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Suggestion: Companions should not be able to take falling damage

ltgamesttv#0999 ltgamesttv Member, NW M9 Playtest Posts: 1,438 Arc User
Companions often fall off edges or are knocked off edges in every type of environment. Frequently this ends in death, but not only death a complete unsummoning. This, imho, should never be the case.

Unlike players companions don't know to dodge the red, or to steer clear of a push or pull mechanic. This being the case, with lots of new content utilizing these mechanics the companions should be immune to falling damage and able to teleport back to their masters. I think this would fix the issue of companions constantly desummoning, or at least the part of it that isn't bug related.

Does anyone else find this to be an issue? Is there a more elegant solution?

Thanks.
On ambush rings: "How would you like PVE if all the mobs were invisible?"

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Comments

  • pitshadepitshade Member Posts: 5,665 Arc User
    I think that instead of the unsummoning 'Your Companion Has Died," the game should just move the pet adjacent to the player. They would be in their downed pose and have the standard timer to recover.

    The are still a few, or at least one, pet that automatically dies at the dragon turtle. The Aranea doesn't last a full second once combat starts before unsummoning. I can't even track what happens to her.

    The poison pit in Fane also sometimes auto kills pets. Once it starts, you have to move close to the far door to stop the process.
    "We have always been at war with Dread Vault" ~ Little Brother
  • hawkeyelhawkeyel Member Posts: 389 Arc User
    I just want my companion to say. Help me I have fallen and I cant get up !
  • nitocris83nitocris83 Member, Cryptic Developer, Administrator Posts: 4,498 Cryptic Developer
    Re the reports of companions disappearing, it seemed to be the case that companions aren't actually getting summoned (since players have to unsummon and resummon from what I've read) so not sure how much this suggestion would help with that. I do agree that pets don't deal with certain mechanics the way players do so some immunity to falling damage might help.
  • manipulosmanipulos Member Posts: 235 Arc User
    He is talking about situations like the Ras Nsi fight in T9G and the last fight in Cradle of the Death God, where companions are being pushed or pulled off the edge and killed and subsequently "unsummoned" (if that is even a word), so now you have to finish the fight without a companion because you can't summon during combat. These aren't the only places this happens, it's just the most difficult content in the game so you miss your companion the most.

    It also happens in places like Lair of Lostmauth, when you are crossing the broken pieces of bridge that float up so you can cross and fight the two scorpions. In this case you aren't in combat so you can resummon (if you notice) before you click on the door.

    Why can't you summon companions during combat anyway? I think when you get in a fight is the best time to call in a friend for help!
  • ltgamesttv#0999 ltgamesttv Member, NW M9 Playtest Posts: 1,438 Arc User

    Re the reports of companions disappearing, it seemed to be the case that companions aren't actually getting summoned (since players have to unsummon and resummon from what I've read) so not sure how much this suggestion would help with that. I do agree that pets don't deal with certain mechanics the way players do so some immunity to falling damage might help.

    Yes, the companions are being unsummoned as @manipulos described. This is a big issue considering how important bonding runestones are to damage in a group. When companions *die* in this fashion often the group will have to wipe in order to restart the fight with companions, especially if it's the DPS whose companion unsummoned.
    On ambush rings: "How would you like PVE if all the mobs were invisible?"

    imgur pics don't work


  • ltgamesttv#0999 ltgamesttv Member, NW M9 Playtest Posts: 1,438 Arc User
    To add some more information sometimes the companions will simply jump off cliffs/edges. For example in the under dungeons in Omu, my chultan tiger will simply fall down the "hole" traps with no push or pull or even being in combat.

    This contributes to the general issue (likely along with the recently fixed earthtreaders) to the feeling that companions are always being unsommoned. Also, sometimes when changing loadouts companions will unsummon, even if they are the same companion in both builds.

    All these issues, which are separate from a coding standpoint, combine to make the companions feel like they have more downtime than uptime.

    There are likely other causes of their disappearances at times (as I've seen some ownerless companions standing around in P.E. and I've suspected that it's somehow related) but this is one part of the overall picture that is easily identified.
    On ambush rings: "How would you like PVE if all the mobs were invisible?"

    imgur pics don't work


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