@noworries#8859 @nitocris83 augment companions are quite a bit behind active companions in terms of damage / utility added. The extra enhancements are not enough to close the gap. Instead of giving 85% of their stats like actives do, consider letting augments give 100% of their stats and then giving their enhancements as a % contribution on top of that.
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Also, one could make the argument that a Wizard, in particular, could make a reasonable go of it solo with an augment companion, simply due to having access to the Nightmare Wizardry feat and a massive toolchest full of control abilities.
My suggestion for future adjustment:
1. Reduce Warlord's Inspiration from 20% to 10%. (this would reduce active companion damage to about 80% of current)
2. Add characteristic boost to each augment:
Each augment would have a key characteristic and a missing characteristic.
White: +1 to key characteristic (Str, Int, Wis, Cha, Con, or Dex)
Green: +1 to another characteristic
Blue: +1 to another characteristic
Purple: +1 to another characteristic
Gold: +1 to another characteristic
Mythic: +1 more to the augment's key characteristic
The net difference would equalize battle companions and augments and remove consensus over which is generally best.
Having a key characteristic and a missing characteristic to each augment adds some individuality to them, and would impart augment users with about 1% extra damage overall. A Bulette Pup, for example, might have Constitution as key characteristc, and be missing intelligence. A Goldfish might have Charisma as a key characteristic, and lack Constitution.
These whole 'combat changes' were originally touted as being a 'redressing of the imbalance' created by such overpowered companions such as Xuna and Abyssal Chicken.
That and ZC / TOMM queues are probably down by 90% post rework. Again, because they didn't put the time into figuring everything out and released a good rework in theory, but bugged to death with issues. Augments / Actives balance is just one of them.
Those are the feeling of all the end-game players in PC. we always refused to play with active companions, because we don't like the idea of nerf ourself to make our companion deal more damage.
We're not asking to remove active companions, but just to balance them to augments.
But you're right, this is just a small issue compared to all others. But the issue remains, and we're feeling day by day as the Mimic Server of the console users.
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"Augments are totally destroyed by active companions" or
"Augements are totally destroyed by 2 or 3 active companions with 6 indomitables and 3 warlords inspiration"?
Because is not the same. If the second is the true, maybe they adjust those few companions that are outperforming, or they adjust indomitables or WI.
And still, I have Xuna and chicken, I like using augments, but in my experience they are not destroying anything, they are better in certain circumstances, and I think they need a bit tweak, but I dont see that big difference.
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Hmmm, let's see.... the Lionhearts do 10% damage and the Celestials do 7.5% so.. Let's NERF the Lionheart instead of BOOSTING the Celestials. I mean, for all the time, money, blood sweat and tears we put into this game, for GOD'S SAKE do NOT let us get stronger or more powerful!! That would just be HORRIBLE!!!!!!
Why the hell do you people even bother getting better gear, enchants, upgrade your companions??? Do you not realized that WILL make you stronger and more powerful?? Oh the Humanity.
how to fix it i dont have a clue but nerfing everything to death has always been the call of the envyists
and all nerfing does is annoy those that have spent hundreds of hours fighting the system to finally get
There are REAL bugs in the game that prevent players from completing certain content. It just seems that their whole concept is... OMG, players are getting stronger?? Got to fix that NOW.
Problem is that indeed the Auguments (even quite powerful ones) are now subpar to even mediocre active companions (it's not issue of few OP ones that just outperform Auguments by mile, even the weaker ones outperform all of them a bit).
Nerfing anything at this point would be spit in the face of people who spent gods know how much time and/or money into getting strong indomis and Xuna, or other companions.
I dunno really 'why' Auguments do not give 100% of their stats? I mean: pre change with good enough Bonding it was more than that, and the name would suggest they pretty much should give their strength to us to augument us.
Most endgame players I've met 3+ years ago and those I met recently are all more or less in favour of auguments and they are definitely in dire need of some power up as even those people resigned on using them. Suggestions above seem like honestly fair ones and I like attribute stat add one in particular(not due to strength which might be lacking but due to possibility of improving versatility).
Do not take my words as a gospel, I'm just a weirdo running around with Legendary Chicken despite having better options - just to see little fella stumble around. But count me as part of 'improve Auguments' faction at this point.
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