Greetings, Heroes of Neverwinter!
The impact of companion DPS on balance has been a topic of interest for some time so I wanted to let you know about some upcoming balance changes to combat companions. We’ve made efforts to address underperforming and overperforming companions in the past, however we’ve only recently been able to take a more comprehensive approach. The overall goal is to bring the top tier performers more in line with one another and increase the effectiveness of underperformers and niche role companions. By standardizing the combat formulas used, we can ensure future companions and current companions both remain desirable and effective.
This change means that some top tier companions will experience a reduction in base damage. More specifically, several companions with AoE powers were using single target damage formulas, and a handful of single target companions were using formulas that did not scale well with player stats (Paranoid Delusion being the prime example). Our adjustments are intended to keep everything at the same relative desirability:
if a companion was top tier DPS before, it will still be at the top - just not so far ahead of the pack as to invalidate the use of others.
To further clarify, we are not simply lowering damage across the board. Since much of the high-end content has already been balanced around the current companions, and the overall goal was to achieve a more balanced experience,
we will also be boosting all companion damage by roughly 20%. This increase will be applied to everything using the new damage formulas, including those whose damage was initially reduced.
NOTE: This change is not yet live on Preview.
I understand that changes to established content can feel frustrating, but I want to re-emphasize that our intent is not to rearrange companions’ current desirability, but to prevent the outliers from disrupting the overall balance of the game. Once you’ve had a chance to test the changes, we would greatly appreciate any feedback you might have on the updated experience. While we do not plan on reverting any companions back to their previous states, we will be paying close attention to feedback on their performance, which may prompt adjustments. We are particularly interested in how the pets compare relative to each other, so feedback such as, “My X used to deal 30% more damage than my Y, but now deals 5% less.” is especially useful to us.
For a broader overview of how we approach game balance, please check out the excellent
Balance Changes: General Direction post.
Comments
So that kind of achieved the opposite of what you are talking about
Are you at least thinking about rereleasing it in a lockbox so it's obtainable again for new players?
> Greetings, Heroes of Neverwinter!
>
NOTE: This change is not yet live on Preview.
>
Is the whole system not on PTS our just the damage increase for companions. Because the discrepancy between different types is still stark. Plus the damage of the mentioned Paranoid Delusion still differs significantly between classes. For some it's best in slot while completely worthless for others. This companion alone is a glaring balancing mess.
> Look you guys need to get your stuff together. This MTOS <font color="orange">HAMSTER</font> has completely destroyed certain classes. Developing a Dungeon that less than 1% of the player base can complete all the while completely destroying entire classes that is the dumbest marketing ploy I have seen yet. You wonder why the game is dying? Stop listening to all the 1% elites and open you ears to the 99% of us that pays the bills. You may be smart with development but you guys are complete idiots when it comes to sales and marketing. You need to refocus on where your revenue is coming from if you want to have a job in 2023.
Totally agree with you on this point. Hopefully the changes to companions ends the stupid metas that have become all to common since the launch of "Master" 1% content.
The idea is to expand their power stacking to not just their active power but also summon power. For example, a Drizzt with Bruenor summoned would provide 4.5% bonus to damage instead of 3%
It does replace 5 out of 10 companions used in trials and 5 out of 5 in regular content but I feel like the change would be welcome even for dungeons. My idea for progression is:
1 - 3%
2 - 4.5%
3 - 6%
4 - 7.5%
5 - 10% (1% bonus for running all 5)
It should be enough to actually incentivize people to run those companions as they have such unique bonuses that no one uses.
Are you planning to change the augment companions as well?
In the current state, augment gives 30k rating stats to the owner, splitted into 3 main stats (or only one for Golden companions).
The problem with augments is that these RATING stats go over the cap 99% of the time, making companions useless in the mid and endgame.
I think it would be nice suggestion if augument could be reworked:: instead of giving rating stats it would be more interesting if they would give %stats, Maybe for balance not 30% of %stats but more or less 21% (7% each % stats). Or change Companion Enchantment to give %.
Thanks again!
> > @"weebz#4878" said:
> > Look you guys need to get your stuff together. This MTOS <font color="orange">HAMSTER</font> has completely destroyed certain classes. Developing a Dungeon that less than 1% of the player base can complete all the while completely destroying entire classes that is the dumbest marketing ploy I have seen yet. You wonder why the game is dying? Stop listening to all the 1% elites and open you ears to the 99% of us that pays the bills. You may be smart with development but you guys are complete idiots when it comes to sales and marketing. You need to refocus on where your revenue is coming from if you want to have a job in 2023.
>
> Totally agree with you on this point. Hopefully the changes to companions ends the stupid metas that have become all to common since the launch of "Master" 1% content.
You are so very right! I wish they would fix this before tweaking companions, again.
The one issue I see with your proposed solution, and this isn't a criticism either, so please don't take it as such; it's just feedback to re-think. As this would virtually make all Augments virtually the same, if I understood you correctly, except the Companion bonus. So while I like your idea to suggest a change, I'd instead suggest something to not upset others; so future Augments possibly offer a revision as it may give more Opportunities for Cryptic to consider--despite the # of people that liked your initial idea.
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Augments: Consider Expanding (some) future ones perhaps into 4 stat's; doesn't apply to Golden, or existing ones!
Note: Most Golden companions all in on 1, isn't good for everyone; yet changing also be bad; as it penalize those who use effectively!
╘ In future maybe consider Golden perhaps with 2 stat's as well?
Most will want their 3 stat Augments (existing) companions to remain unchanged!
WIN-WIN ♫♪♫♪♪ ♫♪♫♪♪♪ ♪ ♫♪ ♪
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That might likely make a much easier sell, as that would give Cryptic Studios even far more Variation to expand by updating more variations of new Augments over time.
And wouldn't require changing any of the existing offerings, as that might upset a lot who like them as they are!
Why, because some depend upon the augment for exactly what they have, like the Cat, Butterfly for Tanks as an example, and there are countless others that might not be happy with this proposal. Most navigated just fine in the existing system of Augments, by changing their Mount Equip Power, or their Enchantments around, and then choosing the Augment for their 3 lowest stat's to boost their base value up to 50%.
It also gives them great opportunities to introduce new Companions with slightly different Companion Bonus!
Just something to think about, as I said not a criticism, just some constructive feedback.
The orb in Ravenloft wiping players in trial stats too fast like it instant wipes you now no one gets a chance to face it before "BOOM" your dead.
Fix the weird double peen glitch with weapon Illusions on the umber hulk, serious the weapon Illusions show a weird double peen on your Umber hulk mount.
Also Fix your companions ai they literally all go stupid tard mode and not do anything alot. Might as well go without if the ai doesn't work correctly.
Also allow more Mote and glyph drops instead of having to buy them more.
Increase the amount of refining for Astral diamonds.
Penalize players for entering skirmishes, dungeons and trials harder for leaving them cause they didn't like the group or dungeon/Skermish/trial. I had so many players leaving like this it makes the game less fun.
Match making for previous thing needs a update like have a thing like WoW where you could choose a role and not get left with non healing healers who only heal themselves not the group or a tank who can't tank.
You guys would do so much better if you would listen to some players suggestions.
As for what I'd like to see with companions, my thoughts haven't changed much from https://www.arcgames.com/en/forums/neverwinter#/discussion/1255871/xuna-a-companion-worthy-of-being-by-my-side
If healer companion could provide reasonable healing, maybe they would be chosen. For example, I have an epic Lillend on my Barb and it's utterly useless at healing, this makes me not want to bother obtaining and leveling other healer type companions because I expect the same result. On some of my alts I have the Neverember Guard and it doesn't hold aggro to save it's life.
I want my companion to be useful. I want to be able to have a companion focused build to enhance my companion's role (heal, control, tank, dps). Yes, I miss my Xuna build on my Cleric healer, but know it isn't coming back. Man, was that hella fun.
I think it would be good to have companions that perform differently in different content, such as an increase in damage for a specific dungeon for a specific companion (ideally the one sold with the new content pack for the new content dungeon). This would be a nice bonus to go with the campaign currency bonus.
I like the idea of expanding on the champions of the hall companion bonus mentioned above.
What I don't want is all companions outputting similar DPS all the time.
Another thought is overload enchantments specifically for companions should be a thing again.
Jade - Cleric - Healer Main - The Freak Core - Xbone
Magnus - Fighter - Tank for queues - The Freak Core - Xbone
Loverboy - Ranger - Alt - 9 3/4 Unbuffed - Xbone
Nomnomnommm - Wizard - Alt - Droppin Crits on Fools - Xbone
I Am The Wall - Paladin - Alt - Droppin Crits on Fools - Xbone
Xeros - Rogue - Alt - 9 3/4 Unbuffed - Xbone
RIP bad name - Warlock - Alt - 9 3/4 Unbuffed - Xbone
Bardholomew - Bard - Alt - 9 3/4 Unbuffed - Xbone
Sirona - Cleric - Alt - 9 3/4 Unbuffed - Xbone
Jade - DC - Shadows of Gauntlgrym - PC
I adopted this thinking long ago. The reality is the game is everchanging.
Jade - Cleric - Healer Main - The Freak Core - Xbone
Magnus - Fighter - Tank for queues - The Freak Core - Xbone
Loverboy - Ranger - Alt - 9 3/4 Unbuffed - Xbone
Nomnomnommm - Wizard - Alt - Droppin Crits on Fools - Xbone
I Am The Wall - Paladin - Alt - Droppin Crits on Fools - Xbone
Xeros - Rogue - Alt - 9 3/4 Unbuffed - Xbone
RIP bad name - Warlock - Alt - 9 3/4 Unbuffed - Xbone
Bardholomew - Bard - Alt - 9 3/4 Unbuffed - Xbone
Sirona - Cleric - Alt - 9 3/4 Unbuffed - Xbone
Jade - DC - Shadows of Gauntlgrym - PC
Nothing is BiS forever. Whatever BiS stuff you have right now were the replacement of the last generation of BiS stuff which were the replacement of the BiS stuff before them. There have been Nth generations of BiS stuff.
This is imo 2 issues firstly as stated before changing the old code for new is outwith most of the Devs currently skill set. They don't understand how the original line interfere with the new and vice versa. Secondly whomever proofs your algorithms, equations and maths is 90% of the time wrong. Luckily it has only been two huge mistakes in the last couple years. Unfortunately it's the cumulative small errors that are the big issues.
90% stats is thee biggest issue it's confusing to new players and baffling to mathematicians like myself.
You'll fix most of the formulas if you up said figure to 100%
Next your companion formula tries to give a striker companion 50% of a players stats (most basic term for application of comp dmg). This inherently changes pre stated formula. Now add in damage modifications and that formula is 4 rows back least of any priority.
Again this is fixed by creation of 100%
Give the player 100% stats and the companions 100% of their own stats. Then allow additional modification only activated on command lines (application of players powers artifacts etc)
Is this possible some will ask simple answer yes because you stop any fractals. Basically the system tries to correct itself by rounding up, or what we see powers miss fire etc. It's also much simpler to write easier to maintain and 100% accessable to add remove without any crossover's.
You operate a car at 90% you'll quickly break said car. ( Electrics burn out cables snap )
Please allow others to proof your formula and not on a test server with pen and paper like we were taught.
PS I volunteer for free no strings at all. the formula is useless I can't gain any advantage from it. You never know we both may learn something new.
Tbf if you can teach me anything new I'll pay you a coal mote.
Still getting back to your note, I hope that's what Cryptic is considering. I mean many Healer Companions back in the day use to be (somewhat) good at assisting a Healer out, still the primary role fell on the Healer. Yet now most Healer Companions don't, or won't make a noticeable difference:
One case & point is this guy:
https://neverwinter.fandom.com/wiki/Dedicated_Squire
Cleansing Touch
"The squire heals and cleanses all allies in melee range, removing any CC effects and healing up to 15% of targets health over 6 seconds." --melee range means having to be really close, within 5-8 ft to notice; & can no longer encourage companion's behavior.
I will stop there as an example, as I think your full message states it very clearly, still I remain hopeful the changes will make more companions desirable again... ...we'll just have to wait, once it's on Preview! It also would be wonderful if on Damage, Healing, Damage absorbed, etc... those various Rankings in Dungeons, Trials, Skirmishes; they then broke Player Character's, & to their right showed Companion contributions to the fight.
True there is no rule but someone here speaks about of quality of life in game and destroy companion/stuff is far to be funny for a player.