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Seperate augment companions from other companions!

grimahgrimah Member Posts: 1,658 Arc User
After seeing a thread/post about this in general i thought i would try and suggest it where it is more likely to be seen.

Is there a plan to make pets more useful? Because this might be a solution, ofcourse just as it reads would be too powerful so perhaps augments stones only give half stats by default. + you can have any other pet summoned.

Sure pets are really stupid, on occasion will pull a mob went you dont want to, but their unique skins and different abilities give a nice bit of flavor and diversity that would be welcome when it comes to players and their companions.

Oh yea I forgot it might be a pain for certain clerics, but. You can do some adjustments here and there im sure.

Just feels like a waste seeing all those custom skins and different array of abilities and such. And they just get relegated to some numbers on your stat sheet.

Lets be honest here, we will most likely never give up our augment stones if we had to choose between the two. Most people want their characters to be awesome not give up power to their side kick. Hey i would even welcome a companion summon spot that makes an untargetable npcs that does all the same attacks and do no damage, just for the aesthetic.
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Post edited by grimah on

Comments

  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited August 2014
    I agree.

    I've tried a lot of things to make a companion "work", but it's just not happening. Even with a huge amount of AD invested into Bonding Runestones, the effect just isn't the same.
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  • iambecks1iambecks1 Member Posts: 4,044 Arc User
    edited August 2014
    I'd rather see all companions turned into augments , no matter what they do using the current system normal companions will never be as effective as augments , it is such a shame to see lots of different really nice companions with really cool character models just wasted and left sitting in the companion storage with no use except for their active ability ,make all companions augment types , unable to agro enemies and unable to fight and be done with it , that way at least we would see a lot more variety since everybody would probably have a different favorite out instead of just stones , cats or chickens .
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  • brush4toiletbrush4toilet Member Posts: 94 Arc User
    edited August 2014
    yeah!!!

    please create those augment : a GOAT!!!!!!!!
  • chaoscourtesanchaoscourtesan Member, Neverwinter Beta Users Posts: 0 Arc User
    edited August 2014
    Having paid ca$h for 8 stones of allure, and then having bought 5 more off the AH, I'd rather not see them made irrelevant (or half as effective. I honestly would not have bought the first one for that.) But I sure would like to use some of my other pets occasionally.

    Edit- How about an "ioun PEBBLE of allure" for my non augment pet? XD
    Rhyon Cawdorian GWF | Opa Loka TR | Cormac Argentus III DC | Annika Thornblade GF | Aerys Skydark HR | Bartin Findlor TR | Aellia Baalthrall CW | Lucan Hawkmoon CW | Opa Brahk GWF | Korzbyrk DC | Den Kruk GWF | Jherek Skarsin CW |
    Roland Mac Sheonin GF | Tarron Direheart SW |
  • hefisdohefisdo Member Posts: 709 Bounty Hunter
    edited August 2014
    I agree with that. Personally I would love to use an actual companion if the augment ones weren't so good. Even after I invest a lot on my stones, I'd love to have a personal big and hunky guy protecting me <3

    (Removed the suggestion that I mimicked from the OP by accident. Thanks chaos!)

    @Edit

    Another solution would be to transform the active bonuses of the augment companions to be the augment power itself, but restricting a character to have only one augment companion slotted.
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  • chaoscourtesanchaoscourtesan Member, Neverwinter Beta Users Posts: 0 Arc User
    edited August 2014
    hefisdo wrote: »
    Something that I could suggest is to have two summoned companions: one normal and one of augmentation. This seems like a forced solution but other ways to change that may be unfair for some people

    I -think- that was the original suggestion Grimah referred to.
    I am for that.. to put an augment slot on the front page with the gear. Not even in the companions section. It could be a slot right up there by one's head, and you can put different augments in it. It would be more sales for them and more options for us.

    Edit- Can call it.. a Familiar. Or Totem. Or whatever suits a given class.
    Rhyon Cawdorian GWF | Opa Loka TR | Cormac Argentus III DC | Annika Thornblade GF | Aerys Skydark HR | Bartin Findlor TR | Aellia Baalthrall CW | Lucan Hawkmoon CW | Opa Brahk GWF | Korzbyrk DC | Den Kruk GWF | Jherek Skarsin CW |
    Roland Mac Sheonin GF | Tarron Direheart SW |
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited August 2014
    The easiest fix would be to allow you to summon one augment pet AND one non-augment pet.
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  • ladysylvialadysylvia Member Posts: 946 Bounty Hunter
    edited August 2014
    ironzerg79 wrote: »
    The easiest fix would be to allow you to summon one augment pet AND one non-augment pet.

    That would be really nice. Currently to choose either support or empower pet is a bit disappointing.
  • chaoscourtesanchaoscourtesan Member, Neverwinter Beta Users Posts: 0 Arc User
    edited August 2014
    ironzerg79 wrote: »
    The easiest fix would be to allow you to summon one augment pet AND one non-augment pet.

    True, but for one thing, my way is more neeto, and for another, it opens another active slot. haha (just messin')
    Rhyon Cawdorian GWF | Opa Loka TR | Cormac Argentus III DC | Annika Thornblade GF | Aerys Skydark HR | Bartin Findlor TR | Aellia Baalthrall CW | Lucan Hawkmoon CW | Opa Brahk GWF | Korzbyrk DC | Den Kruk GWF | Jherek Skarsin CW |
    Roland Mac Sheonin GF | Tarron Direheart SW |
  • harnelharnel Member Posts: 0 Arc User
    edited August 2014
    ironzerg79 wrote: »
    The easiest fix would be to allow you to summon one augment pet AND one non-augment pet.

    This would be cool. like, really cool. The idea would be simple; you start with one augment slot, and two basic companion slots, and gain two more at the appropriate levels (30 and 60). Your augment slot is always on, but you have to choose between your actual companions. It's not like anybody keeps more than one augment around anyways; the only ones with an active bonus worth anything are the cat (for deflect and fall damage reduction) and the Icosahedron Ioun Stone (for that juicy, juicy XP buff.)

    This would allow for a huge amount more customization in the game proper, as dungeon teams wouldn't all be "Stone or GTFO". people expecting to take a lot of damage could bring in a healer, casters could bring in defenders, and everybody benefits from some control.
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited August 2014
    Dungeon teams would still be requesting that people put away battle companions so that all the wee clerics don't run off and aggro that plague maw that everyone was hoping to avoid....

    In T1s, they're pretty much irrelevant, don't help much but don't really hurt either. FH and PK I can't see them making a lot of difference either, since they're fairly linear. SP, Spider, and Karru, sometimes you just don't want to fight every single big mob in there, but battle companions are going to try really hard to force you to do it anyway.

    I do honestly like using battle companions on some classes at least for campaigning, but I put them away for things like major/epic heroics because all that will happen is a downed companion that isn't helping me or anyone else. At least I can count on that to not happen with an augment. So if we could have both, I too wouldn't worry about potentially gimping myself by using a companion that could die (I mean faint, like Pokemons).
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  • grimahgrimah Member Posts: 1,658 Arc User
    edited August 2014
    They would need to give it some tweaks for sure, especially for clerics (trying to target heal).

    Develop some basic AI piority presets would be bonus though, like "set to target lowest HP first", "attack groups of 3+ clustered with 15 yards" etc etc. But even if they did these kind of things no one (not many) will give up their augment slot still.

    But what i mean about half effectiveness is that is it by default with the additional of summoning a pet (having a augment slot and companion slot), so your stones you invested in never become a waste and if you didn't have it you will still be losing stats, its just a universal stone nerf, Im pretty sure i can live with it.

    It would also address the "you have to have a stone before you can do anything" issue that hits every new player. well people will still say that no doubt but it will be less of a gamechanger.

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    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • cerberobotcerberobot Member, Neverwinter Beta Users Posts: 345
    edited August 2014
    This is a good idea because stones will always be the best if nothing changes.
  • nedruodnedruod Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 31
    edited August 2014
    Dungeon teams would still be requesting that people put away battle companions so that all the wee clerics don't run off and aggro that plague maw that everyone was hoping to avoid....

    One idea, is to give us some simple controls over non-augment companions. The critical one would be "stay-close", which you could implement as essentially a temporary dismissal (cooler but more difficult options might exist).

    If such an ability was hotkey capable, and then easily cancellable (and didnt' have that limitation of not being able to do in combat), it would make the non-augment companions much less difficult to use. Even outside the idea of allowing you to use both, this would help to balance them out more, though I still am in favor of the "both" solution.
  • grimahgrimah Member Posts: 1,658 Arc User
    edited August 2014
    nedruod wrote: »
    One idea, is to give us some simple controls over non-augment companions. The critical one would be "stay-close", which you could implement as essentially a temporary dismissal (cooler but more difficult options might exist).

    If such an ability was hotkey capable, and then easily cancellable (and didnt' have that limitation of not being able to do in combat), it would make the non-augment companions much less difficult to use. Even outside the idea of allowing you to use both, this would help to balance them out more, though I still am in favor of the "both" solution.

    or there could be some toggle/options on your companion menu. Radius: 10 yards, 20, 30.... Attack: my target only, closest target, any...
    protect: none, lowest HP, player only...

    kinda like the scripts you see in dragon age (if anyone has played it) but with less options.
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited August 2014
    Or change monster behavior so that a companion will never gain agro until the monster is engaged in combat.

    And give them a 90% DR versus red splats.

    EDIT: Also, make the specialty augment slot open at level 30, and then you could make white level augments available at level 30, as well.
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  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited August 2014
    What about nerfing stones??
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited August 2014
    rayrdan wrote: »
    What about nerfing stones??

    Why? That'd <font color="orange">HAMSTER</font> of waaaay more people then making companions "useful" would make happier.
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  • rashylewizzrashylewizz Member Posts: 4,265 Bounty Hunter
    edited August 2014
    Did you see my post? :)

    Anyway I agree. Cryptic, I know you want to introduce more sinks, I know you want to make more money, I know you want players to have more creative options, I know you want to extend the content of this game without doing much work: do this please!
  • rashylewizzrashylewizz Member Posts: 4,265 Bounty Hunter
    edited August 2014
    ironzerg79 wrote: »
    Why? That'd <font color="orange">HAMSTER</font> of waaaay more people then making companions "useful" would make happier.

    He clearly did not understand the intent of this change. It is another sink, another way for Cryptic to entice more people to buy more pets. Hence, I am hoping we get another month or two wherein our enchantments aren't BOP.
  • animalustanimalust Member, Neverwinter Beta Users Posts: 573 Bounty Hunter
    edited August 2014
    Its just nice when your Bnding stone stat buff procs and u get a rather huge bonus to those thats.

    And lets face it, Perfect Bonding stones proc alllllll the time


    But... Not recommended unless u stupid rich and can afford the 3 bonding runes and proper items for the remaining slots
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