What are everyone's Impressions on companions from the first week beta?
Just a bit of background, I chose a trickster rogue, and got him to 30. The companion I chose was a Man at Arms. I was hoping that by taking a tank, he'd keep most monsters off of me. This was not the case. Maybe my expectations were off, but I was not impressed with him at all. As I approached 30, I found 2 quest near the end of the zone that gave me tokens for a man at arms and a cleric. I threw in the cleric companion, and I was instantly impressed by the level 1 character. Didn't draw aggro, and threw the odd heal my way. Gonna play around with the other companions during the second week, but was curious about everyone elses opinions on the companions they chose. Also curious if anyone tried out the blue bag items that gave you companions and what they gave.
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popsook69Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited February 2013
I enjoy that they have a variety for different purposes but I have couple personal opinions on what I'd like to see improved upon
1. I couple basic options for controlling companions like stay, guard, follow, that way they can be a little more controllable in dungeons instead of accidentally pulling mobs.
2. When I was using man-at-arms he wasn't doing any sort of taunting so almost all mobs were on me anyways so not sure his added defense is worth much. I'd like to see taunting for him and slightly better heals for cleric.
3. I like options and would like to gear the companions a little more but know that the devs don't want to make them too powerful through gear. It's just my own personal desire for companions.
4. I'd like to see some customizable skills (especially as they level up) instead of just the two they are stuck with when you get them.
Those are just my initial thoughts on what I'd like to see improved upon.
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alsarothMember, Neverwinter Beta UsersPosts: 0Arc User
edited February 2013
I hope they add/have un-dead companions.
"A rare display of intelligence, undoubtedly fleeting." - Edwin Odesseiron
If they made a beholder companion... TAKE MY MONEY!
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braxzanaMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 215Arc User
edited February 2013
I, likewise, was not terribly impressed with the Man-at-Arms while playing my Trickster Rogue. As noted, he does not exactly hold aggro too well (I thought I could use him and slot a different Encounter Power instead of Bait-and-Switch).
The cleric WAS impressive, although understandably more squishy. Still, it was nice - if nothing else - to be able to heal up between fights without finding a campfire or dropping a portable altar or drinking a potion.
My Guardian Fighter used the wizard companion under the theory that I could use more AoE damage/control since my "Daily" let me heal from near dead to full and was available quite often. Problem with the wizzie is (aside from seeming to insult me / laugh at me periodically, the HAMSTER) that he would run up in melee range of the foe I was fighting... and then of course get slammed by the AoE from that critter. He also did not survive long in big fights where I could not get aggro from EVERYONE.
Still, every little bit helps, I suppose.
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alsarothMember, Neverwinter Beta UsersPosts: 0Arc User
You can purchase a Ghost companion from a couple of vendors in the Enclave. It looks pretty cool, but I can't tell you about its effectiveness. I bought a Hawk instead.
I liked my cleric. I was playing a Guardian and she kept me pretty well healed, especially since I had a self heal daily power. I only had to use potions when she went to train and I brought out Hawky.
silknightMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 199
edited February 2013
Well I'm glad I wasn't the only one to see these issues with the companions. Here's hoping the next weekend or the one after that tweaks their AI a little to make them a little more useful. Just don't over power them, I like a good group experience as much as the next person.
Personally want to try out the wolf, or falcon / ghost purchasable they had.
I wouldn't be surprised to see significant improvements to things like companion AI from one beta to the next. It's probably less likely for companion mechanics (what can be slotted, changing abilities, etc...) to change significantly particularly if they have a near term launch window determined internally already.
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galvayraMember, Neverwinter Beta UsersPosts: 0Arc User
edited February 2013
Beerholder companion? YES PLEASE!! my dwarf could use one
"Not everything that counts can be counted, and not everything that can be counted counts."
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lanessar13Member, Neverwinter Beta Users, Neverwinter Guardian Users, SilverstarsPosts: 8Arc User
edited February 2013
Don't get the ghost. The role is DPS, but my same-level man-at-arms survived longer, hit harder, and generally did a better job at taking aggro.
As far as I can see, the MAA has some good taunts, you just have to fire off a hit first, wait a few seconds for him to draw aggro, and then go to town.
It's very suboptimal, but it does work with boss battles.
I bought a Hawk with Astral Diamonds and got it to level 16. I was impressed with the damage this thing did when good gear was placed on him and he did his divebomb attack. It was typically a quarter of the health of a solder class enemy my level (30). He died pretty often however. What I noitced is companions have no level cap on the gear you can stick on them. That level 32/33 stuff that was dropping? all on the bird.
What are everyone's Impressions on companions from the first week beta?
Just a bit of background, I chose a trickster rogue, and got him to 30. The companion I chose was a Man at Arms. I was hoping that by taking a tank, he'd keep most monsters off of me. This was not the case. Maybe my expectations were off, but I was not impressed with him at all. As I approached 30, I found 2 quest near the end of the zone that gave me tokens for a man at arms and a cleric. I threw in the cleric companion, and I was instantly impressed by the level 1 character. Didn't draw aggro, and threw the odd heal my way. Gonna play around with the other companions during the second week, but was curious about everyone elses opinions on the companions they chose. Also curious if anyone tried out the blue bag items that gave you companions and what they gave.
Just be glad you did not choose the Cleric. That lazy wench doesn't do anything but follow you around LOL. In combat it seemed like she wanted to fight the monsters, but her bloody job was supposed to be healer.
Therefore I'd love to see implimented an option like they did in other games - let them be set so they strictly heal/support instead of fight enemies. I think that would help remind her of why I picked her. And here I thought my real ex wife was lazy and unreliable . . . LOL
Comments
1. I couple basic options for controlling companions like stay, guard, follow, that way they can be a little more controllable in dungeons instead of accidentally pulling mobs.
2. When I was using man-at-arms he wasn't doing any sort of taunting so almost all mobs were on me anyways so not sure his added defense is worth much. I'd like to see taunting for him and slightly better heals for cleric.
3. I like options and would like to gear the companions a little more but know that the devs don't want to make them too powerful through gear. It's just my own personal desire for companions.
4. I'd like to see some customizable skills (especially as they level up) instead of just the two they are stuck with when you get them.
Those are just my initial thoughts on what I'd like to see improved upon.
The cleric WAS impressive, although understandably more squishy. Still, it was nice - if nothing else - to be able to heal up between fights without finding a campfire or dropping a portable altar or drinking a potion.
My Guardian Fighter used the wizard companion under the theory that I could use more AoE damage/control since my "Daily" let me heal from near dead to full and was available quite often. Problem with the wizzie is (aside from seeming to insult me / laugh at me periodically, the HAMSTER) that he would run up in melee range of the foe I was fighting... and then of course get slammed by the AoE from that critter. He also did not survive long in big fights where I could not get aggro from EVERYONE.
Still, every little bit helps, I suppose.
Hear, hear!
You can purchase a Ghost companion from a couple of vendors in the Enclave. It looks pretty cool, but I can't tell you about its effectiveness. I bought a Hawk instead.
I liked my cleric. I was playing a Guardian and she kept me pretty well healed, especially since I had a self heal daily power. I only had to use potions when she went to train and I brought out Hawky.
Seven Against Thay: An RP-Focused Guild for all Races and Classes
Personally want to try out the wolf, or falcon / ghost purchasable they had.
As far as I can see, the MAA has some good taunts, you just have to fire off a hit first, wait a few seconds for him to draw aggro, and then go to town.
It's very suboptimal, but it does work with boss battles.
Aww I remember that! great game.
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Just be glad you did not choose the Cleric. That lazy wench doesn't do anything but follow you around LOL. In combat it seemed like she wanted to fight the monsters, but her bloody job was supposed to be healer.
Therefore I'd love to see implimented an option like they did in other games - let them be set so they strictly heal/support instead of fight enemies. I think that would help remind her of why I picked her. And here I thought my real ex wife was lazy and unreliable . . . LOL
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It shouldnt be a suprise that untrained scrubbs are next to nil in usefulness at low ranks.
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