Another option is that base companion damage should be 5%-7% (without modifications), but decrease indomitable runestone damage to 10% so that they are more in line with the damage dealt by the other runestones that on avarage add 0,7% more damage.
- Hunting Hawk bugged (tested at mythic rank / NW.123.20201218A.1)
equip bonus gives 200% atwill dmg at melee and 207.5% at 80' range
HR rapid shot atwill base dmg : 817.5 (1226.3)
with Hunting Hawk slotted melee : 1635.0 (2452.6) 80'ish range :1695.5 (2543.3)
Updated tooltip states +7.5% at mythic VS +10% at legendary on live server, is this intended nerf ? And still no mention that bonus only applies to at-wills
Seems like summoned companions are not getting combat advantage. Tested on dummies. When I stay on the opposite side of the dummy compared to my summoned companion, I get combat advantage, but companion does not get it.
Should be fixed in a future preview update, thank you for the report.
before patch NW.123.20201218a.1 the damage of xuna with 6x Indomitables and 3x Warlords Insignia looks good like on Life-Server. But now xuna is useless.
The damage shoud be like now on the Life-Server so players can play as before.
If the changes are too big, some players will leave the game. When players are gone, they don't come back after 3 months to see if the problems have been corrected.
If you think that augment companions are too weak, then you should make the stronger and not the fighting companions weaker.
before patch NW.123.20201218a.1 the damage of xuna with 6x Indomitables and 3x Warlords Insignia looks good like on Life-Server. But now xuna is useless.
The damage shoud be like now on the Life-Server so players can play as before.
If the changes are too big, some players will leave the game. When players are gone, they don't come back after 3 months to see if the problems have been corrected.
If you think that augment companions are too weak, then you should make the stronger and not the fighting companions weaker.
I am germen so sorry for the english
Companions are too OP on live currently, so to balance augments and fighters in the way you suggest would not work. You'd need to buff the amount of stats an augment gives you exponentially to compensate the damage difference, and that in turn would most likely invalidate a large portion of what they are trying to achieve with the new stats system.
While I like the change that all companions now count towards the bolster, I have to say that previous layout with categories (creature, mystical,...) was much better to look at and search in. Was it really necessary to revert that tidy set-up to such messy pile to alter the bolster? (I agree that it would be better to have mounts and companion on the same system, but that does not mean we necessarily have to choose the ugly and impractical one)
That layout is directly what determined their bolster group and there wasn't any other information on the companion that linked to a category. So without a big time consuming overhaul to manually flag every companion in the game, those categories weren't going to show up with a single bolster category.
I think healers are in a bad spot at the moment. I've got three pain points to mention:
1. Forte and base Divinity/Soulweave regen. 2. Companions stealing healing which should go to players 3. Healing powers magnitudes not aligned with the rest of the changes
For topic 1: I'm playing cleric and warlock healers and I noticed that with a 57% Forte (which should give 50% of that to Divinity/Soulweave regen), the Divinity/Soulweave regen is barely enough to match the one we have now in live. In preview, with 57% Forte, Div/Soul regens by 37.5 units / 3s while in live it does by 40 units.
I believe this needs to be addressed because not all healers in the game are endgame to have these stats. Basically every healer with the combat changes will have their regen nerfed. So I think the base has to be increased to at least what's currently on live so that existing players will have no issues and that endgame players who worked hard on their stats to feel some satisfaction seeing their stats actually mean a change.
For topic 2: There are two problems here:
Combat companions count as targets for healing spells that split their magnitudes based on the number of targets (cleric's Bastion of Health, warlock's Revitalize or paladin's Divine Touch). Would be nice they wouldn't... Just make them inexistent to healers' spells.
Too many entities (counting players + their comps) in trials seems to lead to big issues where some players being not healed at all because the companions are targeted instead. Healing spells capped on a certain number of targets needs be increased.
For this topic, I think I can summarize like this: the combat companions look like pain in the a$$ for healers. They steal healing magnitude, they sometimes cause players not to receive heals and they provide challenge by standing in the way of players making a healer have more trouble targeting with their TAB power or at will power (as if that's not difficult enough in live server now). As a healer, I would really like to be able to focus on the players, not their companions so the best way would be they'd act like non existent to healers (no target, and aiming go through them; something similar to an augment, really).
For topic 3: All at-will, encounters and dailies of DPSes and tanks have been increased but for the healers nothing really improved. In my opinion these have to be increased a bit (a decent value I believe is +20%) because the strongest healing powers used on a single target (i.e. Bastion of Health / Revitalize, also excluding TAB mechanic) for my endgame healer heals around 1/3 of a player's 600k HP (versus 50-100% on live). Healing over time is poor too. To put it shortly, my healer's setup is like this 73% power, 82% critical chance, 85% critical severity, 54% outgoing healing, 57% forte and 5900 damage stat. Let me know if I'm doing something wrong but tbh I think the average healer will have trouble with the current state of the game.
Post edited by vasile1991 on
Viperion - DragonTribe guild. Playing Ranger/Paladin/Bard/Fighter.
I am pretty pleased with the endresults regarding non augment companions adjustements and they are finally matching that 10% percent of our total damage. Even if there are few of them that currently need minor adjustements. However I would like to point an important aspect of the future system that will find many people having hard times upgrading their desired companions, not only for booster purposes but also for certain fighting scenarios. We have people playing multiple toons and we have also a bunch of companions, more to come. I would love to see the number of companion tokens required for upgrades lowered to match the overall structure. Or at least I would expect from you guys to make Companion Tokens more accesible from various sources such as quests/dungeons rewards. I love the new form of companion system and I want to upgrade as many companions I can in my collection. The new form of the system will have a big impact for newer players and also for the actual player base who may need a completely different setup that needs to be built from scratch, using various uncommon or rare companions and the cost of the upgrade will be insane. Do not forget that we have to keep up ourselfs with other changes as well so this may be a bit overwhelming.
Hawk when equiped seems like is not giving the right amount of Combined Ratings, lowering your stats of like 1k each.
Hunting Hawk increase damage done by at-wills powers only, of an amount of 50% while in live the increase is just 5%. doesn't work on Encounter powers and Daily
> @synyster3006 said: > Hawk > when equiped seems like is not giving the right amount of Combined Ratings, lowering your stats of like 1k each. > > Hunting Hawk > increase damage done by at-wills powers only, of an amount of 50% while in live the increase is just 5%. > doesn't work on Encounter powers and Daily
I think howk is bugger and he need rework, becose it's only 1 comp whu give 2 stat of max amount 7.5% crit shanse and 7.5%crit severity
I am curious why all the companions are tested using 6x Indomitable Runestones and 3x Warlord's Inspiration? Is that going to be the new standard/requirement? Will there be options for companions that can tank and/or heal and/or CC? Will there be runes and insignia bonuses to help build a tank/heal/CC companion?
I play a Thaumaturge build and can handle groups in Avernus on live server, losing maybe half health bar for tough fights. But on preview, I die before my conduit of ice duration, or icy terrain, wears out. My damage seems similar to live server, but my defense/awareness has gone to pots. And my mythic fighter companion is useless. She dies before I do!
I think it would really help with 'player build diversity' if companions can be somewhat effective at roles other than damage level.
If companions are relevant with 6 indomitables a 3 Warlords, what kind of balance is that. The majority of players don’t have/can’t afford. And doesn’t that make all other runestones pointless
Hunting Hawk is very bugged and giving some classes pretty game breaking damage. This needs to be fixed before this new combat rework goes lives, as its making at will heavy classes deal outrageous damage.
> @caldochaud#4880 said: > Personally, I find the changes very discouraging. On the live server, my companions have stats in the 5 digit range (IE: Power 20,000). But after the proposed Mod 20 changes, my companions now have stats in th 4 digit range (IE: Power 2,000). And so I cannot help but have the impression that you are intentionally taking away our companions stats in order to force us all to buy those stats back. *That* is bait-and-switch! Not cool!
Not really. Its too different of a stat system to compare in that way. It makes it so that companion stays aren't diminished as item levels and stats on those new pieces dont diminish stat contributions from companions. Its actually a really good idea. Staldorf will always be 7.5% CA, no matter if your IL is 50k or 700k.
3
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
I have basically three issues with the companion system.
The balance between augments and fighting companions is still not right. It will only be right when you start see endless arguing about which type is better and when.
Too many companions are essentially useless and will never be used. There are many companions with interesting abilities, but becaue of the way numbers work out, a handful will generally be seen as "must-have", while the others get delegated to the trash heap.
Now that players are forced into strict DPS/Healer/Tank roles (and the former flexibility is gone), one would think that the three roles should have similarly large sets of "suitable" companions. That's not the case. This is also the case with many equpment bonuses, artifacts and other items.... too much emphasis on stuff that appeals to DPSers, too little for healers...not commenting on tanks, as I really don't play those.
For tanks, we actually have a decent suite of gear, just not a lot of real options in each section. Helmet you have lionguard/sky blazer/chitters, rings we have the ones dropped from avernus that are kind of useful, tanner's, Defending ring, not much else there. Armor top the 1k IL armor from UM for 3% damage reduction, various armors that heal us...think that's it? Gloves spiked/other vallenhas gloves/lionguard. Boots 3% damage reduction ones from UM, Wisp boots from t1. Pants Ebony or t3 pants. Shirt t3. Artifact sets tanks have the most variety with mirror, trobriand, Blessed set, Apoc set and so on.
If you mean specifically to help our survival, then we don't really have an option for helms that I'm aware of.
For tanks, we actually have a decent suite of gear, just not a lot of real options in each section. Helmet you have lionguard/sky blazer/chitters, rings we have the ones dropped from avernus that are kind of useful, tanner's, Defending ring, not much else there. Armor top the 1k IL armor from UM for 3% damage reduction, various armors that heal us...think that's it? Gloves spiked/other vallenhas gloves/lionguard. Boots 3% damage reduction ones from UM, Wisp boots from t1. Pants Ebony or t3 pants. Shirt t3. Artifact sets tanks have the most variety with mirror, trobriand, Blessed set, Apoc set and so on.
If you mean specifically to help our survival, then we don't really have an option for helms that I'm aware of.
Missing Tank Helm...Defenders Helm. +Awareness, +Deflect Severity - Item Power: Increases Incoming Healing Rate by up to 20% more as health approaches zero.
> @jman3l#5579 said: > Hunting Hawk is very bugged and giving some classes pretty game breaking damage. This needs to be fixed before this new combat rework goes lives, as its making at will heavy classes deal outrageous damage.
> Hunting Hawk is very bugged and giving some classes pretty game breaking damage. This needs to be fixed before this new combat rework goes lives, as its making at will heavy classes deal outrageous damage.
Its just make 2x at will dmg xD
Yeah at point blank range. That is broken af xD. Tool tip is irrelevant on that thing lol.
Comments
Bugs on Augments companions:
- Ioun Stone of the Feywild
Doesn't provide statistics
Bugs on others companions:
- Hawk
Hawk's Instincts provide double statistics
Eleonore - CW Mof Renegade 17.5k
Harlgard le Vieux - OP Prot 18.3k
Valrik - DC AC 18.2k
Furiela - SW Temp 18.1k
equip bonus gives 200% atwill dmg at melee and 207.5% at 80' range
HR rapid shot atwill
base dmg : 817.5 (1226.3)
with Hunting Hawk slotted
melee : 1635.0 (2452.6)
80'ish range :1695.5 (2543.3)
Updated tooltip states +7.5% at mythic VS +10% at legendary on live server, is this intended nerf ?
And still no mention that bonus only applies to at-wills
Bugs on others companions:
- Grung
Poisonous Skin doesn't deal damages
Eleonore - CW Mof Renegade 17.5k
Harlgard le Vieux - OP Prot 18.3k
Valrik - DC AC 18.2k
Furiela - SW Temp 18.1k
-deceptive insight (Frost Mimic) doesn't give combined rating.
-hawk's instincts (Hawk) doesn't give combined rating and has double %rating (7,5% crit chance and 7,5 crit severity).
-mercenary's discipline (Mercenary) doesn't give combined rating.
-minstrel's discipline (Minstrel) doesn't give combined rating.
-repentet cultist's discipline (repentant dragon cultist) doesn't give combined rating and item level.
-twigblight's insight (razorwood) doesn't give item level.
-Vallenhas's discipline (Vallenhas elite soldier) doesn't give combined rating.
But now xuna is useless.
The damage shoud be like now on the Life-Server so players can play as before.
If the changes are too big, some players will leave the game.
When players are gone, they don't come back after 3 months to see if the problems have been corrected.
If you think that augment companions are too weak, then you should make the stronger and not the fighting companions weaker.
I am germen so sorry for the english
now there is no noticable difference again
I think healers are in a bad spot at the moment.
I've got three pain points to mention:
1. Forte and base Divinity/Soulweave regen.
2. Companions stealing healing which should go to players
3. Healing powers magnitudes not aligned with the rest of the changes
For topic 1:
I'm playing cleric and warlock healers and I noticed that with a 57% Forte (which should give 50% of that to Divinity/Soulweave regen), the Divinity/Soulweave regen is barely enough to match the one we have now in live.
In preview, with 57% Forte, Div/Soul regens by 37.5 units / 3s while in live it does by 40 units.
I believe this needs to be addressed because not all healers in the game are endgame to have these stats. Basically every healer with the combat changes will have their regen nerfed. So I think the base has to be increased to at least what's currently on live so that existing players will have no issues and that endgame players who worked hard on their stats to feel some satisfaction seeing their stats actually mean a change.
For topic 2:
There are two problems here:
- Combat companions count as targets for healing spells that split their magnitudes based on the number of targets (cleric's Bastion of Health, warlock's Revitalize or paladin's Divine Touch). Would be nice they wouldn't... Just make them inexistent to healers' spells.
- Too many entities (counting players + their comps) in trials seems to lead to big issues where some players being not healed at all because the companions are targeted instead. Healing spells capped on a certain number of targets needs be increased.
For this topic, I think I can summarize like this: the combat companions look like pain in the a$$ for healers. They steal healing magnitude, they sometimes cause players not to receive heals and they provide challenge by standing in the way of players making a healer have more trouble targeting with their TAB power or at will power (as if that's not difficult enough in live server now). As a healer, I would really like to be able to focus on the players, not their companions so the best way would be they'd act like non existent to healers (no target, and aiming go through them; something similar to an augment, really).For topic 3:
All at-will, encounters and dailies of DPSes and tanks have been increased but for the healers nothing really improved. In my opinion these have to be increased a bit (a decent value I believe is +20%) because the strongest healing powers used on a single target (i.e. Bastion of Health / Revitalize, also excluding TAB mechanic) for my endgame healer heals around 1/3 of a player's 600k HP (versus 50-100% on live). Healing over time is poor too.
To put it shortly, my healer's setup is like this 73% power, 82% critical chance, 85% critical severity, 54% outgoing healing, 57% forte and 5900 damage stat. Let me know if I'm doing something wrong but tbh I think the average healer will have trouble with the current state of the game.
Viperion - DragonTribe guild.
Playing Ranger/Paladin/Bard/Fighter.
Thank you!
Hawk
when equiped seems like is not giving the right amount of Combined Ratings, lowering your stats of like 1k each.
Hunting Hawk
increase damage done by at-wills powers only, of an amount of 50% while in live the increase is just 5%.
doesn't work on Encounter powers and Daily
> Hawk
> when equiped seems like is not giving the right amount of Combined Ratings, lowering your stats of like 1k each.
>
> Hunting Hawk
> increase damage done by at-wills powers only, of an amount of 50% while in live the increase is just 5%.
> doesn't work on Encounter powers and Daily
I think howk is bugger and he need rework, becose it's only 1 comp whu give 2 stat of max amount 7.5% crit shanse and 7.5%crit severity
I play a Thaumaturge build and can handle groups in Avernus on live server, losing maybe half health bar for tough fights. But on preview, I die before my conduit of ice duration, or icy terrain, wears out. My damage seems similar to live server, but my defense/awareness has gone to pots. And my mythic fighter companion is useless. She dies before I do!
I think it would really help with 'player build diversity' if companions can be somewhat effective at roles other than damage level.
Bugs on Augments companions:
- Ioun Stone of the Feywild
Doesn't provide statistics
Bugs on others companions:
- Hawk
Hawk's Instincts provide double statistics
Eleonore - CW Mof Renegade 17.5k
Harlgard le Vieux - OP Prot 18.3k
Valrik - DC AC 18.2k
Furiela - SW Temp 18.1k
> Personally, I find the changes very discouraging. On the live server, my companions have stats in the 5 digit range (IE: Power 20,000). But after the proposed Mod 20 changes, my companions now have stats in th 4 digit range (IE: Power 2,000). And so I cannot help but have the impression that you are intentionally taking away our companions stats in order to force us all to buy those stats back. *That* is bait-and-switch! Not cool!
Not really. Its too different of a stat system to compare in that way. It makes it so that companion stays aren't diminished as item levels and stats on those new pieces dont diminish stat contributions from companions. Its actually a really good idea. Staldorf will always be 7.5% CA, no matter if your IL is 50k or 700k.
- The balance between augments and fighting companions is still not right. It will only be right when you start see endless arguing about which type is better and when.
- Too many companions are essentially useless and will never be used. There are many companions with interesting abilities, but becaue of the way numbers work out, a handful will generally be seen as "must-have", while the others get delegated to the trash heap.
- Now that players are forced into strict DPS/Healer/Tank roles (and the former flexibility is gone), one would think that the three roles should have similarly large sets of "suitable" companions. That's not the case. This is also the case with many equpment bonuses, artifacts and other items.... too much emphasis on stuff that appeals to DPSers, too little for healers...not commenting on tanks, as I really don't play those.
.If you mean specifically to help our survival, then we don't really have an option for helms that I'm aware of.
> Hunting Hawk is very bugged and giving some classes pretty game breaking damage. This needs to be fixed before this new combat rework goes lives, as its making at will heavy classes deal outrageous damage.
Its just make 2x at will dmg xD