Since mod 16 all the tanking and healing companions have become useless. Is this Cryptic way of saying fu.ck you to their loyal customers who spend money on the zen market to buy those expensive companions? Right now my tank and heal companions like Stalwart Golden Lion, Lillend, etc are literally useless. Why Cryptic betrayed the loyal players like this?
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Tank pets had their taunts removed as part of the realignment to the trinity and as they do no damage, create no threat.
Traxus Atheanes GF
Bastiel Atheanes DC
Ellara Atheanes CW
Keira Atheanes TR
Sarasin Atheanes SW
Jerkface McGee HR
-MANTARA- OP
I don't know why so few players complain on forums about companions, I guess they just left the game instead.
Two tips which may be of use to some. If you set an Black Dragon Ioun stone skin to the youngest possible, it's practically invisible. Secondly, slotting in the mount insignia bonuses Barbarian's Revelry and Oppressor's Reprieve will keep you alive for solo content as long as you don't overpull or act like a complete fool.
You probably already know this, but if you go to the Collections window and check the Companions tab, you can see all the pets in each category (Invokers, Beasts, etc.)
This link also contains good info on all the companions (and many other details of mod 16):
https://docs.google.com/spreadsheets/d/1fP_cUugHdsObvQDzLFijGA-mVm_qLmSy0MI62aTLkDM/htmlview?usp=sharing&sle=true#
(Rainier's Mod 16 Pocket Wiki)
For dps, my Death Slaad still does a fair job of attracting aggro when he finally gets to the fight.
Shadow Demon is still the top dps companion for single target that I have seen, dude has a mean left hook / daily.
PANIC!
I would get rid of companions all together
No matter how they spin it, Mod16 is hostile to solo players and people who just play the Story adventures alone.
Weaker damage, weaker healing, no buffs from powers, weaker debuffs all make the lone experience harder and more tedious especially at higher levels.
I am running low on patience or faith that these concerns will be addressed.
I too wish to be recreated, and to be loved long after my death.
The main focus of the game should be to entertain the players, as in; have fun.
Too much restrictions are rarely fun.
And if you want to play the game strictly following whatever rules you feel are important, go nuts, that's what the private queue can be used for.
Btw, players that have fun are generally more prone to spend real money...
One of the goals of M16 was that tanks and healers should be a must in dungeons. I encourage them to keep with this goal.
As you said, you already have the freedom to play with no tanks or no healers. Go a private queue with your friends and do the stuff with 5 dps or whatever is most fun for you.
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That alternative is to make the group content more challenging, more interesting and more rewarding. At that point, players choose to form balanced groups because they want to.
There was a company once, put out a game called City of Heroes... where people would form groups on the fly, all over the place, and run basic content together because the group content and rewards scaled to the group. That company's name was Cryptic. That was before they lost all the people who knew how to actually make games interesting and enjoyable, though.
Ham-handed attempts to brute-force players into a single play style have never worked in any game I can recall playing. But they sure have lost tons of players for those games.
And btw. aren't there allready several posts of vet. players showing that the "Holy Trinity" model isn't needed anymore, and that's better to just run the "endgame" content with one healer and 4 damage dealers?
So what's the point in keeping companions in this broken state? Hell, if some players are so worried about their "positions", just give companions their full potential in solo content and place a 10% malus per player in a group (max. -50% in a full party) on companion abilities to keep this messed up "balance".
Considering that we're getting closer to the Undermountain release on console, i'd say it's high time to give us much more on this matter then the "we're looking into it." line!
Increase damage dealing and healing of companions to the weapon damage level of the player plus a little bonus from the companions level.
Give all companions a fast but weaker basic attack/healing ability and a strong but slow secondary ability, then improve the two passive abilities to fit and support their role.
The cooldowns on companion abilities should range from 1 second to 10s max., i mean take the Battlefield Medic as a really bad example for CDs here, "Combat Heal" has a 6s CD and "Aid All" has a 30s CD, so when those 2 abilities are on CD, that companion is doing NOTHING to actually help the player.
"Range" companions should stay close to their player and stop running around like headless chickens, while "melee" companions should focus on the target the player is attacking, no companion should "wander off" and start looking for more "action" on their own.
Last but not least, when companions are repaired and usefull again, then the Class Packs should also be returned in an improved version to the store.
I dont like this but seems that is a fact, and devs try to make this players happy since long time ago, even if the most dedicated players want harder content.
Anyway they recognize that companions are broken so they will do some changes, who knows. There are people already running LoMM without tank because is easy for hardcore players with a good healer but they are not much. If less geared people can do the dungeon this way, that will hurt the game.
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Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
it's called balancing. I'm sure it's hard to get right but they don't even appear to be trying.