Cool thing is I saw some fantasy in companions and started to gather them on my main Warlock (close now to have all of them) and then not so long ago (few days maybe?)
Yesss! The time has come... after all the HAMSTER that happened with Mod16 and since...
Personally I was hoping that finally I wont have to run around when soloing with a "companion" which is not just a following pixelmass, that has some useful combat function and adds some color into fights, draws sometimes aggro/does some damage/controlls enemies (remember: Strikers! Defenders! Leaders...?)
Stocked up 1000+ comp upgrade tokens, so I can pull my fav ones to legendary and then a week later this
"Combat companions no longer deal an absurd amount of damage."
Like seriously? Nerfing already all of them in damage so no matter which sh1tty augments u have at legendary everything is better then a summoned one in every circumstances ??? People said not so long ago that BiS is atm Bullette for dps, but even Goat, Boar shoat and Quasit at legendary gonna be miles ahead of any non-augments for whatever class and path.
Yeah, some of them did good damage, but investing 2 mill to get it to legendary (plus getting the right runestones for another few millions, and gears, comp influence, insignias) and on the next week its weaker by far is another "oh HAMSTER, not again" moment in Neverwinter.
Why didn't you yet fix for example they powers, that healers should heal? And the Chilling cloud attack users doin' 0 damages (Mystagogue, Wayward wizards - every type of them -,). Remorhaz Combust power in offensive slot still does 0's. In utility the Manticores presence doesnt knock down enemies, Cockratices presence and Crabs presence doesnt work either (no sign of rooted enemies, not sure about damage either).
Mod 16 was a huge fail, you have to admit, no need to blur or pretend.
There are great possibilities in companions you should get your chance to compensate your players and add variety.
Instead of nerfint the very few working ones, you should take time and increase the damage/decrease the cooldown (not many needs a CD fix) of all the existing ones so players can choose what they want for they playstyle/places.
Maybe you could increase they lvl to rank 45 (stays legendary of course) but every lvl above 40 needs 1mill Exp and a small stat boost at the end.
You running events where are companions as rewards. But in this form they are just placeholders.
"Wohaa I want this Renegade evoker cuz it has some cool andy flashy AOE fireworks every 8 secs and breaths fire with dots" (but atm the damage is joke even at legendary!). Or "meehhh in getting pushed, proned, knocked, kicked, freezed, stuned, bombed in stronghold encounters every 2-3 secs I need someone OR something with controll power" - there comes the Iron Golem to save you... or a Hunting drake to freeze them in place, or just spend 20 mins to call 2 other players for doin a T2/T3 stronghold encounter run every day.
But no... you just decide to bring them equally sh1tty. Adapt to all this things getting harder and harder and draws away more and more players instead of bringing new ones in.
A cool and useful companion system could be catchy, but of course there are others problems too.
Players have to deal with this stupid scaling system still in dungeons, mobs moving with speed of light (Throne of the Dwarven Gods f.e.) and there is no end of the mess.
Too much restriction even in old contents. Veterans would run (or better said: I would like to, but its kinda impossible withing an acceptable time-frame) solo dungeons if they want for chest rewards (rare mounts, companions, etc).
There is no life and color atm in game, no economy (nowhere close as it was 2 years ago f.e.e), restricted amount of resources in many places. I would bet if you would share how the monitored RAD income of players is atm it would be drastically less then by the last info which was shared 1-1,5 years ago on forum. New players who farmed enough ME for gears and weapons and get some rank 8-9 enchants rather run right away Lomm (once they are at 20k IL) then an ETOS, or ELOL, Im sure, because they dont feel so weak there.
I know there wont be any DEV response on every point of my post, many things can be/will be argued, I know, but I just feel sadness with this companion nerf part. Atleast I had a goal and little fun in the past 3-4 weeks to gather and lvl up all the companions I can get, but this info just made me sad. I had fun to re-run tons of old content quests for xp rewards to lvl them up with it. ... and another hour of my life in waste, while I typed my dissapointment...
Even with dmg that Xuna was doing i dont believe any player running TOMM next week would try to give her a try, now with dmg reduced all you will find there is augment again... was so nice this week to see combat pets around again...
u can still use them in Solo play lol, but i hope everyone hear agrees that a companion shouldnt be able to deal more dmg then a completely BIS character? Or is anyone here really thinking that this was ok?
Even with dmg that Xuna was doing i dont believe any player running TOMM next week would try to give her a try, now with dmg reduced all you will find there is augment again... was so nice this week to see combat pets around again...
They would have, if you run with 10 Xunas, it doenst matter for the last dps check, if everyone in your group has 5x res sickness, they alone were more then enough to finish the trial easily. without anyone else even attacking
u can still use them in Solo play lol, but i hope everyone hear agrees that a companion shouldnt be able to deal more dmg then a completely BIS character? Or is anyone here really thinking that this was ok?
Even with dmg that Xuna was doing i dont believe any player running TOMM next week would try to give her a try, now with dmg reduced all you will find there is augment again... was so nice this week to see combat pets around again...
They would have, if you run with 10 Xunas, it doenst matter for the last dps check, if everyone in your group has 5x res sickness, they alone were more then enough to finish the trial easily. without anyone else even attacking
So "she" was the reason why TOMM was locked till saturday (till this patch arrives).
u can still use them in Solo play lol, but i hope everyone hear agrees that a companion shouldnt be able to deal more dmg then a completely BIS character? Or is anyone here really thinking that this was ok?
Even with dmg that Xuna was doing i dont believe any player running TOMM next week would try to give her a try, now with dmg reduced all you will find there is augment again... was so nice this week to see combat pets around again...
They would have, if you run with 10 Xunas, it doenst matter for the last dps check, if everyone in your group has 5x res sickness, they alone were more then enough to finish the trial easily. without anyone else even attacking
So "she" was the reason why TOMM was locked till saturday (till this patch arrives).
The one and only thing Cryptic truly excels at: the relentless continued pursuit of un-fun via nerfs with all the subtlety of a sledgehammer. Just pull the plug on the game already.
u can still use them in Solo play lol, but i hope everyone hear agrees that a companion shouldnt be able to deal more dmg then a completely BIS character? Or is anyone here really thinking that this was ok?
Even with dmg that Xuna was doing i dont believe any player running TOMM next week would try to give her a try, now with dmg reduced all you will find there is augment again... was so nice this week to see combat pets around again...
They would have, if you run with 10 Xunas, it doenst matter for the last dps check, if everyone in your group has 5x res sickness, they alone were more then enough to finish the trial easily. without anyone else even attacking
No one thinks xuna was ok, but just an easter egg, and thats why it was reported on the 14th, which was a day after mod17 launched, today is 22nd, 8 days after. So instead of fixing xuna, they just went with nerfing all the other companions. Now thats not ok, cos ppl have been on preview and decided to invest in different setups which xuna wasn't part of but now with everything nerfed back to abyss, it feels like a waste of time and ad.
Lardeson CW not Mage. Where's my fireball and my thunderbolt?
5
arazith07Member, NW M9 PlaytestPosts: 1,719Arc User
Xuna wasn't the only companion doing absurd amounts of damage, she is just the most extreme, being able to out dps most players. They had to cut back all companions for now so they can take their time to find and adjust all the companions individually.
did a quick test on my Gith companion pre and post patch just watched her wicked strike. same mob in undermountain. Allowed her to do all damage here. Seems to be 1/3 as effective. of course this is minimal sample.
I summoned a few of my companions... they damage is down to 3/10 as before. Xuna is still way ahead of every single other so maybe it would be wise to check out Bloodbath power itself and reduce the damage instead of an instant global nerf.
Restoring combat companions powers back to atleast 7/10 as before would be still acceptable after all those heavy millions of investments into upgrades and enchantments and insignias.
Xuna wasn't the only companion doing absurd amounts of damage, she is just the most extreme, being able to out dps most players. They had to cut back all companions for now so they can take their time to find and adjust all the companions individually.
Thinking at how much other things need a fix in the current state of the game, adjustments here and there + priorities... time is passing and we wont get younger either.
Hide The Pain Harold!
3
therealprotexMember, NW M9 PlaytestPosts: 526Arc User
edited August 2019
Is it just me? It is now 11:12am PDT and the launcher still shows a red light (server down). Schedule was 7-9am PDT...
If by "Absurd amount of damage" Devs mean "way too low dmg" then it's a promising fix for dps companions (but I doubt that). Healer companions should be fixed. For me it's a priority of needed fixes after U16 completely messed up the whole game.
Okay, so I just tested Xuna and my other striker companions. They are doing less than half of the damage that they did yesterday. On a positive note, some of them are still pretty good. I was expecting them to be relegated into uselessness given Cryptic's track record on balancing issues.
ToNG is still absolutely impossible at the suggested gear level, and the final boss just got even harder, depending on insanely high dps, while nobody fixed dps (yes, I mean warlocks, amongst others). Instead, Hellfire Ring does not get buffs from Dust to Dust any more, which renders the build with the highest possible dps even lower than it was.
Xuna wasn't the only companion doing absurd amounts of damage, she is just the most extreme, being able to out dps most players. They had to cut back all companions for now so they can take their time to find and adjust all the companions individually.
No offense, but do you even realise how "absurd" this sounds in light of the MONTHS of waiting for a healer companion update/fix? Those companions are pretty much broken since the Undermountain release, and all we got this far was one "we're looking into it." from the Devs.
What they should have done is taking a closer look at the "combat" companions, finding out which abilities were responsible for these extreme damage numbers and then bringing those abilities alone to a more reasonable level. This whole blanket nerf will only result in destroying what little choices in companions we had for that short while.
But perhaps it's high time to nerf Augments by 50% as well, then continue with a similar nerf to Stronghold Boons, and of course the Vorpal enchantment, and/or any enchantment/runestones above rank 10 too while we're at it? Some players around here are allways complaining about how easy everything is, so let's start swinging the Nerfhammer in all directions equally from now on... and then just keep those "changes" for a couple of months, before "adjusting" them "individually" someday in the near future.
At this point i highly doubt that we're going to see any improvements in the companion department before the next module, let alone a full rework of all combat companions. Most of the Devs are probably allready working on the new module right now, which means we'll probably only get a few minor fixes with the following updates until it's released.
I mean, just take a look at the Githyanki companion, part of the race pack you've to buy with ZEN from the shop, it's missing nearly the whole section of the Stats and Powers entries, and you really believe they'll find time to address all combat companions for a rework?
I'd descripe that as wishful thinking...
I do believe in killing the messenger...
Want to know why?
Because it sends a message!
4
darkanstormiMember, NW M9 PlaytestPosts: 1Arc User
I am not overly surprised that we are not seeing IWD epic HEs every 20 minutes - we didn't see them every 90 minutes before either. Assuming that they did mean epics when they said majors, there is still somethng else preventng them from appearing. Could this be other HEs in the same area, such as Mother Lode?
Several bugs in the game Neverwinter, after the update Unprising have started these errors. I wonder if the ARC team will fix it, because it sucks to play that way. I was very discouraged in playing Neverwinter because of these mistakes. I hope you read these messages and do something to correct them.
Dragonborn now properly have access to the Head slot.
I still can't add to appearance library the head item that I can add with non dragonborn characters.
This is still not working, when is it going to be fixed. we shouldn't be penalized for doing a racereroll by having to refarm all the head transmutes we collected.
Comments
I hope they really fixed the Epic Encounters and not the Majors (intermediate)
Huh? My redcap companion has been doing an acceptable amount of damage, but certainly not absurd. Was a certain class of companions doing this?
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Btw. Githyanki companion, Stats and Powers tab, there's only the rank 20 "Role Expertise" showing and nothing else.
https://imgur.com/a/l6CYOOD
https://www.arcgames.com/en/games/neverwinter/news/detail/11232193-patch-notes:-version:-nw.115.20190729e.13
"Non-augment companions now deal more damage."
Yesss! The time has come... after all the HAMSTER that happened with Mod16 and since...
Personally I was hoping that finally I wont have to run around when soloing with a "companion" which is not just a following pixelmass, that has some useful combat function and adds some color into fights, draws sometimes aggro/does some damage/controlls enemies (remember: Strikers! Defenders! Leaders...?)
Stocked up 1000+ comp upgrade tokens, so I can pull my fav ones to legendary and then a week later this
"Combat companions no longer deal an absurd amount of damage."
Like seriously? Nerfing already all of them in damage so no matter which sh1tty augments u have at legendary everything is better then a summoned one in every circumstances ???
People said not so long ago that BiS is atm Bullette for dps, but even Goat, Boar shoat and Quasit at legendary gonna be miles ahead of any non-augments for whatever class and path.
Yeah, some of them did good damage, but investing 2 mill to get it to legendary (plus getting the right runestones for another few millions, and gears, comp influence, insignias) and on the next week its weaker by far is another "oh HAMSTER, not again" moment in Neverwinter.
Why didn't you yet fix for example they powers, that healers should heal?
And the Chilling cloud attack users doin' 0 damages (Mystagogue, Wayward wizards - every type of them -,). Remorhaz Combust power in offensive slot still does 0's.
In utility the Manticores presence doesnt knock down enemies, Cockratices presence and Crabs presence doesnt work either (no sign of rooted enemies, not sure about damage either).
Mod 16 was a huge fail, you have to admit, no need to blur or pretend.
There are great possibilities in companions you should get your chance to compensate your players and add variety.
Instead of nerfint the very few working ones, you should take time and increase the damage/decrease the cooldown (not many needs a CD fix) of all the existing ones so players can choose what they want for they playstyle/places.
Maybe you could increase they lvl to rank 45 (stays legendary of course) but every lvl above 40 needs 1mill Exp and a small stat boost at the end.
You running events where are companions as rewards. But in this form they are just placeholders.
"Wohaa I want this Renegade evoker cuz it has some cool andy flashy AOE fireworks every 8 secs and breaths fire with dots" (but atm the damage is joke even at legendary!).
Or "meehhh in getting pushed, proned, knocked, kicked, freezed, stuned, bombed in stronghold encounters every 2-3 secs I need someone OR something with controll power" - there comes the Iron Golem to save you... or a Hunting drake to freeze them in place, or just spend 20 mins to call 2 other players for doin a T2/T3 stronghold encounter run every day.
But no... you just decide to bring them equally sh1tty. Adapt to all this things getting harder and harder and draws away more and more players instead of bringing new ones in.
A cool and useful companion system could be catchy, but of course there are others problems too.
Players have to deal with this stupid scaling system still in dungeons, mobs moving with speed of light (Throne of the Dwarven Gods f.e.) and there is no end of the mess.
Too much restriction even in old contents. Veterans would run (or better said: I would like to, but its kinda impossible withing an acceptable time-frame) solo dungeons if they want for chest rewards (rare mounts, companions, etc).
There is no life and color atm in game, no economy (nowhere close as it was 2 years ago f.e.e), restricted amount of resources in many places. I would bet if you would share how the monitored RAD income of players is atm it would be drastically less then by the last info which was shared 1-1,5 years ago on forum. New players who farmed enough ME for gears and weapons and get some rank 8-9 enchants rather run right away Lomm (once they are at 20k IL) then an ETOS, or ELOL, Im sure, because they dont feel so weak there.
I know there wont be any DEV response on every point of my post, many things can be/will be argued, I know, but I just feel sadness with this companion nerf part. Atleast I had a goal and little fun in the past 3-4 weeks to gather and lvl up all the companions I can get, but this info just made me sad. I had fun to re-run tons of old content quests for xp rewards to lvl them up with it. ... and another hour of my life in waste, while I typed my dissapointment...
TYPE DAMAGE ENCDPS AVERAGE MEDIAN MINHIT MAXHIT RESIST HITS SWINGS TOHIT
pre-Wicked Strike 105,609 890.46 3,406.74 2,045 964 8,345 Physical 31 31 100.00 35%
pre-Wicked Strike 152,701 697.90 3,248.96 1,997 953 8,160 Physical 47 47 100.00 57%
post-Wicked Strike 32,297 296.30 1,345.71 813 384 3,216 Physical 24 24 100.00 58%
Restoring combat companions powers back to atleast 7/10 as before would be still acceptable after all those heavy millions of investments into upgrades and enchantments and insignias. Thinking at how much other things need a fix in the current state of the game, adjustments here and there + priorities... time is passing and we wont get younger either.
Update:
Green now, 11:22am PDT
Healer companions should be fixed. For me it's a priority of needed fixes after U16 completely messed up the whole game.
Ereshkigal - 12k Tiefling SW
Aurora Ravensong - 11.6k Drow CW
What they should have done is taking a closer look at the "combat" companions, finding out which abilities were responsible for these extreme damage numbers and then bringing those abilities alone to a more reasonable level. This whole blanket nerf will only result in destroying what little choices in companions we had for that short while.
But perhaps it's high time to nerf Augments by 50% as well, then continue with a similar nerf to Stronghold Boons, and of course the Vorpal enchantment, and/or any enchantment/runestones above rank 10 too while we're at it?
Some players around here are allways complaining about how easy everything is, so let's start swinging the Nerfhammer in all directions equally from now on... and then just keep those "changes" for a couple of months, before "adjusting" them "individually" someday in the near future.
At this point i highly doubt that we're going to see any improvements in the companion department before the next module, let alone a full rework of all combat companions. Most of the Devs are probably allready working on the new module right now, which means we'll probably only get a few minor fixes with the following updates until it's released.
I mean, just take a look at the Githyanki companion, part of the race pack you've to buy with ZEN from the shop, it's missing nearly the whole section of the Stats and Powers entries, and you really believe they'll find time to address all combat companions for a rework?
I'd descripe that as wishful thinking...
Who cares about major heroic encouters? It's the epic encounters that are the issue.
I waited for about 100 minutes in Dwarven Valley for the Black Ice Beholder to pop. Nothing.
That's not acceptable.
@nitocris83
@mimicking#6533