I have mythic Dedicated Squire on all my playable characters and I hope he wasn't destroyed with this rebalance, as it's not you Developers who have to adapt to play with incapable healers, poorly developed secondary characters and new players.
I suspect OP used a generic forum form that they just copy & pasted then refilled from another game they mod and accidentality left the end bit on from a previous post. Otherwise I have no idea.
So, I took some time to test the new changes. Personally, I think the healing companions are in a good spot now. Before this update, they struggled to keep you alive, when in combat with the boss dummy (or with anything else). Now after this update, they are actually able to do so. Kudos to the devs, for listening to the feedback and making appropiate changes.
There's still two things that I want to address, though.
1) It's great, that you were able to improve the AI for the Fawn companions. Having it cast its Spring of Life ability on the summoner, is a big improvement and certainly helpful when in solo content. In group content, however, this seems to be not as useful. [This is from a healer perspective, as they want to keep the group healed. Damage Dealers are usually using dps companions and competing for the paingiver leader boards, while Tanks have their own differing interests in regards to their companion choice]. Being the healer im usually quite a few feet away from the action and my team mates. So, when the fawn casts the ability on me, it often still feels wasted, as I am the one that is needing the heals the least, while the Tank and the melee dps are needing it the most. In the current situation I would need to reposition myself in close range to them, to "get this fixed". However, this will also unneccessarily expose me to the danger. Would it perhaps be possible, to add some additional behavior to the fawn AI, so it synergizes with the healers mark, and have it cast its ground aoe healing ability (Spring of Life) on the marks target? That is only, if a group member was marked in the first place. Otherwise having the summoner getting targeted seems fine.
2) The companion enchantments still aren't affecting pure-healing companions. They are providing a 150% buff to a companion's damage but not to their healing. This means that non-attacking healing companions like the fawns, the angel of protection and the akolyth of kelemvor are receiving a buff, which they are unable to utilize. Since a companion's perfomance is also affected by the summoner's stat sheet, you will see these companions performing better, when you take the enchantment off (in scaled content). As the enchantment provides a bunch of item lvl, but no ratings. This is a weird situation. I recommend to change this, and make the companion enchantment also affect a companion's healing output. Of course, this would then require to rebalance the healing companions again, so they won't be overperfoming.
Tagging @xalkastiz#5524 since he appears to be the one responsible for companions.
Comments
- JailBreak (in development)
There's still two things that I want to address, though.
1) It's great, that you were able to improve the AI for the Fawn companions. Having it cast its Spring of Life ability on the summoner, is a big improvement and certainly helpful when in solo content. In group content, however, this seems to be not as useful. [This is from a healer perspective, as they want to keep the group healed. Damage Dealers are usually using dps companions and competing for the paingiver leader boards, while Tanks have their own differing interests in regards to their companion choice]. Being the healer im usually quite a few feet away from the action and my team mates. So, when the fawn casts the ability on me, it often still feels wasted, as I am the one that is needing the heals the least, while the Tank and the melee dps are needing it the most.
In the current situation I would need to reposition myself in close range to them, to "get this fixed". However, this will also unneccessarily expose me to the danger. Would it perhaps be possible, to add some additional behavior to the fawn AI, so it synergizes with the healers mark, and have it cast its ground aoe healing ability (Spring of Life) on the marks target? That is only, if a group member was marked in the first place. Otherwise having the summoner getting targeted seems fine.
2) The companion enchantments still aren't affecting pure-healing companions. They are providing a 150% buff to a companion's damage but not to their healing. This means that non-attacking healing companions like the fawns, the angel of protection and the akolyth of kelemvor are receiving a buff, which they are unable to utilize. Since a companion's perfomance is also affected by the summoner's stat sheet, you will see these companions performing better, when you take the enchantment off (in scaled content). As the enchantment provides a bunch of item lvl, but no ratings. This is a weird situation. I recommend to change this, and make the companion enchantment also affect a companion's healing output. Of course, this would then require to rebalance the healing companions again, so they won't be overperfoming.
Tagging @xalkastiz#5524 since he appears to be the one responsible for companions.