Hello Dear Developers
I got some question about yours companion system.
Do you have in mind buff or change augment companions or you still stay with "active" aka combat companions like xuna or mercenary ?
Augment helps cap your stats to 90%, but actually stats don't matter, when combat companion with bonus from insignias or indomitable runestone will be more useful for dps class, because damage table in game "paingiver" count player's damage + companion's damage. More damage dealt = faster dungeon/trial and "prestige" as a dps class.
Take for example 2 dps class, the first one will use augment companion and can increase his 4 offensive stats 90% in combat (what is hard, but possible), the second one use combat companion and can increase his 2 stats to 90% and rest of 75-87%.
The second dps will do more damage, because actually "active" companion do 13-14% player's overall damage on trials and dungeons, which make augment companions totally useless and 3% more stat (that's what augment can do) won't make such a difference.
So it this what you wanted to achieve in Combat rework, where there isn't reason to cap ratings of 90% or something went wrong ?
I would appreciate if some developer was able to answer my question.
PS. Is it okay where mirage weapon set do 13-16% total dps's damage on the zariel's challenge or tower of the mad mage ?
2
Answers
LOL 6x20% Indomitable Runestones -_-
Augments are fine, it's better if u ask for Indomitable Runestones rework, so they can work on the augment,
say for 2% dmg player boost and 20% companion boost, it's x12% dps boost lol.
Dead🔪As for Mirage, the devs have done their monitoring/tinkering and they are WAI now.
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
So if you prefer to use augment, you will get more stats (but it's still need a buff, because if you wanna use indomitable runestone, you will miss other stats from arcane or profane runestones) and bonus damage to yourself and if you prefer to use combat companion you stay with currents things. It should be easy to implementation, when you got only 27? augment companions.
I really think it would be more balanced.
I don't think in current "game meta" augments are fine, because upgrade your xuna is more value, than cap your stats to 90%, what could be priority in combat rework.
Actually you are more focused with upgrade your "active" companion with 6x indomitable runestones and 3 or more Warlord's Encouragement mount insignia bonus, than improve your character with perfect 90% cap on stats. All that's staff make % on statistics and augment companion totally useless and even without runestones and bonuses combat companion offer higher bonus to damage.
I'm still holding on to the hope some developer will say something about that.
I think they don't know what happens even in their own game...
Snowcrash left cryptic studios, so maybe there is a rescue for this game or dark times are about to come.
In my opinion attacking companions should helps tanks or heals without dps path or with defensive/healing stats do solo content like quests/level up for new players and etc, and not be "bonus dps" for your class on randoms or endgame content.