Even if we got some updates on the system that seems to work great, at least in my opinion there are certain elements that became obsolete.
One of them is the gap between augment and striker companions. At this point most of us are using augments as summoned companions and few that use Xuna/Chicken as active strikers. While I don`t mind having diversity in how players build their toons I have to admit that It concerns me the fact that in endgame, one of these two companions can deal almost the same damage as the summoner (EX: 200millions damage without Xuna in 10minutes TOMM run vs 350millions damage with Xuna in the same amount of time). I can provide act logs on request but we all know how powerful those 2 companions are compared with others and this become a major problem with the system. The company waste their time and resources creating companions that no one will use. So my opinion on how the system should be revamped stays this way:
1. Make separate tabls for striker/augment companions and give them different functionalty.
The main tab will display only the augmented companions and their functionality will be the same (sharing ratings with the user) while the second one will display the striker companions ( the striker will have independent ratings from bondings/companion gears that will allow them to deliver more or less damage depending on their abilities/ranks/enchantments). The difference that comes with this revamped system is that now your striker companion can be summoned at the same time with augment, he no longer atack continuously and can be triggered like an artifact presing a button and having an internal cooldown (shorter/longer depending on his rank). For a better understanding on how the system look I will post below two pictures
First pannel will display your augment companion along with his bonding/equipment slots.
Second pannel will display your striker companion along with his enchantments slots (in this case Indomitable runestones)
Striker companion abilities will have the following effects : Damage over time (bleeding/cold/burn/poison), Stun, Heal over time
The ability can be triggered once at 120 sec for uncommon companions, 90 sec for rare companions, 60 sec for epic companions, 30 sec for legendary companions.
The ability trigger will be the same as a mount power using any keybind (in my example it is slotted on 7) :
The vision behind this change was to keep the player involved in gameplay without founding a base where his companion deals more damage than him. For me the current system where you run a Xuna build or Chicken build is a gamebreaking along with all the useless companion we have.
This system will allow players to choose with companion ability fits their playstyle better and how to manage them in order to proc different bonuses/feats and so on.
2. Augmented Companion skin system.
I have plenty cool looking companions but I never used them due to their functionality. How many of us love how a companion looks like but can`t use it due to his functionality? The separate tabs for the companions will allow us to choose how our summoned companions will look like wihout having to give up on functionality. I would like to see a separate tab where I can find all the companion skins available in game to choose from. The replacement process should cost AD (let`s say 5 to 10k AD ) similar with our appearance replacement process. This way we break the point where we see Bulette Pups/Xunas/Chickens all around and have a diversity in how we can customize our companions and show off our best looking ones. I perosnally see Vanity pets included in the companion skin system but this is just my personal preference.
I don`t request a nerf to any of these companions but a redesign of the system that will allow us to use both augments/strikers companions at the same time, the ony difference will be in how striker`s abilities will work. In the current system your companion have an internal cooldown for each ability except his main atack with in most cases is pretty low. So my proposal was to make them work like mount powers work. The advantage will be in the fact that now you can choose when to deliver his atack procing certain feats/passives or dealing much more damage during artifact calls.
Comments
does it bother me players with these companions do so much additional damage? nope, gets me through the repetitive rinse repeat of never changing dungeons to cap ad.
players are running plenty of other companions so I don't see the homogenisation you mention, and tbh wouldn't really care if PE looked like a chicken farm most days.
Would much rather devs spent their time fixing the myriad issues that have been with us for years.
you are kind of all over the place.
Start over and simplify. Either complain about the damage or the looks not both as you are confusing with your summations.
We had a lengthy discussion about Xuna in our Alliance. Many members who are getting out dps'd by her are not happy, but those of use who are investing the resources in making her perform are quite happy.
I like the idea of having to choose stats (augment) or useful companion.
Jade - Cleric - Healer Main - The Freak Core - Xbone
Magnus - Fighter - Tank for queues - The Freak Core - Xbone
Loverboy - Ranger - Alt - 9 3/4 Unbuffed - Xbone
Nomnomnommm - Wizard - Alt - Droppin Crits on Fools - Xbone
I Am The Wall - Paladin - Alt - Droppin Crits on Fools - Xbone
Xeros - Rogue - Alt - 9 3/4 Unbuffed - Xbone
RIP bad name - Warlock - Alt - 9 3/4 Unbuffed - Xbone
Bardholomew - Bard - Alt - 9 3/4 Unbuffed - Xbone
Sirona - Cleric - Alt - 9 3/4 Unbuffed - Xbone
Jade - DC - Shadows of Gauntlgrym - PC
Jade - Cleric - Healer Main - The Freak Core - Xbone
Magnus - Fighter - Tank for queues - The Freak Core - Xbone
Loverboy - Ranger - Alt - 9 3/4 Unbuffed - Xbone
Nomnomnommm - Wizard - Alt - Droppin Crits on Fools - Xbone
I Am The Wall - Paladin - Alt - Droppin Crits on Fools - Xbone
Xeros - Rogue - Alt - 9 3/4 Unbuffed - Xbone
RIP bad name - Warlock - Alt - 9 3/4 Unbuffed - Xbone
Bardholomew - Bard - Alt - 9 3/4 Unbuffed - Xbone
Sirona - Cleric - Alt - 9 3/4 Unbuffed - Xbone
Jade - DC - Shadows of Gauntlgrym - PC
Jade - Cleric - Healer Main - The Freak Core - Xbone
Magnus - Fighter - Tank for queues - The Freak Core - Xbone
Loverboy - Ranger - Alt - 9 3/4 Unbuffed - Xbone
Nomnomnommm - Wizard - Alt - Droppin Crits on Fools - Xbone
I Am The Wall - Paladin - Alt - Droppin Crits on Fools - Xbone
Xeros - Rogue - Alt - 9 3/4 Unbuffed - Xbone
RIP bad name - Warlock - Alt - 9 3/4 Unbuffed - Xbone
Bardholomew - Bard - Alt - 9 3/4 Unbuffed - Xbone
Sirona - Cleric - Alt - 9 3/4 Unbuffed - Xbone
Jade - DC - Shadows of Gauntlgrym - PC
Example for the first situation: Fire Achon (Legendary grade) - augment bonus (none) / striker ability ( First Fire : Hits target foe, setting him on fire, dealing 50 magnitude damage over time - total magnitude 250 and the bonus can be triggered once every 30 sec)
And to answer straight to your question, only augments can be summoned as active and the striker companion will only be used for their combat power as we use mount compat powers right now.
If I want to have a Fire Archon following me around and helping, I use my Fire Archon. You want to use your Fire Archon then use your Fire Archon.
None of my companions are forgotten.
Use an augment at the same time as another companion? Remind me again about the general de-powering we all suffered in M16. And you want to find another way to ramp us up?
While having some companions to perform slightly better than others is not a real problem, the fact that it get to the point where 99% of other companions become useless in most content (and totally irrelevant in endgame content), now that is so underwhelming we can agree...
I think we just need a re-balance of all companions in-combat performance / utility.
A somehow balanced pool of comps would also partially resolve the roleplaying issue for people asking about a companion skin system (which makes absolutely no sense to me, just like a "race skin"). For augments, this is not a problem, as the enhancements bonus is already such a small difference.
There is nothing like in m16. Nothing will be taken from you it will just have a different design that will allow the skin system to be implemented and to benefit from the striker companion abilities on our command. You will have plenty companion powers tht will allow you to choose and fight in your way. But I am pretty sure you haven`t read properly or perhaps you didn`t understand. Thats being said I don`t expect you to understand or accept my opinions or ideea but it is fine. The purpose was to find out what people desire in terms of custiomization/functionality. Of couse there may be better approaches regarding functionality.
seems like a sad tradeoff for just add a power slot
why not "simply" work on having all comp more or less relevant and in-line with each other, but within the current system. so rework the ratings and powers magnitude ?
i do like the idea of 2 tabs and to make indomitables the bondings equivalent for non-augment, maybe to encourage different playstyle. could add to indomitables a lesser stat tranfer, and utility bonuses to summoned comp Crowd Control / Heal powers, along the bonus dmg.
2 dedicated tabs, but for 2 different set of comp gear. More like a quick change option, so you still select one or the other at a time. and so the standart runestones can be used on non-augment comp gear to further finetune its stats instead of stacking indomitables.
Your idea sound like adding yet another "choice between 3 generic powers", when we could potentially benefit from the diversity in current companion pool
The idea was that adding a new daily/mount like power may reverse their intended purpose. Not that we would lose something.
I always considered augments to be extremely boring companions because they are just cute-looking stat bundles. I don't like this part of your proposal because it would simplify striker companions down to cute-looking extra encounter powers. Companions being an active element of combat by themselves is essential for any companion system IMO.
Having an optional way to control the companion active powers would be good, but making striker companions completely inert in combat would not. My idea of a good system for strikers would be: you optionally choose one or more companion powers for manual control, but the companion keeps attacking automatically with their other powers, and still have all the properties of an active companion: it can die (in which case you won't be able to manually activate the power you chose until the companion is revived), it gives CA, the damage from their powers is based on their stats, not the owner's, etc.