Let me get this straight... Augments are useless.
Now before I get any hate from Augment lovers...
I wish that was not the case, but it is. I have been using augment for a long time, until I realized: Hey, I don't need these ratings capped, I only need the totals!
So, I went on to reorganize my character with indomitable x6 and guess what? I still reach 4x 90%s with a possible 65 to 67% accuracy where on augment build it's just 1% in accuracy less - or not even less as I can cap it at 66% with Ratatouile. Of course, I need a ranger in the team to cap combat advantage but most of the time there is one - otherwise I am just 1.5% off on crit strike too.
The point of augment companions was that they gave more stats so that the player could do more damage or get better resistances than with a striker, now with hard caps of 90% it just doesn't work since you can easily bypass that.
And this isn't the case just for DPS - tanks use golden lion or angel of protection for even higher defense than an augment can provide!
The only fix I see here is that they should not only give more stats, even if it is a small amount, but also raise raw percentages so that there's more flexibility on the way to build your character - like 5% to each of the bonus stats. Otherwise, it makes no sense to run an augment in content since you're just lowering your own DPS while your sheet looks good only cosmetically.
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For these problems cited I did not invest in an attack companion, and if it is something I have to do I believe I will leave the game, since I know that they are always adjusted when it performs well or when something new is released. For those who have had death slaad, fire archon, chultan tiger and other assets, know how annoying it is to have to change constantly, especially when you have multiples characters.
https://www.arcgames.com/en/games/neverwinter/news/detail/11481603-combat-rework?fbclid=IwAR35C2aspp1C2gafDwsVE2lXopHw1nY1kbAgmG4w-iTaLny9_RGjDIfwOfM
> Yep.
> Agreed, however it would give even more flexibility if augment provides 1% in all stats, and like 3% in their own stat (e.g. Bulette pup 3% power, combat advantage, defense and 1% in every other category)
Well... after some discussion it turned out that it would not be enough. It would be enough if the stats could go over the cap - but they can't. So augments would also need to provide utility buffs... physical/magical damage, recharge speed, AP gain etc. 1% to all, +5% to the three chosen and +5% to two utility would do the trick probably.
Something will always be better than the other, there is no perfect balance.
> This topic is kinda funny and tbh I feel a bit sad for the devs. First striker comps are useless (far back in time), people complain. Now augments are weaker than striker comps, people complain again. This discussion has been going an since many many years lol.
>
> Something will always be better than the other, there is no perfect balance.
Don't be mistaken, it's not a complaint. I'm stating a fact. Before there were some strikers that when used with right build were making a player's damage skyrocket. Before mod 16 augment was making a player stronger, too. Some were running them at that point in time. Now they give nothing.
I'd definitely consider augments on some of my characters (which aren't close to maxed) if they at least gave percentages to main stats though.
> You're right, although it might be harder to cap with new helmets and chest pieces in the future if they give damage boosts instead of percentages.
>
> I'd definitely consider augments on some of my characters (which aren't close to maxed) if they at least gave percentages to main stats though.
Let me be honest here, you don't need higher item level piece with trash bonus. Players use stamina +3% damage shirt from UM rather than 5k power shirt as at over 50k item level you're definitely capped on power and that shirt gives less than 500 item level - so you lose the damage boost for nothing. Nope, that's different topic but smart people won't just trash good bonuses for mediocre with minimal increase to damage which gives them less than the piece they wore before.
Even then, if a higher item level piece with some better bonus appears, unless it has completely reverse stats than the class that wants to use it, the player will be able to cap with only minor shifts to their build.