I agree. at the moment there is only cat or stone... every other companion is useless... i got a lvl 30 phoera too... useless - would like to see more diversity here. (and yeah, cat is amazing )
all my companions are like weak punching bags at the high lvl dungeons
Buy a stone or cat.
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dragredderMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 20Arc User
edited July 2013
i would actually prefer the striker pets get buff to be better and more powerful punching bags
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bioshrikeMember, NW M9 PlaytestPosts: 4,729Arc User
edited July 2013
The companions function in such a way that unless you can tank for them, then they're pretty useless. If you're a squishy, they have neither the damage, nor the defenses to survive going toe-to-toe with the enemy.
At the very least, they need better AI as far as avoiding red circles/AoEs goes and/or blocking in some fashion.
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
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fathomfulMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 207Bounty Hunter
edited July 2013
I will say however i plan on my GF having an epic angel pet.
You can never have too many stats. Especially when you get an 8% bonus from an Eldritch.
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dragredderMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 20Arc User
edited July 2013
i find it dumb how the direwolf is better than the panther when the panther is in a more expensive pack
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chidy1776Member, Neverwinter Beta UsersPosts: 0Arc User
edited July 2013
I 100% agree with op. I use the cleric and pheora with lvl 5+ enchants and t1 epics and they both only last about 30seconds in a fight. I want to get the ioun stone but im till saving up for that. Ive noticed that my cleric will be killed by even the normal low hp monsters in just a hanful of hits, so whats the point in using companions. They last about 1min if youre lucky and they ussually are more trouble then theyre worth due to pulling extra adds and such.
I really like the idea of companions, just like to see them actually live the duration of a fight.
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Easiest way to fix pets is make them 100% immune to all AOE/Cone/Special attacks. If they have direct hit aggro meaning actively being targetted and attacked they take damage. That's it. Problem solved for pretty much all of them. This would not add more load to the server in requiring better AI to know when to dodge. Trying to improve pet AI is a problem in and of itself since it requires more computations per second. Simply making them immune solves the same problem without the overhead.
relnoMember, Neverwinter Beta UsersPosts: 10Arc User
edited July 2013
Well, I would like to have better companion balance/diversity as well.
My green level 20 cleric is more like an undead, should have a zombie appearence instead of her actual tiefling appearence (but still marginally better than the common level 15 cleric).
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dragredderMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 20Arc User
I 100% agree with op. I use the cleric and pheora with lvl 5+ enchants and t1 epics and they both only last about 30seconds in a fight. I want to get the ioun stone but im till saving up for that. Ive noticed that my cleric will be killed by even the normal low hp monsters in just a hanful of hits, so whats the point in using companions. They last about 1min if youre lucky and they ussually are more trouble then theyre worth due to pulling extra adds and such.
I really like the idea of companions, just like to see them actually live the duration of a fight.
i totally agree. i would also like to see my companions survive a whole fight while doing a large amount of damage
I will say however i plan on my GF having an epic angel pet.
Only 342 more days to go!
Even if I quit the game within the next year, I'm marking the first anniversary on my calendar to come back and see everyone that's saved up cash in their coins for that thing. Protector's Enclave is going to look like it got gated to the Seven Heavens or something.
After a year's buildup there's probably no way it can match up to people's expectations though
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dragredderMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 20Arc User
i find it dumb how the direwolf is better than the panther when the panther is in a more expensive pack
Yup, I have both. And I never use the Panther. Damage wise its about the same as the Direwolf (per hit), however the LONG animation for the "pounce" effectively lowers DPS and also means that the mob you targeted is usually down by the time if it actually decides to move/attack. I've actually found the Panther to be worse than the Man at Arms (white) companion for doing its job. I think all of the "Striker" Companions suffer from the same flaw in that they do not attempt to gain combat advantage (as a DPS/Rogue companion with lower defences you would think they would act like one). My only suggestion would be to add an AI behaviour for Striker companions to circle around a MoB that has already been placed in melee combat by the player (thus there is now a point to owning Striker companions).
Other suggestion would simply be to add three companion buttons with "Attack", "Defend", "Passive" to combat the awful AI that companions currently have.
I think that the companions are designed for the open world maps. Dungeons are for 5 players and have tougher mobs. Buff the companions for end game dungeons and you would need to make the open world mobs as tough as Dungeon mobs. What messing things up is that the aug companions ARE viable for end game dungeons (although the benfits they offer aren't that massive (even with purple Talismans end game)). My suggestion would be to make aug companions take the same damage as the player (in the case of the stones), so that they stop being the automatic choice for players (ie there is now a point to having other companions types). I take it that they would not last an encounter in an endgame dungeon. But if they can occupy a low end MoB for 15 secs, that a LONG time in a fight. We just need to be able to combat the awful AI they currently have and stop them trying to take down the boss while low end adds are wandering around (perhaps a change to have companions ONLY target adds?).
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drquinchMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 26Arc User
I 100% agree with op. I use the cleric and pheora with lvl 5+ enchants and t1 epics and they both only last about 30seconds in a fight. I want to get the ioun stone but im till saving up for that. Ive noticed that my cleric will be killed by even the normal low hp monsters in just a hanful of hits, so whats the point in using companions. They last about 1min if youre lucky and they ussually are more trouble then theyre worth due to pulling extra adds and such.
I really like the idea of companions, just like to see them actually live the duration of a fight.
I think one of the things that needs to go are the excessive knockbacks from companions (I have an Cant Wiz and its crazy the way it flings MoBs around). Instead of KBs, make the current KB abilites simply trigger a "Prone" state (thus you still have the interrupt from the companion without causing the extra adds to a fight which is the bane of the current system).
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shadowmystryMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 28Arc User
edited July 2013
First.... that fire bird (w/e its called) is <font color="orange">HAMSTER</font> end of story.
Second all they need to do is make combat and healing pets immune to dmg... augment pets don't die... that's why they rule. The dmg pets when equipped properly do good dmg and have good abilities... but once you start playing lvl45+ they stand still and die, making then <font color="orange">HAMSTER</font>. I have no idea why they thought it would be a good idea to even give them health pools.
If all pets couldn't die (die when u die only) would u switch from an augment? As a cleric I wouldn't but I imagine some ppl would. And why can't we use companions in PvP? I would then most likely use a combat pet that had some cc.
On a side note to all of this I would like to add in as well as makeing the companions more dureable / viable. let us have some way to tell our companion to engage what target we want instead of haveing to wait for us to attack one and it come chargeing after our cute behinds. I am abit tired of haveing my tanking pet, the stone elemental, haveing to wait for my cleric firering of the first shot before, if at all, it charges in to save me. I have taken the talents to reduce agro, so yea it easy takes the target of me, and I can sucessfully smite the foe, but its still annoying not being able to go; "Hey hit that target and I will heal you"
Even if I quit the game within the next year, I'm marking the first anniversary on my calendar to come back and see everyone that's saved up cash in their coins for that thing. Protector's Enclave is going to look like it got gated to the Seven Heavens or something.
After a year's buildup there's probably no way it can match up to people's expectations though
Heh. And two days later, it'll be on the Zen Store.
Comments
Everything but the cat and stone of allure are pretty lame. The striker pets need a serious boost. Especially the Purple ones!
Buy a stone or cat.
At the very least, they need better AI as far as avoiding red circles/AoEs goes and/or blocking in some fashion.
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
Only 342 more days to go!
i plan the same as well however XD as companions current state not sure if it will be worth it XD or if it will die fast XD
which is probably good since if he goes near the enemy he takes a dirt nap real quick.
o.O
You can never have too many stats. Especially when you get an 8% bonus from an Eldritch.
I really like the idea of companions, just like to see them actually live the duration of a fight.
Rising Star, fun friendly, community focused guild on mindflayer. We strive to help each other and enjoy the game together. Talk to me for info, or feel free to check and join our community at risingstarneverwinter.enjin.com
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My green level 20 cleric is more like an undead, should have a zombie appearence instead of her actual tiefling appearence (but still marginally better than the common level 15 cleric).
Even if I quit the game within the next year, I'm marking the first anniversary on my calendar to come back and see everyone that's saved up cash in their coins for that thing. Protector's Enclave is going to look like it got gated to the Seven Heavens or something.
After a year's buildup there's probably no way it can match up to people's expectations though
Can u also make the panther more responsive?
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Yup, I have both. And I never use the Panther. Damage wise its about the same as the Direwolf (per hit), however the LONG animation for the "pounce" effectively lowers DPS and also means that the mob you targeted is usually down by the time if it actually decides to move/attack. I've actually found the Panther to be worse than the Man at Arms (white) companion for doing its job. I think all of the "Striker" Companions suffer from the same flaw in that they do not attempt to gain combat advantage (as a DPS/Rogue companion with lower defences you would think they would act like one). My only suggestion would be to add an AI behaviour for Striker companions to circle around a MoB that has already been placed in melee combat by the player (thus there is now a point to owning Striker companions).
Other suggestion would simply be to add three companion buttons with "Attack", "Defend", "Passive" to combat the awful AI that companions currently have.
I think that the companions are designed for the open world maps. Dungeons are for 5 players and have tougher mobs. Buff the companions for end game dungeons and you would need to make the open world mobs as tough as Dungeon mobs. What messing things up is that the aug companions ARE viable for end game dungeons (although the benfits they offer aren't that massive (even with purple Talismans end game)). My suggestion would be to make aug companions take the same damage as the player (in the case of the stones), so that they stop being the automatic choice for players (ie there is now a point to having other companions types). I take it that they would not last an encounter in an endgame dungeon. But if they can occupy a low end MoB for 15 secs, that a LONG time in a fight. We just need to be able to combat the awful AI they currently have and stop them trying to take down the boss while low end adds are wandering around (perhaps a change to have companions ONLY target adds?).
I think one of the things that needs to go are the excessive knockbacks from companions (I have an Cant Wiz and its crazy the way it flings MoBs around). Instead of KBs, make the current KB abilites simply trigger a "Prone" state (thus you still have the interrupt from the companion without causing the extra adds to a fight which is the bane of the current system).
Second all they need to do is make combat and healing pets immune to dmg... augment pets don't die... that's why they rule. The dmg pets when equipped properly do good dmg and have good abilities... but once you start playing lvl45+ they stand still and die, making then <font color="orange">HAMSTER</font>. I have no idea why they thought it would be a good idea to even give them health pools.
If all pets couldn't die (die when u die only) would u switch from an augment? As a cleric I wouldn't but I imagine some ppl would. And why can't we use companions in PvP? I would then most likely use a combat pet that had some cc.
Heh. And two days later, it'll be on the Zen Store.