I wish I could make this a poll, but not gonna happend. Anyway here it goes.
For some of this, you devs and people have already attended, here comes the further ideia:
#1:artifact/artifact gear: for the eeapon enchantment you guys "frozen" the extra damage, and focused on the item special effect, this is exactly what I wanted to happened with artifact gear, freeze all (ALL OLD, NEW, UPCOMING...) gear stats, and fovus on set bonus ( so the tiamat set would be usefull again, for instance).
#2: companions: you guys adjusted the companions gear and runestones wich was pretty good job btw, but go further, keep on coming! IMO all companions could have 2 skills, and only 2, the augmentation of course, and a "healing word" skill. Everyone that is a little experienced on the game knows that augmentation is a must, so everyone uses an augment companion, why dont make all of them to do this? and heal people? all together?
#3: RNG, surprise mechanics, lootboxes, whatever you call this: I don't like it, and maybe I'm not the only one. You guys took away the %RNG from gear refining, ( awsome, really just loved it) BUT there's still the RNG on the dungeon end chest, and the ME... You guys did it right with the barovia hunts, and took it away, why? I would suggest a mechanic, so people spend some seals or AD at the start of the dungeon, to get a REAL chance (40~60%)for a good chosen loot, like high rank refining stones, or artifact gear. Or could be sold at the seals vendor, as a fortune shard or something. ( does it sound like ME' rune etchings? and no further? why not?)
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It provides combat advantage when augment pet can't. They need to make non-augment companion to be useful. ALL pet already provides augmentation through bonding. Augment pet just have more stat.
To make non-augment pet useful/comparable, they need to do what they did before mod 16. It can heal if it is a healer pet. It can fight if it is a fighter pet. It can take aggro if it is a tank pet.
> I disagree with the one with companion because a non-augment companion has its place.
> It provides combat advantage when augment pet can't. They need to make non-augment companion to be useful. ALL pet already provides augmentation through bonding. Augment pet just have more stat.
> To make non-augment pet useful/comparable, they need to do what they did before mod 16. It can heal if it is a healer pet. It can fight if it is a fighter pet. It can take aggro if it is a tank pet.
well, the ideia was to make all companions to do a simple thing, that is buff, and by making this, as they've done with classes could implement more companions and simplify things. For what I've seen, people don really seemed to care about companions attack, aggro and stuff, pre-mod 16, actually, people used sellsword (+300power) as active companion just for the extra stats, well if is stats what matter, then perfect it in all companions. Of course, opinions are different, as playstyles are. ty.
Now let's talk about "Dungeon and Dragons" companion system, you know... what this game is suppose to be base on, it is called "retainers". The terms "henchmen" and "retainers" are fairly the same, but some DMs I played with said retainers were paid in advance, while henchmen would take a cut of the profits. Other DMs (like my husband) allowed players with high charisma to get them to work for free or at least "do it for the cause". Characters with high charisma scores capped out at 3 retainers. Asking a retainer to do something stupid always called for a morale check. Maybe even a saving throw, if you were asking them to risk life and limb.
Why did they drop the STO multiple companion system when they rebuilt the engine? It was good and it works. As it stands now, I just want the companion to do their job. Since I am stuck with only one at a time, they should be comparable to my skill set. Most orange companions seem to take forever to reload for the next swing on that sword. It would also be nice to set a flag to; Attack, Guard, or Stealth. Setting the flag to attack would extend their aggro to enemies, guard would tell them to stay close and only attack what attacks us first, and stealth would be defense only. That is my ideal revamp of the companion system.
People cared companion attack when it worked. That was why Tiger was great. It can de-buff and attack and aggro a bit and provide combat advantage. People cared about tank pet (especially for glass canon build) to do aggro when solo. Personally, what I did not care and do not care about is healing (not yet anyway).
While I understand the need to limit the number of single player "party members" in NWO, one thing that I would absolutely LOVE to see brought over from NWN2 is the slider system to adjust how a companion behaves.
Set it's aggression level, decide who it buffs/heals, go ranged or melee, decide how close it follows you, and it positions itself in combat... and so on.
That way you could instruct a companion to "Fight at range" as its priority, or "Move to best CA position" during combat at the expense of longer cast time special attacks as basic examples. Different situations have different settings so for group play a Healing companion could be set to "Heal Tank" or a Tank companion set to "draw aggro away" allowing ranged players to use their powers while the companion draws monsters away from them.
I could go on, but the list of potential uses for a "Companion Instruction" system is pretty extensive.
(One downside to the STO Bridge Officers is that they often seem to lose their minds and run around bumping into each other. It's not especially bad for play as they still do pretty much what they are supposed to, but it looks awful and can be a bit annoying. I often find myself yelling "Stand still for HAMSTER' sake!!!" at my lot, one Andorian in particular is like a squirrel with St Vitus' Dance. When they overcome that, then it will be much better...)
My apologies but Cryptic didn't make Perfect World the game. If you take time to research company history, Cryptic was bought and sold to Perfect World.
"On May 17, 2011, Atari announced the divesting of its interest in Cryptic Studios. On May 31, 2011 it was announced that Perfect World had acquired Cryptic Studios" ~ Wikipedia.
The video game Perfect World was released in China in 2005 and ported to North America the next year. The games created by Cryptic are; City of Heroes/Villains, Champions Online, Star Trek Online, Neverwinter, and currently working on Magic: The Gathering. Meanwhile City of Heroes/Villains is no longer their property as it is owned by NCSoft and was shutdown August 31, 2012. And how does this differ from NW?? Neverwinter is mostly ranged too. Wizards and clerics don't melee, rogues, warlocks and rangers are both, this leave paladins, fighters, and barbarians as melee. Seems to me that is 5 out of 8 with ranged skill sets. I will agree to disagree with you at this point. You and I are not mind readers, we don't know what the old crew was thinking back six years ago or what the new crew at Cryptic are doing or planning next. I can imagine they are doing another hacked up version of the same engine code with Magic: The Gathering, as I have the Tarroka card artifact on my warlock, she draws 3 cards and picks one to fling at the enemy. Sounds like one of the old cartoon shows from Japan. I never got into the card game so I am not interested in the video game either. Time for Cryptic to either make a new engine or maybe buy one and/or pay the royalties.
By the way, recently they completely removed Armor Class as they admitted here it did nothing.
"I rolled a one! Did I hit?", you ask the Dungeon Master.
"Yes and the dragon is now dead".
You stare at the Dungeon Master, "What about rolling for damage?"
https://www.arcgames.com/en/games/neverwinter/news/detail/11249883
besides, they've allready done it for the Remorhaz's Presence ability, so why not do it for all companions?
And when all companions are working properly again, they should also bring back the former Class Packs in an improved version back to the ZEN shop. Considering that every player is using companions in one way or the other, i really can't understand why it's taking so long for the Devs to repair them...