Companion damage is exactly where it needs to be to compensate for increased stats with augments. Dps is roughly the same utilizing either on a well built toon.
I would agree with that. In some circumstances it is not clear whether it is better to use an augment or a regular companion, and to me that's an indication that they got the balance right.
Lower damage for regular companions would basically swing the balance to "use augments all the time", so, no - this is fine as it is.
I completely agree!
Another side benefit is that we can now run that cool looking companion we have had since mod 2 as summoned and not take a penalty... it adds variety and personalized aesthetic flare.
you have no idea how long I've wanted to run young yeti.. I love him...
2
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
edited April 2019
There is a bug with companion gear with two slots when you have the same type runestones in both slots.
It looks like the second runestone gives double the points of the first one, but in reality it just shows the total.
Companion gear is just...well, wrong.
This is a piece of blue companion gear that I get just as a quest reward ... no effort required. It gives over 10000 stat points plus a significant number of additional points from the combined stats.
In the runestone slot I have a rank 14 runestone. It is expensive...and it gives me 580 points. I can upgrade it to rank 15 at a substantial cost, and I will gain a whopping 80 ponts for a total of 660 ... totally insignificant compared to the stats I get from the blue quality item.
All I can say is this: THERE IS ZERO CHANCE I WILL WASTE MY MONEY ON BUYING WARDS TO UPGRADE RUNESTONES.
It is just not worth it. The sensible thing to do would be to triple or quadruple the points given by the runestones and massively cut the points given by the gear to compensate. This is just a bad joke.
Companion damage is exactly where it needs to be to compensate for increased stats with augments. Dps is roughly the same utilizing either on a well built toon.
I would agree with that. In some circumstances it is not clear whether it is better to use an augment or a regular companion, and to me that's an indication that they got the balance right.
Lower damage for regular companions would basically swing the balance to "use augments all the time", so, no - this is fine as it is.
I completely agree!
Another side benefit is that we can now run that cool looking companion we have had since mod 2 as summoned and not take a penalty... it adds variety and personalized aesthetic flare.
you have no idea how long I've wanted to run young yeti.. I love him...
He is super cute especially his first skin the grunt
1
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
There is a bug with companion gear with two slots when you have the same type runestones in both slots.
It looks like the second runestone gives double the points of the first one, but in reality it just shows the total.
Companion gear is just...well, wrong.
This is a piece of blue companion gear that I get just as a quest reward ... no effort required. It gives over 10000 stat points plus a significant number of additional points from the combined stats.
In the runestone slot I have a rank 14 runestone. It is expensive...and it gives me 580 points. I can upgrade it to rank 15 at a substantial cost, and I will gain a whopping 80 ponts for a total of 660 ... totally insignificant compared to the stats I get from the blue quality item.
All I can say is this: THERE IS ZERO CHANCE I WILL WASTE MY MONEY ON BUYING WARDS TO UPGRADE RUNESTONES.
It is just not worth it. The sensible thing to do would be to triple or quadruple the points given by the runestones and massively cut the points given by the gear to compensate. This is just a bad joke.
You are destroying the motivation to progress through gear improvement.
Since there is only one slot in all the new companion equipment and we are only talking about three runestones at this point, I am good with the lion share of the stats being on the equiptment.
"This is a piece of blue companion gear that I get just as a quest reward ... no effort required. It gives over 10000 stat points plus a significant number of additional points from the combined stats."
If it's an appropriate item for the new level cap, nothing wrong is better than the old ones.
Please revert companion damage to last patch. Current damage levels especially for at will casting pets dramatically cuts down on viable summonable pets. It also unbalances combat vs augment companions, making augments a clear winner for summoned now. Last patch almost any companion was a possible choice, making the variety in the game much more vibrant. That is all gone now.
They obviously don´t trust the playerbase concerning the companion and Augment debate. Now it´s useless to think about anything else than an augment honestly.
1
theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
They obviously don´t trust the playerbase concerning the companion and Augment debate. Now it´s useless to think about anything else than an augment honestly.
The game survived for years on "augments are useless." I'm sure it can survive a few mods on "non-augments are useless." This just isn't the most important issue right now.
> @theycallmetomu said: > They obviously don´t trust the playerbase concerning the companion and Augment debate. Now it´s useless to think about anything else than an augment honestly. > > The game survived for years on "augments are useless." I'm sure it can survive a few mods on "non-augments are useless." This just isn't the most important issue right now.
It is not the most important issue, but it was the one thing they had right as of last patch. Now EVERYTHING is a cluster****.
> @theycallmetomu said: > They obviously don´t trust the playerbase concerning the companion and Augment debate. Now it´s useless to think about anything else than an augment honestly. > > The game survived for years on "augments are useless." I'm sure it can survive a few mods on "non-augments are useless." This just isn't the most important issue right now.
Also this is the companion feedback thread. If you don’t like someone actually giving feedback on companions here because there are ‘more important issues’ perhaps you are in the wrong thread.
They obviously don´t trust the playerbase concerning the companion and Augment debate. Now it´s useless to think about anything else than an augment honestly.
The game survived for years on "augments are useless." I'm sure it can survive a few mods on "non-augments are useless." This just isn't the most important issue right now.
pre patch: all companions/augments viable to some degree post patch: companions useless, slot your augment You can see the difference I think ? If you find anything from importance in a forum of an mmo-rpg I will follow you right there Anyway , if devs decide to do an unpopular and unlogical step , I am free to give feedback on that point, since I think most player were happy about the option to use any companion they liked. One of very few positive aspects at the actual state of the mod 16. Situational choice to go for a healcomp, a tank, a striker or an augment - balanced- especially doing solo content this assumingly gave some player hope for the upcoming mod. I myself was pretty happy about the option to run any comp I wanted , having tons of them in my selection, who never were from any use.
If you have a three or more capped stats with a normal companion, switching to augment takes a lot of stat juggling, or your not gonna see much effect. I don't care for that aspect of the augments. Once peeps commit to either augment or physical... they are unlikely to ever switch back and forth.
The power of the blue (rare) companion Hunting Hawk does not change when we upgrade it to purple,
while the similar bonus on Death Slaad increases correctly.
Three times I have reported that my companion Honey Badger has an incorrect (0%) bonus, but it has not been fixed so far.
Now, in addition, my companion stopped dealing damage and generating aggro, which helped me to do solo content. Thank you very much for HAMSTER something that was good. This is a companion bought from ZEN Market for real money. Your carefree attitude amazes me...
Better to feed the troll than listen to the idiot .
They obviously don´t trust the playerbase concerning the companion and Augment debate. Now it´s useless to think about anything else than an augment honestly.
The game survived for years on "augments are useless." I'm sure it can survive a few mods on "non-augments are useless." This just isn't the most important issue right now.
I don't agree. This is just consent to make it possible for a next new temporary solution to emerge.. I don't want to play with augment, so don't be responsible for others.
Better to feed the troll than listen to the idiot .
They obviously don´t trust the playerbase concerning the companion and Augment debate. Now it´s useless to think about anything else than an augment honestly.
The game survived for years on "augments are useless." I'm sure it can survive a few mods on "non-augments are useless." This just isn't the most important issue right now.
Yeah and you were finger pointed for so long that you are not properly builded for so many years. And that was truth that you were underperforming cos of that.
So instead of understanding how bitter it is, you just saying OK wtih last changes cos it is a little revange of yours is that right?
You had a choice all that time but you refused to choose different - I respect that.
But why on earth you are a supporter of a change witch literally hurts so many fellow players is beyond me.
Would that be really so bad if both kind of companions had similar value - some having upper heand in solo play some on team play or even be interchengable?
But I guess there are still some people who like to watch others around are getting hurt....
At the 1:00 mark, @noworries#8859, you are saying that you are giving adventurers a "true choice in who they want to fight by their side" for companions. Where did the true choice go since last night patch? Why this decision about this "true choice" being now a set choice, augment or augment?
Nice to have patch notes but now Companions that atack with atwills had theyr dmg sent o 2k on a critical strike, that just turn them useless...
I belive you went to heavy on pets nerf, they should do at least 2x the dmg they are doing with theyr atwill right now...
^This right here! My companions went from being my lifeline to essentially them not even being a factor.
4/6 1:20] [Combat (Self)] Your Kangaxx gives 0 Physical Damage to Target Dummy with Overbite
I'm sorry but my allosaur now can't even GUM a target dummy to death. My other comps are in a similar state of powerlessness.
So it appears multiple companions are having an issue with causing 0 damage. Makos' Meteor Storm is also dealing 0 damage. [Combat (Self)] Your Meteor Storm gives 0 Fire Damage to Drudge
<div align="center"><img src="https://i.imgur.com/YH9QCXK.png" alt="" /></div></img> ▂▃▄▅▆▇█▓▒░ Drac ░▒▓█▇▆▅▄▃▂ There is supposed to be an image here, but the hamsters took it. <div align="center">AKA Draconis of Luskan</div>
Take a backseat boy. Cause now I'm driving. ~ Give it up - Elizabeth Gilies ft. Ariana Grande
RIP Foundry: On that day, when the sky fell away, our world came to an end. ~Lifelight
The sad thing is I can see them nerfing augments to ‘fix’ the problem instead of making combat companions useful again. I came into this preview very optimistic. That optimism has slowly disappeared with every new patch. :-(
7
theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
They obviously don´t trust the playerbase concerning the companion and Augment debate. Now it´s useless to think about anything else than an augment honestly.
The game survived for years on "augments are useless." I'm sure it can survive a few mods on "non-augments are useless." This just isn't the most important issue right now.
Yeah and you were finger pointed for so long that you are not properly builded for so many years. And that was truth that you were underperforming cos of that.
So instead of understanding how bitter it is, you just saying OK wtih last changes cos it is a little revange of yours is that right?
You had a choice all that time but you refused to choose different - I respect that.
But why on earth you are a supporter of a change witch literally hurts so many fellow players is beyond me.
Would that be really so bad if both kind of companions had similar value - some having upper heand in solo play some on team play or even be interchengable?
But I guess there are still some people who like to watch others around are getting hurt....
Honestly, I think companions are an unnecessary part of the game, and they should just remove them whole cloth, so it's hard for me to be sympathetic to people complaining.
Augments are basically just extra gear slots. Trying to balance extra gear slots against an extra body-on-field is a notoriously difficult problem, and people who act like there's a hard and fast solution aren't thinking through the problem long enough.
The solution is to just make all companions augments, and otherwise be cosmetic, but since people have gotten used to bodies on field, they're going to want to keep them, even though it's unnecessary complexity that the game could do without.
Anyway, the accusation that I just want people to get hurt is absurd, since my official line has been that I think people should be allowed to exchange companions.
But here's the thing: you're not owed a body-on-field type companion being optimal, any more than I was owed an augment companion being optimal. I was annoyed for those modules because A.) I didn't want to deal with a companion that was constantly dying and B.) I didn't want to have to level up a bunch of bonding runestones. But I was never owed augments being optimal (though it did always strike me as weird that zenshop augments-which are cash purchases basically-were kind of useless).
My list of priorities is that everything should be useful, or tradable for something that is useful. But that doesn't mean all *play styles* should be accessible. But that's an input/output equity stand (and even then, I tend to think that when a given resource has been BIS for more than a module or two, people should understand that future changes are going to invalidate it in that role).
No one is asking for combat to be optimal. We are asking for every companion, wether combat or augment, to be an equally viable choice so we can have some selection for our summoned. We were actually at this point on preview before yesterday’s patch killed it. Why are you so hung up on augments being lousy before so now it’s time for combat to be lousy when the problem can be completely fixed if they revert to last patch for companion behavior? For myself, it comes across as petty and invalidates much of your past feedback as questionable at best.
Pretty optimistic to think there will ever be an "optimum" in this game. Actually most solution I witnessed so far are a trade to balance the game. My classes (all of them) lose a significant part of "optimum" to be more in line. The playstyle changed from dynamic to more static and sometimes monotone tbh for the sake of getting things set on healthy feet in times of powercreep were bosses are onerotated or oneshoot. I can accept this to some degree. If companions will be downgraded to a cosmetic, agreed about the point that KI is annyoing, the game will loose some of it´s flavour. Even though companions die and run wrong direction somtimes, pull mobs, attack the wrong target etc, they are part of the game. And if they tend to die, even on a legendary level, they need a buff in my eyes.
1
theycallmetomuMember, NW M9 PlaytestPosts: 1,861Arc User
No one is asking for combat to be optimal. We are asking for every companion, wether combat or augment, to be an equally viable choice so we can have some selection for our summoned. We were actually at this point on preview before yesterday’s patch killed it. Why are you so hung up on augments being lousy before so now it’s time for combat to be lousy when the problem can be completely fixed if they revert to last patch for companion behavior? For myself, it comes across as petty and invalidates much of your past feedback as questionable at best.
If you're asking for each companion to be equal, you're asking for each companion to be optimal.
I don't care too much either way, my point is that no matter what happens with companions, it's not a big deal.
The reason they made changes was because of some weird bugs in the code where some companions were hitting for millions of damage. Maybe they just overcorrected. But my point is to not panic. But everyone seems content to panic. It's exhausting.
If companions yesterday did to much damage and today to little, why not hit a middle value in next patch?
Beats me. Just because I don't think it's a big problem doesn't mean that I don't think that it's unfixable.
I suspect, however, that for some reason, the dev team is either okay with or explicitly in preference of the low-damage companion model.
I just tested 35 different companions against target dummies... the majority of them are doing about 10 -15% of your total DPS, which amounts to roughly the same DPS boost i'm getting from running an augment... it's pretty well balanced as of this patch
"Don't ever become a pessimist... a pessimist is correct oftener than an optimist, but an optimist has more fun, and neither can stop the march of events."
Its better than companion doing 50% or more overall damage. As long as augments and combat companions offer a similar balance between dmg and stats, I'm all for it. It was a little disheartening to see a companion do more damage in one hit than a dozen atwills. I personally would prefer around 20 to 30% max dmg contribution. Sometimes in actual combat, they have a tendency to have strange AI/waypoint interactions to really rely on a majority of dmg or just lay there dead, while low dmg companions would make augments superior.
Comments
It looks like the second runestone gives double the points of the first one, but in reality it just shows the total.
Companion gear is just...well, wrong.
This is a piece of blue companion gear that I get just as a quest reward ... no effort required. It gives over 10000 stat points plus a significant number of additional points from the combined stats.
In the runestone slot I have a rank 14 runestone. It is expensive...and it gives me 580 points. I can upgrade it to rank 15 at a substantial cost, and I will gain a whopping 80 ponts for a total of 660 ... totally insignificant compared to the stats I get from the blue quality item.
All I can say is this: THERE IS ZERO CHANCE I WILL WASTE MY MONEY ON BUYING WARDS TO UPGRADE RUNESTONES.
It is just not worth it. The sensible thing to do would be to triple or quadruple the points given by the runestones and massively cut the points given by the gear to compensate. This is just a bad joke.
If it's an appropriate item for the new level cap, nothing wrong is better than the old ones.
I belive you went to heavy on pets nerf, they should do at least 2x the dmg they are doing with theyr atwill right now...
4/6 1:20] [Combat (Self)] Your Kangaxx gives 0 Physical Damage to Target Dummy with Overbite
I'm sorry but my allosaur now can't even GUM a target dummy to death. My other comps are in a similar state of powerlessness.
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
Yeah, my confidence levels in the Mod 16 release are soaring...
> They obviously don´t trust the playerbase concerning the companion and Augment debate. Now it´s useless to think about anything else than an augment honestly.
>
> The game survived for years on "augments are useless." I'm sure it can survive a few mods on "non-augments are useless." This just isn't the most important issue right now.
It is not the most important issue, but it was the one thing they had right as of last patch. Now EVERYTHING is a cluster****.
> They obviously don´t trust the playerbase concerning the companion and Augment debate. Now it´s useless to think about anything else than an augment honestly.
>
> The game survived for years on "augments are useless." I'm sure it can survive a few mods on "non-augments are useless." This just isn't the most important issue right now.
Also this is the companion feedback thread. If you don’t like someone actually giving feedback on companions here because there are ‘more important issues’ perhaps you are in the wrong thread.
post patch: companions useless, slot your augment
You can see the difference I think ?
If you find anything from importance in a forum of an mmo-rpg I will follow you right there
Anyway , if devs decide to do an unpopular and unlogical step , I am free to give feedback on that point, since I think most player were happy about the option to use any companion they liked.
One of very few positive aspects at the actual state of the mod 16. Situational choice to go for a healcomp, a tank, a striker or an augment - balanced- especially doing solo content this assumingly gave some player hope for the upcoming mod.
I myself was pretty happy about the option to run any comp I wanted , having tons of them in my selection, who never were from any use.
while the similar bonus on Death Slaad increases correctly.
Three times I have reported that my companion Honey Badger has an incorrect (0%) bonus, but it has not been fixed so far.
Now, in addition, my companion stopped dealing damage and generating aggro, which helped me to do solo content.
Thank you very much for HAMSTER something that was good.
This is a companion bought from ZEN Market for real money.
Your carefree attitude amazes me...
I don't want to play with augment, so don't be responsible for others.
So instead of understanding how bitter it is, you just saying OK wtih last changes cos it is a little revange of yours is that right?
You had a choice all that time but you refused to choose different - I respect that.
But why on earth you are a supporter of a change witch literally hurts so many fellow players is beyond me.
Would that be really so bad if both kind of companions had similar value - some having upper heand in solo play some on team play or even be interchengable?
But I guess there are still some people who like to watch others around are getting hurt....
At the 1:00 mark, @noworries#8859, you are saying that you are giving adventurers a "true choice in who they want to fight by their side" for companions. Where did the true choice go since last night patch? Why this decision about this "true choice" being now a set choice, augment or augment?
[Combat (Self)] Your Meteor Storm gives 0 Fire Damage to Drudge
▂▃▄▅▆▇█▓▒░ Drac ░▒▓█▇▆▅▄▃▂
There is supposed to be an image here, but the hamsters took it.
<div align="center">AKA Draconis of Luskan</div>
Take a backseat boy. Cause now I'm driving. ~ Give it up - Elizabeth Gilies ft. Ariana Grande
RIP Foundry: On that day, when the sky fell away, our world came to an end. ~Lifelight
Augments are basically just extra gear slots. Trying to balance extra gear slots against an extra body-on-field is a notoriously difficult problem, and people who act like there's a hard and fast solution aren't thinking through the problem long enough.
The solution is to just make all companions augments, and otherwise be cosmetic, but since people have gotten used to bodies on field, they're going to want to keep them, even though it's unnecessary complexity that the game could do without.
Anyway, the accusation that I just want people to get hurt is absurd, since my official line has been that I think people should be allowed to exchange companions.
But here's the thing: you're not owed a body-on-field type companion being optimal, any more than I was owed an augment companion being optimal. I was annoyed for those modules because A.) I didn't want to deal with a companion that was constantly dying and B.) I didn't want to have to level up a bunch of bonding runestones. But I was never owed augments being optimal (though it did always strike me as weird that zenshop augments-which are cash purchases basically-were kind of useless).
My list of priorities is that everything should be useful, or tradable for something that is useful. But that doesn't mean all *play styles* should be accessible. But that's an input/output equity stand (and even then, I tend to think that when a given resource has been BIS for more than a module or two, people should understand that future changes are going to invalidate it in that role).
Actually most solution I witnessed so far are a trade to balance the game.
My classes (all of them) lose a significant part of "optimum" to be more in line.
The playstyle changed from dynamic to more static and sometimes monotone tbh for the sake of getting things set on healthy feet in times of powercreep were bosses are onerotated or oneshoot. I can accept this to some degree.
If companions will be downgraded to a cosmetic, agreed about the point that KI is annyoing, the game will loose some of it´s flavour.
Even though companions die and run wrong direction somtimes, pull mobs, attack the wrong target etc, they are part of the game. And if they tend to die, even on a legendary level, they need a buff in my eyes.
I don't care too much either way, my point is that no matter what happens with companions, it's not a big deal.
The reason they made changes was because of some weird bugs in the code where some companions were hitting for millions of damage. Maybe they just overcorrected. But my point is to not panic. But everyone seems content to panic. It's exhausting.
I suspect, however, that for some reason, the dev team is either okay with or explicitly in preference of the low-damage companion model.
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"Don't ever become a pessimist... a pessimist is correct oftener than an optimist, but an optimist has more fun, and neither can stop the march of events."
It was a little disheartening to see a companion do more damage in one hit than a dozen atwills.
I personally would prefer around 20 to 30% max dmg contribution. Sometimes in actual combat, they have a tendency to have strange AI/waypoint interactions to really rely on a majority of dmg or just lay there dead, while low dmg companions would make augments superior.