When you remove or swap out an active companion, anything equipped to them (excluding runestones) is automatically removed. Change this. It's bloody annoying.
Now that you have released the companion pack, people are going to go through this more and more, with only 5 active companion slots and significantly more companions, people don't want to be constantly re-equipping companions every time they change them around.
It's bad enough that you changed the fact that equipment now becomes bound when companions equip it, I'd rather not have the irony rubbed in my face when every time I need to cycle an active companion those bound equipped items jump back into my inventory.
+1. Please do something to this. It's more inconvenient than drag and drop powers.
Here is an idea. Instead of having "Active Companion Slots" and "Idle Companion Slots", we can simply just have "Companion Slots" and then we select any five companions we want to make active.
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ladytoonMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
Here is an idea. Instead of having "Active Companion Slots" and "Idle Companion Slots", we can simply just have "Companion Slots" and then we select any five companions we want to make active.
mrspumaMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited December 2013
People have been wanting this for a long time. Maybe one day.
My current method (at lvl60) is to keep 4 companions that I'm likely to rarely want unequipped (like augment + 3 fave active-bonus pets) and leave the last slot for the pets that I keep switching in and out (for training new ones, for goofing off/looks etc) and never bother to put any player-gear on them. They don't need such gear just to be leveled or if you want them active just for their bonus.
But yeah...I don't really understand why the pet gear gets unequipped, especially now that they're chr-bound.
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twstdechoMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 630Bounty Hunter
edited December 2013
You think that's bad? The first time I set my Man-At-Arms to inactive, not only did all his gear get auto removed, but he also broke. I've never been able to re-gear him since that time.
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
My current method (at lvl60) is to keep 4 companions that I'm likely to rarely want unequipped (like augment + 3 fave active-bonus pets) and leave the last slot for the pets that I keep switching in and out (for training new ones, for goofing off/looks etc) and never bother to put any player-gear on them. They don't need such gear just to be leveled or if you want them active just for their bonus.
Yeah, I simply don't bother putting any gear or runes on any companion that I'll never actually use beyond levelling it up. Basically I have gear for one dire wolf, one cleric, and one augment, and sometimes a man-at-arms (who shares a belt with the wolf).
Yeah, I simply don't bother putting any gear or runes on any companion that I'll never actually use beyond levelling it up. Basically I have gear for one dire wolf, one cleric, and one augment, and sometimes a man-at-arms (who shares a belt with the wolf).
And I only have gear for my augment companion. My cleric lost her equipment because the only time she will be in an active slot now is when she is summoned. There are other companions I would love to equip, but can't because their active bonus doesn't justify them taking up an active slot.
So yes, I would love for them to change it so companions didn't drop their gear when moved to idle.
Bump! Now that companions are becoming more useful and we actually get to juggle at them and collect them, having them drop the equipment in inventory is just silly. It' not like you can use them for item storage considering they only wear 3 pieces max (is you upgrade them which costs more than getting bank slots) and tey're usually ring, neck, belt,talisman, icon etc.. I see no reason at all for the way it is now.
So far, I have four equipped companions, but I only need one of them to be active. I want to slot the rest active slots with unequipped companions who provide useful active bonuses. However, if I make other equipped companions inactive, their equipments will then occupy my inventory slots.
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bioshrikeMember, NW M9 PlaytestPosts: 4,729Arc User
edited February 2014
I really like the idea of taking the idle companion slots, just making them "Companion slots", and allowing us to place any companions in there. The active ones could still show up in the companion tab of the character sheet, only now their icons in the companion inventory page will have an "in use" marker on them, like how active profession assets appear...
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
Bump! Now that companions are becoming more useful and we actually get to juggle at them and collect them, having them drop the equipment in inventory is just silly. It' not like you can use them for item storage considering they only wear 3 pieces max (is you upgrade them which costs more than getting bank slots) and tey're usually ring, neck, belt,talisman, icon etc.. I see no reason at all for the way it is now.
actually, if they aren't BoP, you mail them to all of your characters without equipping them and get the collection points across your characters before binding them to someone.
actually, if they aren't BoP, you mail them to all of your characters without equipping them and get the collection points across your characters before binding them to someone.
or they could make collections account wide.
companion gear being shed when sent to idle... it makes managing enchants on those items easier. but... it means i have to manage an inventory for it. on the flip side of that, some gear is usable on other companions so i don't need to collect three pieces of gear for every companion i own. that would be a nightmare.
it makes managing enchants on those items easier. but... it means i have to manage an inventory for it. on the flip side of that, some gear is usable on other companions so i don't need to collect three pieces of gear for every companion i own. that would be a nightmare.
That was more than likely the intent.
Pre Mod2, when there was no active bonuses, changing companions wasn't all that important. You chose 5 and rolled with them. But now that there are Active bonuses, especially those that get much better when Rank 30, companion swapping is becoming more relevant. Situational swapping is becoming part of player strategy. Need some extra muscle for this fight, swap in this guy! Going into a dungeon with a party? Put on the Augment and bring in the ones that boost my defense, deflect, control bonuses/resistance, what have you.
This is going to become more prevalent when Mod3 goes live and you have players switching between PVE and PVP loadouts now that companions can be used in the PVP area.
The idea of leaving all companions in the Idle Tab is a great idea. Simply right-clicking on one and choosing 'make active' would be fantastic. And hitting = would still bring up the current window that displays the active companion list. Changing companions would be a simple matter then.
This is actually one of the better suggestions for an improvement I have ever seen presented here.
Comments
Here is an idea. Instead of having "Active Companion Slots" and "Idle Companion Slots", we can simply just have "Companion Slots" and then we select any five companions we want to make active.
My current method (at lvl60) is to keep 4 companions that I'm likely to rarely want unequipped (like augment + 3 fave active-bonus pets) and leave the last slot for the pets that I keep switching in and out (for training new ones, for goofing off/looks etc) and never bother to put any player-gear on them. They don't need such gear just to be leveled or if you want them active just for their bonus.
But yeah...I don't really understand why the pet gear gets unequipped, especially now that they're chr-bound.
Yeah, I simply don't bother putting any gear or runes on any companion that I'll never actually use beyond levelling it up. Basically I have gear for one dire wolf, one cleric, and one augment, and sometimes a man-at-arms (who shares a belt with the wolf).
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And I only have gear for my augment companion. My cleric lost her equipment because the only time she will be in an active slot now is when she is summoned. There are other companions I would love to equip, but can't because their active bonus doesn't justify them taking up an active slot.
So yes, I would love for them to change it so companions didn't drop their gear when moved to idle.
So far, I have four equipped companions, but I only need one of them to be active. I want to slot the rest active slots with unequipped companions who provide useful active bonuses. However, if I make other equipped companions inactive, their equipments will then occupy my inventory slots.
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
actually, if they aren't BoP, you mail them to all of your characters without equipping them and get the collection points across your characters before binding them to someone.
And with more and more companions being introduced, we will only have more equipped companions. This issue has to be dealt with, sooner or later.
or they could make collections account wide.
companion gear being shed when sent to idle... it makes managing enchants on those items easier. but... it means i have to manage an inventory for it. on the flip side of that, some gear is usable on other companions so i don't need to collect three pieces of gear for every companion i own. that would be a nightmare.
That was more than likely the intent.
Pre Mod2, when there was no active bonuses, changing companions wasn't all that important. You chose 5 and rolled with them. But now that there are Active bonuses, especially those that get much better when Rank 30, companion swapping is becoming more relevant. Situational swapping is becoming part of player strategy. Need some extra muscle for this fight, swap in this guy! Going into a dungeon with a party? Put on the Augment and bring in the ones that boost my defense, deflect, control bonuses/resistance, what have you.
This is going to become more prevalent when Mod3 goes live and you have players switching between PVE and PVP loadouts now that companions can be used in the PVP area.
The idea of leaving all companions in the Idle Tab is a great idea. Simply right-clicking on one and choosing 'make active' would be fantastic. And hitting = would still bring up the current window that displays the active companion list. Changing companions would be a simple matter then.
This is actually one of the better suggestions for an improvement I have ever seen presented here.