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 ?