@noworries#8859 it looks like most of the active companions are balanced with augments at the moment in terms of the amount of damage they deal. There are two exceptions:
- Flame Sprite - Is dealing about 30% of the players damage
- Quickling - A bit less and its hard to test but about 25%
All other active striker companions seem to be doing about 12% to 15% of the players damage, which when accounted for stat reductions to buff those strikers, ends up being about equivalent to the damage increase that augments give from the extra stats. Please consider toning down the damage of Flame Sprite and Quickling.
Thanks,
Neko
Comments
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> * Quickling - A bit less and its hard to test but about 25%
It's not really accurate to say % of player dmg, that depends on the player.
My flame sprite does around 45k dps right now with 6 indomitable and 1 warlord inspiration.
While I do around 200k on dummies.
Other companions are weak in comparison, imo they should be buffed a bit to similar level and make their passives respected.
For example batiri was doing similarly to flame sprite and even more on bosses because of its own 25% buff against bosses. Now it's complete rubbish, around 13k dps so you wouldn't even consider taking it anywhere near bosses.
Cold iron warrior and air archon was doing fairly well, ~35k .
I can't test xuna unfortunately.
I wish they brought back target debuffs on companions. Like we used to have chult tiger.
Regarding target debuffs ; Take a look at the Spined Devil, Incubus and Succubus for their “vulnerability up” debuff. Was 10% dmg taken in initial preview tests, about 50% uptime
The official statement is that companions (attack companions) should be about 7%-10% of player (DPS player) at mythic level with 100% bolster, and then depending on your indomitables, warlords, buffs it will go up.
As far as I have tested (I do not have them all) there are 2 attack companions that have a bugged skill (and it's official that they are going to be fixed), just a few that do the intended 7%-10%, and most of them have not been tuned up to be in that 7%-10%.
So the problem is 2 bugged in the process of being fixed, and most of them not being tuned up to the correct damage range.
By the way, there are companions bugged in the opposite way, like the githyanki that does not activate 1 of its 3 attacks so it's doing quite a lot less damage that it should.
the "nerf" you take removing your augment companion it's literally nothing compared.
Also there's a problem on stacking multiple Warlord Inspirations:
if you use 3 of them, the damage increment it's supposed to be scaled, but if you use different mount rarities (1 Mythic, 1 Legendary, 1 Epic, for example) that doesn't happen. You get 3x20% damage increment on your fighting companion.
I agree that Warlord's Inspiration is overpowered. I'd like to see it eventually decreased to 10%, but the ability to equip 3 of them is nice and adds to the game, cause a player has to decide between it and other great mount insignia bonuses.
Don't be too quick to declare a companion as "over-powered". Players are still learning how to adjust their stats and gear. Player damage in the game will increase as we learn to maximize better, and as new content is released. There are several companions as good or even a little better in single-target than the ones that posts mention above.
It's not about beeing over-powered, it just make no sense that a player 50k IL with flamesprite, deal more damage than a 54k IL player, both end-game and top players. but the second one spent 50 milion AD on collars, that the first one doesn't need because his companion deal damage in his place.
The imaginary Friends
Main Kingslayer.jr(barb)
A companion using the 20/20/20 technique will do 18.5% more damage than a companion using the 20/10/5 method.
Proof of how absurd some active companions are:
https://cdn.discordapp.com/attachments/789998880938262541/803086830429011978/unknown.png
One player had flame sprite do 66M out of their 202M total damage. 33% of a players damage is not balanced. Others were using flame sprite in the run as well and the maximum the companion did was 40% of a players damage. They are way out performing augments.
Its nice that you are worried about over performing companions but with so many broken and not working at all I would MUCH rather see them fix the broken companions and get them into a working order before spending their time trying to tweak a little bit of damage here and there from a couple companions.
Example, Lillend no longer uses her audio chord skill. As well as many other companions that are just not working period.
If you want to help lower/newer players with fighting companion, go for it... but don’t make them overpowered.
In the previous system, building yourself to maximize your companion damage, would have reduced your damage by a 20% at least.
In the current system, you just have to remove some collars, lower your IL, and that’s it. You will lose like 5/7% dmg maybe... at most
Player + 6 Runestones + Augment + 3 Mount Insignia Bonuses + a re-usable consumable = 100% damage.
Player with a combat companion has none of that. They deal about 85% damage.
100% = Augment player
85% = Combat Companion Player
17% = Combat Companion
This is an average case above. The combat companion is dealing about one fifth of its character's damage.
Superb single target companions will do better in their niche role... a long battle with a single target.
They will appear to do much much better if a character is doing poorly due to a bad build or inefficient technique.
I would really like to see some numbers as to why you think those 2 companions are doing too much dmg. The traveling entertainer's firework attack actualy hits harder than both of those companions attacks. Not saying the traveling entertainer does great dmg by anymeans it just has an attack that hits harder than the 2 that you mentioned.
I'd like to see a minor nerf to combat companions: Warlord's Inspiration should be dropped to 10% each, or made to stack at 20% + 10% + 5%. Three Warlord's Inspiration multiplies companion damage by 1.6x currently.
Example:
Owlbear cub giving 2250 accuracy / CA / critical severity right now.
How about change it to 3.5% accuracy / CA / critical severity?
Bulette pup giving 2250 power / def / CA
Change to 3.5% power / def / CA
This would make the balance much better between augments and actives @noworries#8859
EU Community Manager @ Gearbox Publishing
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