan books. Most of the common magic types in them is there...but they're clunky, unreliable, and the most /useful/ one for it is completely missing. Brainwashing. Sorcerous mind control. Even if it was just a means to instant-convert a captured thrall would go a fair way to help there. Also, sorcery should be *good* at fortifying a base. Binding a horrific demon permanently to a chamber of the base, so invaders have to fight it. Enchanting thralls with horrifying vigor. Clouds of debilitating lotus vapors that seem to seek out trespassers. And thinking about it more, there not being sorcery to learn from the Sunken City is a HUGE missed opportunity. Surely the Lemurian city that managed to trap DAGON with their rituals has at least something you could learn.
Sorcery is not a priority in my book. It is quite well done. Yes, it needs better spells since some spells are useless or very, very situational but over all I think it is ok. There are other aspects of the game that need more attention right now. That path finding issue with treasure purge for example (have to put the treasure chest in a vunerable position in order for it to trigger. Feels stupid and very mechanical) or how incoherrent and messy the game design is when compared to the Conan lore (why are there passage ways in Unnamed city the Giant kings would not be able to pass through?).
I dislike that sorcery is defined evil. Many spells or rituals require things like sacrificial blood and souls which completely throws out good characters from using it
It's an understandable presumption; the overwhelming majority of sorcerers in Conan stories derive their power from forces actively hostile to human existence. The only real exceptions are in Hour of the Dragon where a witch (who is more of a mystic than a sorceress) and a priest (the only example of an explicitly benevolent sorcerer) help Conan save his kingdom from Xaltotun, a blatantly evil sorcerer so vile it even disturbs the other villains of the story. "Good" sorcery is possible, but it falls under existing systems within Conan Exiles much better, such as taming animals and alchemy.
Agreed, though that's mainly from the source of the power, it's drawn from the realm of demons and dark gods. It's definitely a bit too evil to be used by a grey or just plain "good" character though. If Kurak could break the magic of the bracelets to use this form of dark sorcery, I don't think it'd be out of the question for a sorcerer in the future to work out a way to introduce neutral/light sorcery through the same method, assuming it doesn't rely on Nyarlathotep to permit it
@@Eradicati0nn Shapeshifting is in the canon Conan lore, and yet they threw that idea in the toilet. I mean, turn into a wolf and get a speed boost and attack boost, turn into a horse and run away, something.
i will love to se more spells but they not gonna add more content not until they fixed the bugs so their gonna go along time until we gonna see that thx for the video
I definitely agree that Sorcery is lacking. Some of the tone is great with things like ritual sacrifice, but some of the other things like the summoning tree are useless. Yes, the corpse retrieval thing is useful, but the summons themselves are beyond useless. You should be able summon a mount that stays with you. As is, it works for a bit and then turns hostile. I don't know the answer, to be honest, but it's not very appealing or rewarding at the moment. It definitely needs to be a chosen path with rewards that feel powerful for the costs of stadia and health. The lightning storm is fun, but like most rewards for sacrifice, it's just light show and lacks any real use. Creeping dead is useless.
IMHO the problem with sorcery could be fixed just by reducing weight of bags and orbs. All my sorcery and acheronian builds necessitate expertise/pack mule just to have the proper gear. Otherwise it feels very robert e howard.
Most of the stuff you think a sorcerer should do would completely unbalance PvP in favor of larger clans, and that’s assuming we don’t get outright game breaking glitches from implementing it. And it’s already unbalanced enough, don’t you think? What the game needs is equalizers: a way for solos and duos to hold their own against larger groups. Not the other way around. My gut feeling from watching this is you don’t do enough PvP to understand sorcery’s potential as it is. Wall of fire during a raid, for example. Most people see wall of fire and think it’s utterly useless, but it is one of the most useful spells for an attacker in a raid. You see, no one can build in its area of effect. The nuances of what these spells really do in their proper setting is perfectly immersive. You just have to be smarter than casting it in the open with nothing happening and saying l “Well that’s dumb.” It really isn’t. They all work very powerfully in hidden ways. And that is what Conan really is. There’s no beginners guide 101 to show you what situations and how to use them. You have to figure it out. That’s the game. For reference, how many hidden recipes are there for crafting?
To be completely open, i never understood the appeal of magic in a sword&Sorcery, even less in a conan setting. (Just read the stories) For my part i wish the devs would have added more combat styles or gave combat and especially swordplay a radical overhaul, to make it a strength of the game, not an embarrassment as ithas been since day one. But who am i to question what the majority of players want. I'm just glad the game is playable for solo players.
Sorcery in the Conan books was much like they have added in Exiles, Slow and usually involving Undead, Corrupted creatures, Demons etc it was not D&D Fireballs are us A lot of the suggestions you made were quite good I honesty do not think they will improve it though, they have been dumbing the game down since Launch Remember when you had to get Specific Armourers and Blacksmiths to get certain recipes? Cooks also had specific recipes Adding a more complex and satisfying Sorcery is not something I see them being capable of doing
2:00 you already hit something. Some of the grind is just plain stupid for only a handful of okay spells. There is nothing interesting in that gameplay loop. All of that for an ice bridge i'll use twice. Plus you're saying spells are utilitary only but i have a counter point. Lightning storm. It's clearly an offensive spell, it's just so bad, nobody will use it. Same for the one that calls zombies in a zone.
I think sorcery is extremely usefull right now... id prefer funcom to focus on adding (FREE!!) content to the game, even if its just cosmetics or new weapons or armors or fixing bugs and inestabilities so further development improves
I am still holding out hope for more spells...stupid, but I am. Sorcery would be 100% better if stamina was not corrupted, I hate not being able to fight. The health should be the only cost, not being able to play the game. Be rewarded for playing well with the low health.
"Aiming towards practicality". Man did they miss the mark if that was their target. It has all the praticality of a Karmen Gia. Edit: You're suggestions on the "Ultimates" doubles down on the agency removal you pointed out. Ya, you call in a massive effect, then you can do nothing? The way the game works means that IF you get the spell off, casting time and maximum range for things to render much less exist in game, means you'll never get to see what happens since you'll get bulldozed and sent back to your spawn point. And that is if the effect even continues after you die. Golems being able to aim down or up would be a big help though. As is anything below their knees is more or less safe unless it jumps.
There's certainly some practicality, but I wouldn't say it's the majority. Some spells are great, and the transportory stones were revolutionary when they were added, but a lot of it is either incredibly niche or near-useless (looking at you, Wall of Fire) Fair point on the ultimates tbh, my in-head process would have been that ultimates are a last ditch effort that requires true sacrifice, but in practicality it likely wouldn't play out in that way.
@@Eradicati0nn I'm having a hard time putting "great" to any of the actual spells other than maybe Ice bridge and slow fall, and those are really just "good". Sorcery takes a good bit more focused time investment to do anything near half of what the "bonk on head and press gang new worker/warrior and bash things with/alongside them" path does in capability. In reality, aside from what one singular build (which I suspect is how they want "sorcerer's" played) does which a diehard outlined elsewhere in the comments, sorcery only marginally supplements that "core" gameplay loop. For the aspects that actually supplement? The reroll pot and the fast travel gates being big ones. Mass cull supplements too but along the lines of throwing away 3+ hrs of grinding and good rng to save 15 minutes of harvesting and getting back mayby half of what you'd would have gotten of what you set out for if you'd just taken a pick or axe along side the other half of what mass cull fills your inventory being random junk from who knows where (seriously, where in the hell does it find 3 stacks worth of fiber and branches in Hanuman's Grotto). To me it feels almost like they're afraid of or terminally allergic to other playstyles having capability parity with their "core" loop. Golems are roulette on crack. Have to get lucky to find the rare mats, need a couple elephants worth of the non-rare ones, crafting the components rewards stupidly high levels of xp (jumpped 15 levels making 2 stone golems just from the crafting of the bits), then the golems themselves spin the wheel every couple of seconds to figure out if they're going to do something or just stand still. If the spin does tell them to not stand still then they have a coin toss of glare or take a swing, then its a random which swing they take if that one comes up. For the Axe and Sickle golem you have to hope either their target is taller than their knees, if not then you it is sitting upwards of them on an incline or does an attack that moves them above the golems knees. But hey, you can have them dance....
It's fun thematically, undead, demons and spells, but in actual practice it is a little dull, the spells are lackluster at best, and having a cost for every spell just makes you never want to use it
Dull is probably a good descriptor if you're not super into the lore of Sorcery in general tbh. Great themes and backstory, but the actual practical aspects leave a bit (sometimes a lot) to be desired
Sorcery was in line with conan lore. Its low fantasy not everyone can breath fire and fly. that said the interface for it sucks dagoth horn. Give me some hotkeys, not a multistep radial wheel every time i want to cast a simple spell.
Yeah I'm not keen on the idea of Skyrim-esque magic in Conan, even if it would be far more useful. It just doesn't fit the world properly. I like the casting menu from a lore perspective, it's a pain to use in practicality. It may have been better to be able to craft "uses" of a spell beforehand so your character can just raise the staff, say the words and cast? The current system still feels a bit slow and clunky
Lot of the problems with this "utility" that sorcery brings in -> it can genuinely invalidate many aspects of the game. For instance, corpse recall is firmly garbage. You can do gross overweight mining runs, go die, then get back with your chalk circle. Die at someone's base? That's cool, just chalk circle. Being chased because you got caught out? That's fine, go hop in the green wall. Then we have bridges and bats that actually completely invalidate some build locations; and/or allow for otherwise inaccessible builds that suddenly become invincible because first person to get there can place an archer thrall and you can never get up for a raid lol. Obviously this video is primarily about pve/single player aspects, but i do think the support aspect would be cool; if not *touchy*. Arbitrarily gives larger clans even MORE power haha.
That's true, some of the concerns only show up in a PvP or PvE environment, but gameplay facets shouldn't be invalidated by sorcery. Corpse recall is really cool and useful, but being objective, it can cheapen the whole experience if you can just bring your loot back without any concern or risk.
Left Conan exiles some years ago due to too many cheaters and devs doing nothing to solve it! Now im all in on SOULMASK, a way better game in all aspects
in pvp it enables almost all the cheating to be even better or making it possible. it made half the base spots unusable. it was one of the main reasons the game died pvp wise and made pvp unplayable for a half year after it came out. the only people who wanted it in the game where pve guys and its not even good for pve. they should have never brought it too pvp and then made it cooler and more powerful for pve guys. just another funcom gem, this was one of those updates that broke the entire game once the update came. whole bases turning too dust, ext, ext...
i disagree with everything here. Conan isn't part of the "sword and sorcery" genre like you suggest. in the Conan IP you don't find spellwielders...like ever. Sorcery is something that the badguys use and requires preparation and cost...exactly like they did in the game. This isn't D&D and making it so would piss off the fans of Conan who aren't just fans of the game.
Conan is absolutely in the Sword & Sorcery genre, Howard's work is foundational in it. It's definitely not a high-fantasy spellfest though, it's far more grounded than D&D or something similar. Chucking around fireballs willy-nilly would indeed be wholly inappropriate, and the iteration of the Outer Dark sorcery in CE lends itself far more to grim, ritualistic magic. There's certainly room to improve the system within that framework though, especially without breaking the core style of how sorcery plays in the universe
In my opinion, the implementation of sorcery is a single summarized example of Funcom development. They took SO long to provide a key request from the customers. When they finally delivered, it came with (and still has) many bugs. It's lackluster with very few worthwhile uses. I feel like they just implement crap, just to say "we delivered" something. Rather than nothing, we get something, but the something is almost worse than nothing. And the bugs, always with the bugs.
The game's combat was a joke to begin with. It seems "souls like" but fails completely, not good enough in both ways. The NPCs are just too robotically soulless attacks straight or reset. (super lazy programming) not even things like passive aggressive, just boring soulless run up straight to attack.
Sorcery ruined pvp more than it already was... to fix Conan you start on PVP servers.. PvE noobs that talk like they know what is going on is funny... Stamina punishment system is what made Conan unique.. its gone and Conan is on easy mode
I have been playing a full sorcery character since it came out and I can tell you that 99.9999 % of people play it wrong. Just like in your video everything you're doing is wrong
What would make you enjoy sorcery more?
Patreon: www.patreon.com/eradicati0n
Join our Discord!: discord.gg/myexFkZ
Get my first book FREE!: www.patreon.com/posts/89695302
X/Twitter: twitter.com/eradicati0nn
ALL my Conan lore videos:
ua-cam.com/play/PLb1BvY8uSBcc-H4sq5AqnBK4oRNkCcOOk.html
I love sorcery and play it almost exclusively in pvp and have for a long time. A simple straight forward fix using items in the current game:
Make instant cast spells from the battle pass craftable (they are in the damn game already) but you have to be fully corrupt to use. Hell you can make them heavy like a bomb so you can't carry a ton.
Make sigils craftable and permanent if you are fully corrupt (make their effect disappear if you lose full corruption basically only sorcerer's can use)
Add the corruption affinity weapons recipes to the exiled lands (the pike and katana dmg needs to be tweaked up a bit)
Double the stam stats on the summoned armor, change the heath increase on chest and legs to stamina
Increase duration, dmg, frequency of hits on spells across the board. Reduce the weight of the pouches to a reasonable amount.
Revamp the top corrupt perks of all 3 to be better (str proc way more, health redo completely as corrupt benefits from low health make it benefit that, Auth buff the crap and freq of the demon a ton)
Yes this still means you need to swing weapons, but that's OK imo. As a bonus it would be nice to have a weapon enchant only for summoned weapons (like an ethereal weapon kit) and add more summoned weapons
I also suggest redoing corruption so it can't be removed past 20%, so areas of corruption are more dangerous, and if you want to use sorcery there is a permanent cost.
Just my 2 cents, the assets for all of this are in the game already for the most part, the rest the coding is already there.
Yep, in agreement. And 100% re utilitarianism.
More would be good - as long as within the general Conan genre. Not go all Forgotten Realms though. Some Classes might be a thing. Whizz-bang stuff, Ritual, Summoning stuff, Druidic stuff, Arcane Constructions (weapons/armour). Make it necessary to go out and god-tier find very specific ways to upskill their sorcerer-thralls or selves. Sorcery, Demonologists, Druids, Sages, Wizards - all part of the genre, but were usually either sorcerer kings or hedge beggar-magicians.
Having more usefull spells than "harvest resources" and "summon corpse"
And all stats corruptable. Not strenght and authority that i literally never play.
@@apn3a_games632 Oh yes, make shit from battlepass craftable. So pay to win? Or give it to everyone?
@@ValleriaValentine give to everyone fk ptw
still mad they removed the witch doctor where you could craft undead follower without a reason (they could combine him with sorcery but just removed him)
I can't quite remember the reason why it was removed, it might have been a lore thing but I might be mis-remembering. There would almost certainly be a way to twist it to get it back into sorcery tbh, I see a lot of people bring up Witch Doctor whenever sorcery is mentioned, people clearly enjoyed it
Aspects like this should be locked behind sorcery. I still use them myself. As far as I recall, they removed it because "it didn't fit into their vision". I was very annoyed about its removal too.
@@Selrahcbalthey weren't great thralls but they were fun. Still have a few undead left at a tower build in a friend's server.
@JasonRocks75 I actually built an entire character around well levelled Silent Legion thralls. They were great at one point. Over 1000 armor and crazy Strength stat made them unkillable, plus the well trained perk and their resistance to nearly debuff, and they couldn't be knocked over. They were truly great thralls.
Because they were broken af, especially for PvP. Complete nonsense.
If there’s no challenge why bother playing? Just make a “win” button so you can press it? Where does that get fun?
The pve in this game is already dogshit easy, you don’t need overpowered anything.
My thought for sorcery is to take inspiration from Minecraft magic mods and expand it with more of a builder/artificer focus. Make sorcery and golems scale off of and get bonuses from Expertise attribute. Add in a building set that specifically uses sorcery materials, like blood, souls, and blood crystal, to make and repair that comes with benefits like regenerative shields on standard building pieces, illusory doors you can only see while corrupted or with detect corruption, invisible bridges, all manner of magical traps and defenses. Turn blood and souls into fuel resources for magical alternatives to some stations (firebowl cauldron, campfire), new stations for things like enchanting equipment or conjuring permanent demonic gear, and magical defensive traps and structures. Being able to extract more things from sacrifices would be pretty nice too, like all your normal butchering/skinning resources. Would also be nice to be able to place itemized or world thralls on them as a way to recycle them instead of just poofing em into nothingness. Could use sacrifices as building materials for a freakish flesh and bone building style.
They could easily take inspiration from Age of Conan directly. Sorcerers in CE could have new weapons that do ranged attacks. For example, the Necromancer in AoC could use a staff or a dagger+talisman and do unholy damage or ice spells. The Demonologist class could use the same weapons, summon a Cacodemon/Succubus pet and cast fire attacks. I'm sure these things could be added to Conan Exiles in some way and would certainly make Sorcery more fun.
I haven't played AoC myself, but from what I've seen, sorcery there seems vastly different. It sort of needs to be for the class-based system, I wonder if the devs thought taking too much from that design wouldn't fit in Conan's classless RPG design. There must be at least some things that could be ported over appropriately though
conan exiles is supposed to be low fantasy.
@ It is, just a pre-historic version of earth
Giving into the warcraft fans was one of the big problems with AOC...sorcery shouldn't be in the hands of the players at all...much less D&D style.
It isn't Conan with fireballs flying around...
@@mikeparker7631 In canon Conan lore, there are sorcerers that can call down lightning, even one case I heard where one could throw fireballs, although it was not the fireball spam, but took some time to cast, but hit like a truck. Also some could shapeshift into animals or magical beasts, some could fly with one method or another. There are a ton of spells they dumped because they just wanted the sorcerer to be a punching bag for anything as dangerous as an average five year old with no arms.
The one funcom really missed an opportunity for and I've said since day one.. . The staff should be a useable weapon with light and heavy attacks and the special attacks button should bring up the casting stones
I've been soloing sorcery from the second it was implemented and I think it's perfect the way it is, I self heal and my Resurrected corpses do all the fighting with three of them of them fighting and getting all the agro, I rarely get attacked and I am pretty much unkillable. I never have to swing a weapon. At most I help out with a bow. Ive gone through every part of the exiled lands and Siptah and done every part and every boss.
Some kind of combat option for the sorcerer would be cool. Like if you had a focus item + weapon, you could still use the weapon but use the focus item to "fire" a pre-loaded spell. That spell changes based on the type of weapon in your main hand, and the focus item in the offhand... different combinations of weapons and focus items produce different effects. That way you still need to rely on your weapon and have it as an option for combat.
I really want "quickspells" so you can instantly cast a selected spell
Ideally they would add some damaging or shield spells so you're not completely helpless when you're casting
Damage spells could just be to increase your attack damage or deal AOE damage, and defensive ones would be a barrier, lifesteal, etc
Also, they should bring back demon pacts!
The way Sorcery is cast in this game is just awful. Even without the need for the sacks of stuff to fuel the spells, just picking through the annoying stone system makes em not worth using most of the time. By the time you cast most spells, you could've just done whatever it was you were trying to do to begin with.
I always felt instead of that weird stone based sub menu system, we should just be able to load up magic staves with spells from the Arcane bench. Different casting wands and rods and staves would have different limits to what could be attached and instead of always having access to every spell you know, you'd be forced to build a staff with specific spells so you'd be more specialized in a role. Bigger, more advanced spells would take up "more slots" while smaller, less directly powerful ones would be easier to stack. Stacking similarly classes spells would also take up less "space" on the staff then picking different varieties of spells. And while you could load up multiple staves with different spell load outs, "Mysterious Forces" would prevent you from actually carrying more then a single staff at a time.
Now once out in the world, with a magic loaded staff, you'd be able to pull it out and get a command wheel like your item or any other menu inventory. Spells in the field wouldn't need items, but they'd have cast times, stamina drain and recast delays appropriate for each spell. And in addition to staves having a variety of slot space, different staves would have stats that affect all those other factors, some would cast faster, some would recharge faster etc.
....long story short, the entire Sorcery system in Conan is broken and mostly useless and really needs to be overhauled.
Sorcery is similar to religion in this game, There are neat things you can do with it but you never have to fully commit to it. That said an update that expands on both and ties them together would make for a cool approach.
My Idea is that you can choose to become a "Disciple" of one (at a time) of the religions to gain such benefits, doing so may impose certain limitation on your character in exchange for new perks as you further advance your skills. I could see it looking a lot like corruption with additional "levels" in a certain skill for each one.
For example advancing discipleship for Jhebbal-Sag could extend your agility and give you new perks in line with that religion. Set, Yog, Deketo and Zath could provide benefits when practicing sorcery. I could see Mitra and Ymir providing their own benefits apart from sorcery...
I could see Jhebbal-Sag granting shapeshifting into animals, and later magical beasts and such.
Agreed, most people (myself included) might use an occasional spell then use a dancer to quickly purify youself as though nothing ever happened.
Adding a witch doctor perk would be cool too. Creating strong potions, adding curses and needing to kill sorcerers for the cure or becoming one to cure it. Adding more utility like an elemental shield to allow players to journey through harsh environments or being able to summon a boss as a pet like with the demon spider in the admin commands would be nice as well.
Sorcery was fun at the start. I still use the mass cull spell but it really needs more love.
To be honest, the spell I use most is the slow fall spell. Most of the spells don’t seem to do much on their own & the wall of fire spell feels nearly useless. When Funcom is done with their game health time, a second age of sorcery would be welcome.
Wall of Fire came to mind often making this video. Visually impressive, but feels close to useless 😂 The story thread of Mek is there to pick up again, I'd be surprised if they don't return to it
I love the concept of sorcery in conan and the way it work but i agree it need a few more spells like curses and a way to fight without regular weapons
I remember when me and a friend finally got some of the advanced spells, and the colictive let down we would fell after trying them.
I think for the combat aspect a Battle Form would be a nice addition. Like the wizard in the mirror chamber in Conan: The Destroyer. Basically acts like an Avatar but smaller. It'd be a great way for a sorcerer to fight in combat. Hells, you could make the process interesting by making the first few forms something you have to learn by harvesting parts from enemies and performing a ritual.
Kurak's disciples do something that feels similar. They kind of buff themselves up then come and engage you one by one.
Big issue with combat utility in sorcery is that thematically a lot of what that would be in a sword and sorcery type of setting like Conan, is locked up in Alchemy.
As alchemy IS largely the domain of sorcery.
Alchemy is where you get your elixirs that empower you, your fireballs, your poisonous clouds, your ability to quickly mend wounds.
Hell, i'll argue that the best thing you can get from Sorcery is the POTION that lets you reroll thrall perks.
Personally i'm glad the gameplay stuff isnt detached from eachother, i'd loathe for sorcery to be its own self-contained progression path.
I really don't like your idea of giving it potions, buffs, and enchants as Alchemy and Blacksmithing already fulfil those niches, having to sidegrade into sorcery for more of that just sounds like a chore that only really takes away from Alchemy and Blacksmithing without actually doing anything to give Sorcery anything unique.
That said, it definitely could use more... Anything, really.
Personally I feel like the point of magic is for it to be truly special, thus for something to be worth having as a spell, with all the sacrifices you have to make for sorcery, it needs to give you something you really can't get through normal means.
Things like the bat and the invisibility spell are what i'd want to see more of.
Something that changes the way I approach the game, not just "a ranged attack" or "buffs and heals", I can get those things elsewhere.
As for new spells, my first immediate thought would be something like a slippery terrain spell, a classic.
Magic traps... Floor glyphs that might paralyze, injure, or launch unfortunate victims into orbit (like those floor traps in the Warmonger dungeon). Combined with slippery terrain this could spell much hilarity.
A hover spell. Naturally any good wizard duel needs counter-play, a hover spell to avoid such nuisances would be quite handy. (Added bonus for avoiding mines and the aforementioned Warmonger traps).
Scrying of some sort would be cool. Ability to spy on enemy bases to get an idea of their layout, or maybe even having a fixed object back at base you can use to routinely check back and make sure nothing untoward is going on.
And of course, Polymorphing. Thulsa Doom did it in the movie, I wanna be able to turn into various creatures too! (Bonus for adding a new style of combat that would be unique to sorcery.)
the only way I fond to be a "true sorceror" in this game was picking the skill that let you carry a ton of weight, so I could carry a lot of poison and fire flasks and a spear so I could hit melee as well, the problem was those flasks were dog shait on pvp XD and way too expensive to craft
I’ve always seen sorcery as an authority build to me I mean all the “mage” armor has the follower damage buff to them so why not give more access to more followers at once or more summons at lower tiers so the sorcerer has better access to more followers to utilize as their identity
There is a lot that could be added to Sorcery to make it great.
For starters, increase the range of sorcery pets. The zombies do work, but are still glass cannons, they could add undead animals to the list. Summoning could be expanded too, include smaller pets that use ranged attacks to add variety to the build. Finally, a sorcerer could be the only one allowed to heal the golems with a spell, which would make them very viable.
For attack spells, these could come either with special staves that throw the spells, or have a spell that summons a cloud of insects that jump at enemies automatically.
Enchanting may make the weapons too powerful, unless all enchantments add corruption to the weapon, which would balance out the issue.
tell me u suck at conan without telling me u suck at conan. zombies are glass canons rofl, some have 120000 life.
@@trentdubs9990 Some, not all of them.
If you are going to capture berserkers or T4 bearers, is a waste to turn them into zombies.
@@Magnus9284 no its not u can capture berserkers all day long from the same spawn, they are basically the best to turn. cause there easy to get.
I would like to see a weapon that can cast the spells. Like a melee staff where the special attack is casting spells. Having a staff that cast spells but u can't use to attack kinda sucks.
There is even an example of this in Red Nails, where an unliving sorcerer uses a wand to shoot beams of red light that disintegrates its victims. R. E. Howard really went and made deathrays canon to the world of Conan.
I mean when I think sorcerer I think Shang Tsung or Quan Chi type sorcery and don’t get me wrong the utility of Conan’s sorcery is great, but also feels very limiting to what an actual sorcerer is capable of, and I get they didn’t want it to be some kind of op combat mechanic, but there’s way to balance things like that like slower attacks speed on projectiles, they should do the same damage as the bow if not more and then make Kombat sorcery late game while keeping the utility side for early game, I just feel there’s a lot of wasted potential especially for RP’s who take the thrill in knowing we’ll be an almighty sorcerer, but realize that it’s very lack luster. I do hope it gets TLC in the future. Also mass cull should pull corpses to.
Amazing insight @eradication. Sorcery definitely needs more substance. Even adding exclusive recipes would help like witch doctor
I've been playing a sorcerer since the first age of sorcery when the option was made available. I think much of the problems with playing a sorcerer can be fixed with the addition of one spell. You cast it before entering combat and it places you in a shield similar to Liu Fei's stasis field the moment you call up your casting stones. The shield prevents all attacks until you finish your spell, or a 30 sec time runs out (so people aren't just using the system to tank). This would make spells like Call of the Dead and Mirror Mark far more useful.
The only combat advantage really is have 3 zombies with you. Allowing you an advantage if you come across someone wanting to kit you. I guess the limitation of imagination is the problem developing useful spells for combat.
Awesome job as always explaining Sorcery in Conan Exiles Eradicati0n! and congrats on the 30.5K Subs...
They could add a special staff that acts similar to a bow to cast fire balls. If they made it similar to bow strength, maybe a little higher to counter the fact that you would be corrupted, I don't think that would break any balance. Would be fun to shoot fire balls, especially if they would burn for a while where they hit.
i agree with a lot of what you said, one thing i would add is if sorcery is going to be a side thing, maybe allow us to wield it in our shield hand so we can still fight or better yet allow an actual fighting style with the magic item even if it is weaker then most other types of combat. i also love the idea if being an enchanter and adding temp enchants weapons and gear. this would make having a sorcerer a great addition to any group
Another issue is that you dont have a starter follower until you do the mound.
Use sorcery to control the will of others or tame wild animals would be cool. Turning your character into a werewolf should also be an asset. And having the alternative of white magic must be in the menu 😊
I think they could improve the demon summoning to make it more useful in terms of duration and power. In the books the presence of shadowy demons doing the dirty job was always a sign that a powerful sorcerer was around.
I just hope in the future NPC sorceresses are more useful like they can make the attitude tattoos useful again and can craft golem parts well we see.
The best way to give sorcery more potential in combat without overshadowing its emphasis on utility would be to provide better synergy with alchemy. Alchemy was the primary means of sorcerous destruction in the original stories of Conan, such as Red Nails with its wand that shoots deathrays, Black Colossus where Natohk used explosive powder nearly rout Conan's army, and Hour of the Dragon in which Xlatotun effectively knocks Conan unconscious with an alchemical flashbang.
The primary issue is alchemy is horribly inefficient outside of healing materials. Demonfire orbs are costly to produce, weigh quite a bit, and hardly do any damage beyond igniting gaseous orbs, which also suffer from a weight problem. What Funcom should do is complete the attribute corruption system, and more specifically, create perks for corrupted Expertise that enhances the use of alchemical recipes in combat, like increasing the explosive radius and damage of orbs. In addition, they could add new recipes for alchemy that create weapons best utilized by corrupt sorcerers, such as the aforementioned laser wand, or a staff that works as a lightning rod and enables sorcerers to redirect the lightning from the storms they can summon.
There are plenty of avenues Funcom could take that enhances sorcery and alchemy without compromising their original vision within Conan Exiles. I only hope they have enough fuel in the tank left before finally shuttering support and moving on to other games.
Sorcerers of the Hyborian Age never struck me as "battle mages" out of Elder Scrolls or DnD. There may be one or two exceptional examples that I'm forgetting, but I'm glad that Funcom stayed away from fireball slinging. There do certainly need to be more immediate effects though. Summoning weak zombies mid-battle, or some kind of undead/shadow/demonic hands to lock down enemies seems appropriate. Shapeshifting or otherwise bolstering physicality through magic also feels like a good way to implement combat sorcery.
I think more like a demon possession mechanic could make it viable in combat. Casting spells that have an enemy turn into an aggressive to all demon would fi5. As well maybe become possessed yourself where you turn into a variety of large demons but locking you into that form with limited skills in process for the duration.
Empowering followers with corrupted foods or potions could be fun. Also corrupting animal companions to make them demons, like the ones you encounter in the world.
I'm surprised they never added a summon skeleton skin in the Bazaar as an alternative to zombies. Also a staff skin for a sword or something so you can swing it around.
Sorcery definitely was very underwhelming. I dont need to be able to cast fireballs but at least let me feel like a sorc somehow in combat.
I like your ideas and think being able to summon in combat and channeled spells while in combat would be awesome
I was hoping for some combat casting abilities. I have yet to see the lightning of the thunderstorm hit anything other than me, and the zombie fog doesn't seem to spawn zombies for me so I assume I'm doing something wrong but it was so much time and annoyance to get there that I can't say I care enough to try any more in its current state.
Slowfall and the bat are neat but ultimately I don't find myself in many places where I feel like they're even worth the minor hassle of pulling out the staff.
Edit: In fact I would prefer them add 45 degree corners to their construction material sets. I would genuinely get far more mileage out of something like that
Better corrupted perks needed. Demon summon (like mirror mark but something like summoning 2 deamons). + Corrupted stamina needs to be adrest. (Some spell like "Detect Ressourses" mechanicly but with some kind of stamina buff or stamina corruption removal while spell is active. With catchy name like "demon vigor/pact/boon/deal." That's all... no need for fireballs and stuff like that.
After playing Age of Calamitous with offensive magic....Exiles really could use lore friendly offensive sorcery....like driving enemies mad or blind ( the Fog blinds everyone but the enemies in game lol). Sway them like Thulsa Doom. Undeath like Xaltotun. Imbue items with magic.
I'm a big fan of the indirect ideas like hypnotism, madness, or just simply avoiding aggro in general. There's some other good ideas so far in the comments like polymorphous spells, but something about manipulating the mind of enemies resonates with me as a good idea for sorcery
Necromancy, demon summoning and natural catastrophes like lightning storm, blizzard, earthquake and sandstorm would be a good way to make the sorcerer a proper archetype. Other similar indirect things would be crowd control like terror/cowering, enemies attacking their allies and such. (Too) powerful spells could also be blocked by something you could build in your base that prevents certain spells being cast within the area. The witch doctor knowledge shouldve also been merged into the sorcerer.. I as well only picked up Conan Exiles when age of sorcery was released^^ *additionally, abyssal gear from the circle could have interactions with the corrupted perks like demon lord whose chance or duration could be higher or something. both the perk and the weapons are relatively garbage. :/
I know they're planning to focus on fixes over content, but rather than more sorcery, I'd personally prefer labor thralls. A. Would help add more population to settlements, and B. Automate resource collection, or even agriculture, by assigning labor thralls to food plots or to storage containers and selecting a resource to fill it with.
Thankyou for this, the corrupting plant was good to see, but more combat and more more base defense would be great. Also the demon summon should be permanent, demon lord should allow you to control what gets attacked. max level sorcerer for a while. Another problem is that people can run circles around the zombies they dont do a good job at protecting you. Also that is lacking is how lightning storm was nerfed way too hard. Your meant to be able to use lighting storm to attack bases at the least, its a part of the pvp game. Being able to control npc to thrall them by using mind control instead of brute force. The Meteor storm would be awesome that the purge npc does.
Honestly, just adding a few more spells and a way to realistically play as a sorcerer would make a huge difference.
The thing is, Robert E. Howard’s world of Conan had sorcerers, and they were not someone you’d play as in a survival game. A “true sorcerer” would be reclusive and most likely an evil villain. You have some good ideas though that might fit with that concept, the feel of sacrificing normality (the way others play the game) to gain powerful benefits. It should be demanding but ultimately rewarding. Ideally I’d like to see alchemy be tied to sorcery as well, not usable by everyone.
That was the sort of vibe I was getting at with a sorcerer being a "support" role in a clan. Not necessarily someone who'd be useful as a frontline fighter, but that weird guy in your group who's always chanting in the middle of the night 😂
I kinda understand and like where they went with sorcery but as you say it could be better. As it stands, playing a dedicated sorcerer character i basically fight by having undead or golems at my side helping me. I tend to just use the summoned bow. I like your idea for buffs and enchantments to enhance things. Something else I do to try and feel more like a sorcerer I add in alchemy, using potions and orbs, though orbs are a bit hard to use well in combat, save for throwing down gas orbs at your feet and helping to slowly kill enemies.
my biggest issue with sorcery, in regard to combat, is it feels like it's designs for you to NOT want to be in combat. you want things to come to you and not be able to make it past your minions and abilities. With how the game is designed that's just not possible do to how often you need to go somewhere to do things. Making it so the catalyst does more damage or can do more attacks would go a long way to help, specially sense it takes a minimum of 5 to 10 seconds to cast a spell.
I appreciate that they have a spell that lets you make a copy to distract people. I was disappointed with the darkness spell and the mist with the zombies in it. the description for the darkness spell makes it seem like it should debuff enemies or at least make you harder to see. I get that the zombies conjured needed to be weaker than what you can summon but... really? 45 hp? they hardly do much damage and they can generally only take a single hit. All the two spells seem to end up doing in a pve sense is actually make combat harder for YOU the caster.
My friend has been playing since day one and was always trying to get me to play but I was disappointed due to the lack of sorcery. I finally joined in age of Sorcery and wasn't very impressed. A utility option with little combat use and the hindrance of needing heavy weight reagents pouches that are consumed with each use. I remember my first spell and the bad taste it left in my mouth to this day.
"Wow cool an ice bridge. Okay. let me cast that again"
I need another pouch??? 😒
It had all the things the movies had, what do you want. Magic Missle's, fireball and ppowerwords?
we defenitly need some weapons and more spells yes! i wish they could also make it that we have some prepeard spells that are ready to go and not need to go into the sorc meny and select it, a spell that gives you the ape deamon but makes him permanat would be nice! the zombies are not the best fighters out there, they do help in sieges thoug... maybe permenant zombies or the option to turn trhalls into some sort of zombie that can use weapons and armor would be nice?
Maby You should Look in to the "Ancient Sorcery" Mod. This could serfs as a new additional Magic system and IT IS lore accurate
The problem is balancing. The peaces are there in form of summoning weapon/armor, however the challange is to made them valid option without making them the only valid option.
Making the sorcerer a team support in combat, with bufs and such, is an interesting idea... not sure how it does fit into lore thou.
Making enchanted potions and such... this one is problematic. CE have crafting deteached from the atributes, skills and such, everyone can craft anything. So making only sorcerer able to craft specific things does not fit it well.
Some super powerfull spels could give you over-limit coruption, like the teleports does. This could take the caster out of the fight for longer time. What those spels could do thou?
Have over 7000 hours played, still love the building system.
As for AoS I just can't the hit to stamina drives me nuts and it killed the server I was playing on.
I would tell Funcom talk to Hosav better yet hire the guy, Conan needs EEWA.
Yeah, give me a projectile made of ice or a single bolt of lightning - AWESOME! That would already be there in models and animations and would just need to be adjusted a bit.
What kind of corruption shockwave is that that you're doing in battle here? Does the special weapon do that or is it a corrupted talent? I've never seen that before o.O
Though I do agree that CE could use a little more depth in its sorcery, I don't feel that there should be too much added to combat. If you look at most sorcery in Conan, it's very ritualistic and not really all that useful in a fight, unless you're starting the fight and that's your opening move. As has been stated by others, most of the combat aspect of "magic" in the Conan stories is actually derived from the domain of alchemy rather than sorcery. Perhaps some stuff like shapeshifting or buffs/debuffs would fit, but I personally feel that more direct combat magic from sorcery wouldn't really be in line with the source material. After all, we're here to play in the world of Conan and not just a Conan-skinned D&D world, right?
Right?
Just my two cents.
I was so happy that we finally got magic in the game, but then instantly upset that it felt like you were consistently punished for it (Almost as if they really didn't want to add it or have people use it). The fact that it's not combat oriented was fine with me, I think the game would feel too easy or boring if it was the same ole "Fireball" and "Iceblast" spells. Magic being something that effects your surroundings and acts more of something that enhances your experience is fine on its own. However, it really feels like it doesn't do enough and is very clunky. A lot of the spells don't feel as effective as they come off and having to stop and go through a menu for each spell becomes boring and tedious. I would have much preferred if there were some sort of tier system. You start off with simple spells with simple chants and the higher the spell the longer it takes to cast as you have to do longer chants. Then you could have rituals in which there needs to be set ups you have to do and that can allow you to gather materials around you to quickly whip something up.
I don’t mind sorcery being non combat. I mind being punished in both health and stamina. Good mods exist that reduce these penalties.
Right... At least remove the stamina penalty. My sorcerer build has like 90, ONE, maybe two heavy attacks allowed.
@@JasonRocks75 I play a fully corrupted sorcerer (19 corrupt on both Vit and Auth). How I got around this is going with a lighter weapon (specifically a one-handed mace) and adding the "balanced weapon" upgrade.
I always imagine sorceriers bing on the high ground while the fighters leading the charge
Example
When my GF and I play I will have the thralls lined up in rank and I will be down there leading the charge and my GF will be up on the wall or tower casting spells during a purge
100% of support
Yes to everything you mentioned. I think it would also be good if they linked some spells to religions. Each religion could have three spells learned, one for each level of altar, increasing their use and worth as well. T1 could be a unique buff, to one’s self, a peer or an item, T2 could be a debuff or something impacting enemies, and T3 could be a summon or something special; a swarm of cobras, a frost giant, or a giant inky tarantula - not quite a avatar but bigger than a normal pet, and limited.
The Sorcery is spot on. Hyborian Age sorcery from the source material is very well represented by the game,...it's Conan, not D&D, and sorcery is corrupt and evil, it's not about fireballs and that sort of crap.
Thx for video.
going off the source materials magic isnt something overly grand. its used to open doors, close them, star campfires, control animals, and for beings like Akiro 'The Wizard' he was very powerful for a character, his strongest showing was summoning spirits that would heal Conan of his wounds but attempt to take him back to hell with them. If you're looking for fireballs and lightning bolts, maybe a different swords and sorcery game is better
They seem to be heavily biased towards following the setting Howard wrote. So throwing fireballs and casting magic missile wouldn't fit.
But I've read all the Conan books. Most of the common magic types in them is there...but they're clunky, unreliable, and the most /useful/ one for it is completely missing. Brainwashing. Sorcerous mind control. Even if it was just a means to instant-convert a captured thrall would go a fair way to help there. Also, sorcery should be *good* at fortifying a base. Binding a horrific demon permanently to a chamber of the base, so invaders have to fight it. Enchanting thralls with horrifying vigor. Clouds of debilitating lotus vapors that seem to seek out trespassers.
And thinking about it more, there not being sorcery to learn from the Sunken City is a HUGE missed opportunity. Surely the Lemurian city that managed to trap DAGON with their rituals has at least something you could learn.
Sorcery is not a priority in my book. It is quite well done. Yes, it needs better spells since some spells are useless or very, very situational but over all I think it is ok. There are other aspects of the game that need more attention right now. That path finding issue with treasure purge for example (have to put the treasure chest in a vunerable position in order for it to trigger. Feels stupid and very mechanical) or how incoherrent and messy the game design is when compared to the Conan lore (why are there passage ways in Unnamed city the Giant kings would not be able to pass through?).
Remove stat buffs from armor and turn them into enchantments.
I dislike that sorcery is defined evil. Many spells or rituals require things like sacrificial blood and souls which completely throws out good characters from using it
It's an understandable presumption; the overwhelming majority of sorcerers in Conan stories derive their power from forces actively hostile to human existence. The only real exceptions are in Hour of the Dragon where a witch (who is more of a mystic than a sorceress) and a priest (the only example of an explicitly benevolent sorcerer) help Conan save his kingdom from Xaltotun, a blatantly evil sorcerer so vile it even disturbs the other villains of the story. "Good" sorcery is possible, but it falls under existing systems within Conan Exiles much better, such as taming animals and alchemy.
Agreed, though that's mainly from the source of the power, it's drawn from the realm of demons and dark gods. It's definitely a bit too evil to be used by a grey or just plain "good" character though. If Kurak could break the magic of the bracelets to use this form of dark sorcery, I don't think it'd be out of the question for a sorcerer in the future to work out a way to introduce neutral/light sorcery through the same method, assuming it doesn't rely on Nyarlathotep to permit it
@@Eradicati0nn Shapeshifting is in the canon Conan lore, and yet they threw that idea in the toilet. I mean, turn into a wolf and get a speed boost and attack boost, turn into a horse and run away, something.
i will love to se more spells but they not gonna add more content not until they fixed the bugs so their gonna go along time until we gonna see that
thx for the video
I definitely agree that Sorcery is lacking. Some of the tone is great with things like ritual sacrifice, but some of the other things like the summoning tree are useless. Yes, the corpse retrieval thing is useful, but the summons themselves are beyond useless. You should be able summon a mount that stays with you. As is, it works for a bit and then turns hostile.
I don't know the answer, to be honest, but it's not very appealing or rewarding at the moment. It definitely needs to be a chosen path with rewards that feel powerful for the costs of stadia and health. The lightning storm is fun, but like most rewards for sacrifice, it's just light show and lacks any real use. Creeping dead is useless.
IMHO the problem with sorcery could be fixed just by reducing weight of bags and orbs. All my sorcery and acheronian builds necessitate expertise/pack mule just to have the proper gear. Otherwise it feels very robert e howard.
acting more atk spells does not help much they nerf it too much just like the fog zombie, lava wall and the lighting spells.
think there was/ is a mod called the age of calamity ..its conan with sorcery its been round forever gl and hf.
Basically they want the sorcerer to be a complete loser and a punching bag for anything as dangerous as the average five year old with no arms.
Most of the stuff you think a sorcerer should do would completely unbalance PvP in favor of larger clans, and that’s assuming we don’t get outright game breaking glitches from implementing it. And it’s already unbalanced enough, don’t you think?
What the game needs is equalizers: a way for solos and duos to hold their own against larger groups. Not the other way around.
My gut feeling from watching this is you don’t do enough PvP to understand sorcery’s potential as it is. Wall of fire during a raid, for example. Most people see wall of fire and think it’s utterly useless, but it is one of the most useful spells for an attacker in a raid. You see, no one can build in its area of effect.
The nuances of what these spells really do in their proper setting is perfectly immersive. You just have to be smarter than casting it in the open with nothing happening and saying l
“Well that’s dumb.” It really isn’t. They all work very powerfully in hidden ways.
And that is what Conan really is. There’s no beginners guide 101 to show you what situations and how to use them. You have to figure it out. That’s the game. For reference, how many hidden recipes are there for crafting?
To be completely open, i never understood the appeal of magic in a sword&Sorcery, even less in a conan setting. (Just read the stories)
For my part i wish the devs would have added more combat styles or gave combat and especially swordplay a radical overhaul, to make it a strength of the game, not an embarrassment as ithas been since day one.
But who am i to question what the majority of players want. I'm just glad the game is playable for solo players.
Without the magic it would be just Sword.
@@GregorySnipe Indeed, but (at least in Howards sword&Sorcery) magic has always been the antagonist.
Sorcery in the Conan books was much like they have added in Exiles, Slow and usually involving Undead, Corrupted creatures, Demons etc it was not D&D Fireballs are us
A lot of the suggestions you made were quite good
I honesty do not think they will improve it though, they have been dumbing the game down since Launch
Remember when you had to get Specific Armourers and Blacksmiths to get certain recipes? Cooks also had specific recipes
Adding a more complex and satisfying Sorcery is not something I see them being capable of doing
My sorcery build is the strongest build I have. With thralls your immortal basically
2:00 you already hit something. Some of the grind is just plain stupid for only a handful of okay spells. There is nothing interesting in that gameplay loop.
All of that for an ice bridge i'll use twice.
Plus you're saying spells are utilitary only but i have a counter point. Lightning storm. It's clearly an offensive spell, it's just so bad, nobody will use it. Same for the one that calls zombies in a zone.
I think sorcery is extremely usefull right now... id prefer funcom to focus on adding (FREE!!) content to the game, even if its just cosmetics or new weapons or armors or fixing bugs and inestabilities so further development improves
PD: ADD AGAIN THE WITCH DOCTOR!!!!
The problem, especially for PVP, but PVE is also a concern, is balance.
That's very true. Some stuff that wouldn't matter much in PvE could easily break PvP if not handled correctly, and vice-versa
I am still holding out hope for more spells...stupid, but I am. Sorcery would be 100% better if stamina was not corrupted, I hate not being able to fight. The health should be the only cost, not being able to play the game. Be rewarded for playing well with the low health.
"Aiming towards practicality". Man did they miss the mark if that was their target. It has all the praticality of a Karmen Gia.
Edit: You're suggestions on the "Ultimates" doubles down on the agency removal you pointed out. Ya, you call in a massive effect, then you can do nothing? The way the game works means that IF you get the spell off, casting time and maximum range for things to render much less exist in game, means you'll never get to see what happens since you'll get bulldozed and sent back to your spawn point. And that is if the effect even continues after you die.
Golems being able to aim down or up would be a big help though. As is anything below their knees is more or less safe unless it jumps.
There's certainly some practicality, but I wouldn't say it's the majority. Some spells are great, and the transportory stones were revolutionary when they were added, but a lot of it is either incredibly niche or near-useless (looking at you, Wall of Fire)
Fair point on the ultimates tbh, my in-head process would have been that ultimates are a last ditch effort that requires true sacrifice, but in practicality it likely wouldn't play out in that way.
@@Eradicati0nn I'm having a hard time putting "great" to any of the actual spells other than maybe Ice bridge and slow fall, and those are really just "good". Sorcery takes a good bit more focused time investment to do anything near half of what the "bonk on head and press gang new worker/warrior and bash things with/alongside them" path does in capability. In reality, aside from what one singular build (which I suspect is how they want "sorcerer's" played) does which a diehard outlined elsewhere in the comments, sorcery only marginally supplements that "core" gameplay loop.
For the aspects that actually supplement? The reroll pot and the fast travel gates being big ones. Mass cull supplements too but along the lines of throwing away 3+ hrs of grinding and good rng to save 15 minutes of harvesting and getting back mayby half of what you'd would have gotten of what you set out for if you'd just taken a pick or axe along side the other half of what mass cull fills your inventory being random junk from who knows where (seriously, where in the hell does it find 3 stacks worth of fiber and branches in Hanuman's Grotto).
To me it feels almost like they're afraid of or terminally allergic to other playstyles having capability parity with their "core" loop.
Golems are roulette on crack. Have to get lucky to find the rare mats, need a couple elephants worth of the non-rare ones, crafting the components rewards stupidly high levels of xp (jumpped 15 levels making 2 stone golems just from the crafting of the bits), then the golems themselves spin the wheel every couple of seconds to figure out if they're going to do something or just stand still. If the spin does tell them to not stand still then they have a coin toss of glare or take a swing, then its a random which swing they take if that one comes up. For the Axe and Sickle golem you have to hope either their target is taller than their knees, if not then you it is sitting upwards of them on an incline or does an attack that moves them above the golems knees. But hey, you can have them dance....
I've never bothered even trying sorcery, it always looked dull in Conan.
It's fun thematically, undead, demons and spells, but in actual practice it is a little dull, the spells are lackluster at best, and having a cost for every spell just makes you never want to use it
Dull is probably a good descriptor if you're not super into the lore of Sorcery in general tbh. Great themes and backstory, but the actual practical aspects leave a bit (sometimes a lot) to be desired
Sorcery was in line with conan lore. Its low fantasy not everyone can breath fire and fly. that said the interface for it sucks dagoth horn. Give me some hotkeys, not a multistep radial wheel every time i want to cast a simple spell.
Yeah I'm not keen on the idea of Skyrim-esque magic in Conan, even if it would be far more useful. It just doesn't fit the world properly.
I like the casting menu from a lore perspective, it's a pain to use in practicality. It may have been better to be able to craft "uses" of a spell beforehand so your character can just raise the staff, say the words and cast? The current system still feels a bit slow and clunky
Since it's release, only utility that it provided were teleports. Other than that, sorcery is the most useless thing in this game.
Lot of the problems with this "utility" that sorcery brings in -> it can genuinely invalidate many aspects of the game. For instance, corpse recall is firmly garbage. You can do gross overweight mining runs, go die, then get back with your chalk circle. Die at someone's base? That's cool, just chalk circle. Being chased because you got caught out? That's fine, go hop in the green wall.
Then we have bridges and bats that actually completely invalidate some build locations; and/or allow for otherwise inaccessible builds that suddenly become invincible because first person to get there can place an archer thrall and you can never get up for a raid lol.
Obviously this video is primarily about pve/single player aspects, but i do think the support aspect would be cool; if not *touchy*. Arbitrarily gives larger clans even MORE power haha.
That's true, some of the concerns only show up in a PvP or PvE environment, but gameplay facets shouldn't be invalidated by sorcery. Corpse recall is really cool and useful, but being objective, it can cheapen the whole experience if you can just bring your loot back without any concern or risk.
Casting spells is too cumbersome. I think it needs to be simplified - keep components but update and improve how they are cast.
I mean it’d be nice if sorcerers were lore accurate and not just a glorified rogue
Left Conan exiles some years ago due to too many cheaters and devs doing nothing to solve it!
Now im all in on SOULMASK, a way better game in all aspects
magic is such a let down fix it and make it great again
still cant load into singleplayer 😴
in pvp it enables almost all the cheating to be even better or making it possible. it made half the base spots unusable. it was one of the main reasons the game died pvp wise and made pvp unplayable for a half year after it came out. the only people who wanted it in the game where pve guys and its not even good for pve. they should have never brought it too pvp and then made it cooler and more powerful for pve guys. just another funcom gem, this was one of those updates that broke the entire game once the update came. whole bases turning too dust, ext, ext...
i disagree with everything here.
Conan isn't part of the "sword and sorcery" genre like you suggest. in the Conan IP you don't find spellwielders...like ever. Sorcery is something that the badguys use and requires preparation and cost...exactly like they did in the game.
This isn't D&D and making it so would piss off the fans of Conan who aren't just fans of the game.
Conan is absolutely in the Sword & Sorcery genre, Howard's work is foundational in it. It's definitely not a high-fantasy spellfest though, it's far more grounded than D&D or something similar.
Chucking around fireballs willy-nilly would indeed be wholly inappropriate, and the iteration of the Outer Dark sorcery in CE lends itself far more to grim, ritualistic magic. There's certainly room to improve the system within that framework though, especially without breaking the core style of how sorcery plays in the universe
In my opinion, the implementation of sorcery is a single summarized example of Funcom development. They took SO long to provide a key request from the customers. When they finally delivered, it came with (and still has) many bugs. It's lackluster with very few worthwhile uses. I feel like they just implement crap, just to say "we delivered" something. Rather than nothing, we get something, but the something is almost worse than nothing. And the bugs, always with the bugs.
The game's combat was a joke to begin with. It seems "souls like" but fails completely, not good enough in both ways. The NPCs are just too robotically soulless attacks straight or reset. (super lazy programming) not even things like passive aggressive, just boring soulless run up straight to attack.
Sorcery ruined pvp more than it already was... to fix Conan you start on PVP servers..
PvE noobs that talk like they know what is going on is funny...
Stamina punishment system is what made Conan unique.. its gone and Conan is on easy mode
I have been playing a full sorcery character since it came out and I can tell you that 99.9999 % of people play it wrong. Just like in your video everything you're doing is wrong
Conan Exiles is dead, move on to Dune Awakening when it come out