I hope so. But other classes might think it's unfair because they can only have three encounter powers slotted.
And Hunter's get twice as many Powers effectively. I don't see your point. Everyone's special Power is different and gain a different advantage or synergy with their class per Active Bonus.
Devs can also create bonuses from Encounters or other Powers that do not scale particularly well with just numbers of Powers.
Feedback: Active Companion Slot Does "On Encounter Use" include using the encounter power in CW's Spell Mastery slot?
It should because the power itself is tagged as an Encounter power not the key pressed to activate it. That being said, I actually don't know for sure, but I'll check it on Monday.
And Hunter's get twice as many Powers effectively. I don't see your point. Everyone's special Power is different and gain a different advantage or synergy with their class per Active Bonus.
Devs can also create bonuses from Encounters or other Powers that do not scale particularly well with just numbers of Powers.
It should because the power itself is tagged as an Encounter power not the key pressed to activate it. That being said, I actually don't know for sure, but I'll check it on Monday.
I totally agree that many, if not all companions in the blue and especially purple category should be account-wide.
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artaxdarkmaneMember, Neverwinter Knight of the Feywild UsersPosts: 11Arc User
edited December 2013
I think there is room to expand on this a bit, like giving bonuses to the companions based on the character to whom they are attached. For Example the Galeb Duhr:
Companion of a Wizard, Cleric, Ranger, or Rogue - He is +10% to drawing aggro
Companion to Any Fighter - He is +10% to damage
This would allow the companions to operate more effectively for their masters. This is only a small example, and the way it is implemented could be in any number of ways. An additional power could be given the companion depending on who their master is instead of a simple buff. This will allow the designers to better personalize the companions to the masters so all companions would be of nearly equal value to any master.
The Buried Temple
NW-DAZ2F74LW
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adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
edited December 2013
Uhm...5 active companions is the maximum, right ? So, why is the "buy companion active slot" button not greyed out or disabled once you have 5 active ones ?
Hoping for improvements...
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katbozejziemiMember, NW M9 PlaytestPosts: 856Arc User
edited December 2013
The Guardian Angel's active bonus is pretty underwhelming considering how much time it takes to get...
I play CW. In order to have different companion active bonuses in different situations, I'm preparing two sets of companions. One set will be for soloing, and another set will be for dungeon delves. That means I will have to drag and drop companions and their gears frequently. Personally, I feel that's inconvenient. And when there are various loots and gears in my inventory, it's not easy to pick up and tell which gear belongs to which companion.
So the suggestion here is to abandon the concept of "Active Companion Slot" and "Idle Companion Slot". Instead, just give us "Companion Slot" and let us select which five companions we want to make active. That can save a lot of efforts to drag and drop companions and their gears.
You can own as many companions as you have idle companion slots.
Everyone is limited to 5 active companions for quick-swapping and passive bonuses.
I know that - what I was complaining about is that the "buy active companion slots" button is not disabled once you have 5 - it is a bit confusing and suggests to people that you can have more than 5.
Hoping for improvements...
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited December 2013
I was replying to the post immediately above me. Poster seemed confused about how many companions you can own, period.
I agree with you that something needs to be done about the active companion purchase system right now, because it's unclear and appears possible to waste people's money as well.
I have a couple of opinions on the matter of companions:
1. The fact that you made it so all active slots become available at 60 is awesome! One less thing to buy.
2. there have been many other people in this thread that have stated that some of the active companion boost stats are weird and do not work correctly for the character class that would be attracted to those companions. i feel like swapping some of these around would make more sense.
3. This point is not on the active slot boost thing but more on the "upgrade quality" feature, I did not see anywhere else to post my thoughts on this but i feel the total cost to achieve a Epic quality companion from common is to high. i understand you are a business and need to think about your bottom line but, at the end of the day what you gain from having epic level "participating" companion’s is not nearly as much as say, an ioun stone or cat. Please reconsider making these costs lower or add some other mechanic for upgrading companions, maybe have a special token you can get from completing some epic quest or dungeon? Maybe have said token be in the Zen store for a reasonable cost? This might make investing in companions more appealing.
4. The difference in power between common and uncommon seems lackluster. I find myself looking at uncommon companions that are neat but deciding against getting them.
if you read this then thank you for your time and concideration!
Comments
Does "On Encounter Use" include using the encounter power in CW's Spell Mastery slot?
Don't see why it wouldn't. Barring any bugs specific to the Tab slot power, it should work fine since Encounters are what you slot there.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
And Hunter's get twice as many Powers effectively. I don't see your point. Everyone's special Power is different and gain a different advantage or synergy with their class per Active Bonus.
Devs can also create bonuses from Encounters or other Powers that do not scale particularly well with just numbers of Powers.
It should because the power itself is tagged as an Encounter power not the key pressed to activate it. That being said, I actually don't know for sure, but I'll check it on Monday.
I totally agree that many, if not all companions in the blue and especially purple category should be account-wide.
Companion of a Wizard, Cleric, Ranger, or Rogue - He is +10% to drawing aggro
Companion to Any Fighter - He is +10% to damage
This would allow the companions to operate more effectively for their masters. This is only a small example, and the way it is implemented could be in any number of ways. An additional power could be given the companion depending on who their master is instead of a simple buff. This will allow the designers to better personalize the companions to the masters so all companions would be of nearly equal value to any master.
NW-DAZ2F74LW
I play CW. In order to have different companion active bonuses in different situations, I'm preparing two sets of companions. One set will be for soloing, and another set will be for dungeon delves. That means I will have to drag and drop companions and their gears frequently. Personally, I feel that's inconvenient. And when there are various loots and gears in my inventory, it's not easy to pick up and tell which gear belongs to which companion.
So the suggestion here is to abandon the concept of "Active Companion Slot" and "Idle Companion Slot". Instead, just give us "Companion Slot" and let us select which five companions we want to make active. That can save a lot of efforts to drag and drop companions and their gears.
Is it?! I;ve thought u can have them all...
Everyone is limited to 5 active companions for quick-swapping and passive bonuses.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
I know that - what I was complaining about is that the "buy active companion slots" button is not disabled once you have 5 - it is a bit confusing and suggests to people that you can have more than 5.
I agree with you that something needs to be done about the active companion purchase system right now, because it's unclear and appears possible to waste people's money as well.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
I have a couple of opinions on the matter of companions:
1. The fact that you made it so all active slots become available at 60 is awesome! One less thing to buy.
2. there have been many other people in this thread that have stated that some of the active companion boost stats are weird and do not work correctly for the character class that would be attracted to those companions. i feel like swapping some of these around would make more sense.
3. This point is not on the active slot boost thing but more on the "upgrade quality" feature, I did not see anywhere else to post my thoughts on this but i feel the total cost to achieve a Epic quality companion from common is to high. i understand you are a business and need to think about your bottom line but, at the end of the day what you gain from having epic level "participating" companion’s is not nearly as much as say, an ioun stone or cat. Please reconsider making these costs lower or add some other mechanic for upgrading companions, maybe have a special token you can get from completing some epic quest or dungeon? Maybe have said token be in the Zen store for a reasonable cost? This might make investing in companions more appealing.
4. The difference in power between common and uncommon seems lackluster. I find myself looking at uncommon companions that are neat but deciding against getting them.
if you read this then thank you for your time and concideration!