Age of Conan’s Surprisingly Complex Combat, Pt. 1
I have a feeling most of the people coming to this blog (and “most” is probably only eight or nine people) probably aren’t extremely interested in Age of Conan, but unfortunately for those non-interested readers that have continued reading this extravagantly long sentence—I am interested. Much more interested than I ever expected to be.
Age of Conan’s had a pretty rough start, even if you only believe the most conservative posters on the official forums, and the population has dropped off considerably on the servers I have characters on (but seems to be rising again). I still haven’t completely figured out why I’m so addicted to it when other MMO’s (World of Warcraft, Anarchy Online, Tabula Rasa) became boring so quickly, but I have found something new today that ensures my continued interest for the near future.
Combat in Age of Conan was hyped as something new and original for an MMO, with its combo system that requires the player to complete a short series of timed button presses to pull off the moves. In World of Warcraft and the newly released Warhammer Online, you press one button for a combo and watch the animation unfold, but in Age of Conan you press more than one, and are sometimes rewarded with a gory fatality animation. The system is enjoyable, though seemingly simple, and I still find myself entertained as I repeat the same patterns over and over again, waiting for the arterial spray, but I realized (or thought I did) that it was sort of gimmicky. That it didn’t add an enormous amount of depth to MMO combat.
When I started my assassin character, Tiresias, I decided to actively hunt other players. After all, Funcom has finally gotten part of the PVP patch onto the Live servers that allows subscribers to gain PVP experience when they kill another player. Using my character’s hiding ability and attacking from behind, I was able to work up a Kill-Death ratio of about 15-2. Now, however, as my character enters her 30′s, I’ve begun to get my ass handed to me. Repeatedly. Last night a ranger six levels my junior hunted me across Khopshef Province and killed me three times in a row and I couldn’t even get close enough to hit them.
So I decided to do a little research into my class and figure out what I was doing wrong. I expected to pick up a few tips from the forums, maybe even specific strategies for destroying rangers, but I found so much more. The forums are chock full of videos demonstrating an array of techniques that I would never have imagined.
For starters, I typically stand relatively still unless my foe is running away (or I am). I already knew that circle-strafing was a technique in other MMO’s, but using it properly would mean giving up my current method of clicking everything with the mouse and just moving with the keyboard, which sounded like a lot of work. Key-binding all of my abilities and switching movement to the mouse is just the beginning though. Each of the systems unique to Age of Conan add a layer of complexity to its combat that elevates it beyond the standard MMO.
I’m going to split this into a two-part post since I’ve gotten fairly long-winded. That way everyone still reading can decide whether they’ve heard enough at this point, or would like to continue on and read a more detailed analysis of what makes Age of Conan’s combat an intimidatingly difficult, yet fascinating, system that rivals actual fighting games.


I tried AoC when it first came out. Stygian female assassin. It was a disaster and I quickly grew fed up with the system–back then even PVP was a fruitless effort that offered no real reward.
It just seemed like it needed a whole lot of work before it was actually ready for play and enjoyment, though I hope you’ll illuminate what I am now missing. Who knows, once I have more time on my hands I may look into it again.
Reply to DenisI started playing when it first came out as well, Denis, though I didn’t have many of the problems others complained about.
If you’re referring to technical problems, I missed out on those because I had a brand-spanking new computer that churned through all of them.
If you mean problems with the game itself, my relative inexperience with MMO’s probably helps me to ignore or completely miss a lot of the problems. I definitely agree that PVP offered no tangible award, though. Funcom has a bit of a track record on this game for endlessly delaying updates, even ones they planned for launch.
Many of the complaints regarding gameplay are only relevant to high level characters, so I haven’t encountered those yet.
I do think you’ll find a lot of the problems solved at this point. I’m not sure if you stuck around for all the “Out of Memory” errors, but I experienced an abundance of those after a couple patches. Since the last patch the game hasn’t crashed once. Also the gray mini-map issue has been fixed (at least for most).
They still haven’t implements the fugitive system that will hinder high level characters ganking low levels, but it will be interesting to see how that works.
Reply to Travis MegillTechnical problems I didn’t have, beyond the unavoidable ones.
My largest problems were the manner in which everything was handled. The female attack speed (which took them forever to even acknowledge), the weekly updates that lasted all of two weeks before that schedule was changed, crafting being broken and largely useless, and then having a higher level character and growing really tired of the grind presented by no real content.
As I said, it’s a game I may consider trying again down the road, but I have a feeling I’m busy enough with other games right now (especially with the season into which we’re entering), so it may be a while. I’m rather patient, though, and I did the same with WoW, so we’ll see.
I did like the combat system, however. So much so that I didn’t make my main alt my mage this time around.
Reply to DenisLuckily I didn’t start a female character until after the attack speed problem was fixed
It does seem like Funcom is pretty disorganized. They’ve missed more deadlines than they’ve met for content/patches and they take forever to acknowledge problems.
Fortunately, they do seem to be getting better because a lot of the big technical issues have been ironed and content is being added. The DX10 features being implemented sometime in the near future (hopefully) are amazing looking and the expansion is intriguing.
The problems haven’t bothered me much, but I can definitely understand moving on when there’s so much else to play.
Reply to Travis Megill