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Do you want any other than augmentation companion used in higher level content? I do.

merdammerdam Member Posts: 21 Arc User
edited September 2013 in General Discussion (PC)
I was thinking about suggesting a new companion because I see people complaining about companions (not augmentation companions) dying fast in higher level dungeons. And this idea popped into my head. How about companion that takes advantage of dying?
I was thinking this: a striker companion with low HP (so it dies quickly), huge threat (so it dies quickly) that deals point blank area (not huge area) of effect damage based on time it survives in-combat. Then it re-spawns again in 5 minutes. Runes and items slots could be used to increase its survivability in combat or damage it deals.
Is this companion going to be OP? It shouldn't. Damage dealing should have dependance something like this to time survived in-combat (see photo)
k3jiGbk.jpg
So we have low damage if companion doesn't survive for too long, and damage is capped.
HP should be very low, and player should not have a control over when companion re-spawns as it does so 5 minutes after death (should also add like 15 minutes before companion becomes active after initial summon and you can't dismiss it while it is dead).

I typed something like this in /z and 3 people responded in the lines of "EXPLODING GELATINOUS CUBE" (sorry for caps) so that got me thinking about different types of gelatinous cubes that would increase size with rank. There could be already described striker cube; healing cube that would do heal instead of damage, or add temporary HP; dazzling cube that would dazzle instead of damage with AOE increasing with time (time/radius dependance could be linear with cap). Different types of cubes could have different color.

Firstly idea of phoenix popped into my head (rising from ashes), but I realized we already have flaming bird Phoera.

Comments, ideas and suggestions are welcome. Fan art is the most welcome. :)
Post edited by merdam on

Comments

  • captkickasscaptkickass Member Posts: 0 Arc User
    edited September 2013
    go anteaters!
  • fondlezfondlez Member Posts: 0 Arc User
    edited September 2013
    No.

    1. Companions clutter the screen. In endgame, this is not a trivial issue.
    2. Becomes much harder for healers to target actual people. This is especially the case since Cryptic keeps strongly nerfing Cleric aoe ouput, healing through damage, and buffing targetted healing instead.
    3. Cleric aoe healing has target caps, so aoe healing could be often consumed by companion "allies" rather than actual players.
    4. Some people already go out of their way to res their fallen companion in endgame dungeons, regardless of any risk to themselves or the party. This would become much worse if companions are a critical part of their output.
    5. Companions tend to have horrible attack and defense AI (looking at you Cleric Disciple and Acolyte of Kelemvor) and either constantly stand in red aoe or pull packs unexpectedly well before the party is ready for them.
    6. Many people prefer not to have or manage a non-augment companion. If they become more useful than an augment-class companion, then you are effectively forcing a change in playstyle for serious players. Not everyone wants to play a "warlock" or "hunter" type character...

    etc. etc.

    Non-augment companions would also need a great overhaul to be worth having over an augment in endgame PvE.

    However, I would welcome a greater variety of different augment companions, especially in visuals and animations! This should be much simpler for Cryptic.
  • notsosweetnessnotsosweetness Member, NW M9 Playtest Posts: 31 Arc User
    edited September 2013
    fondlez wrote: »
    No.

    1. Companions clutter the screen. In endgame, this is not a trivial issue.
    2. Becomes much harder for healers to target actual people. This is especially the case since Cryptic keeps strongly nerfing Cleric aoe ouput, healing through damage, and buffing targetted healing instead.
    3. Cleric aoe healing has target caps, so aoe healing could be often consumed by companion "allies" rather than actual players.
    4. Some people already go out of their way to res their fallen companion in endgame dungeons, regardless of any risk to themselves or the party. This would become much worse if companions are a critical part of their output.
    5. Companions tend to have horrible attack and defense AI (looking at you Cleric Disciple and Acolyte of Kelemvor) and either constantly stand in red aoe or pull packs unexpectedly well before the party is ready for them.
    6. Many people prefer not to have or manage a non-augment companion. If they become more useful than an augment-class companion, then you are effectively forcing a change in playstyle for serious players. Not everyone wants to play a "warlock" or "hunter" type character...

    etc. etc.

    Non-augment companions would also need a great overhaul to be worth having over an augment in endgame PvE.

    However, I would welcome a greater variety of different augment companions, especially in visuals and animations! This should be much simpler for Cryptic.

    Very good and solid points from the cleric's view. Companions and hirelings are usually a royal pain in the <font color="orange">HAMSTER</font>. You can't contol them and in other MMOS where you at least have a action bar for them you end up at end game putting them on stay and only calling them when you needed them or lol...needed to use them as 'meat' for a beholder.

    What about pets? Something that doesn't run out to fight a mob all by its self and/or can stand in the red all day long. DDO used tricks, sparkles and collars to generate cash money for them. Do need to also provide someplace to store pets unless they code them to go in idol bag with the campanions. Just like problem of expanding on mounts they take precious bag/bank space.
  • slayorianslayorian Member, Neverwinter Beta Users Posts: 0 Arc User
    edited September 2013
    It would be nice if purple companions were a viable choice for... well... anything at level 60. Why do they even bother putting them in the game? They're basically pointless clutter at this point. I'd love to see them being useful.
  • goddessuniquegoddessunique Member Posts: 0 Arc User
    edited September 2013
    I wouldn't mind having a little fairy augment that float on the side. All def slots and she leave a glitter trail when you run.:o
    Queen of Dragon Server
    Goddess Uniique, lvl 60 DC.
    PinkSugar, lvl 60 CW.
    Baby Cakes, lvl 60 GWF.
    *******, lvl 60 TR.
    Premium Juicebox, lvl 60 CW.
    Pink Exxxtacy, Ranger

    There is NO pvp in Neverwinter.
  • cribstaxxxcribstaxxx Member, Neverwinter Beta Users Posts: 1,300 Bounty Hunter
    edited September 2013
    Again, giant sack of zen that follows me around, I will really pay for this cryptic =P
    Guild Master of <Enemy Team>
    We are definitely dominating, and we are always about to win.
  • korgulltekorgullte Member, Neverwinter Beta Users Posts: 95
    edited September 2013
    The only thing I want is a follow/stay command for my companion I know people do not want to micromanage pets but this simple function could help out with so many issues I currently have with non augment pets. I do not want to control their attacks just tell em to stay there or follow me.
  • valwrynvalwryn Member, NW M9 Playtest Posts: 1,620 Arc User
    edited September 2013
    Many clerics scream for everyone to dismiss their companions cuz they get in the way and steal the heals. A long range shooting companion would be great to keep them from getting in the way.

    Go Go Goblin Slingshooter!!! :o
  • goddessuniquegoddessunique Member Posts: 0 Arc User
    edited September 2013
    korgullte wrote: »
    The only thing I want is a follow/stay command for my companion I know people do not want to micromanage pets but this simple function could help out with so many issues I currently have with non augment pets. I do not want to control their attacks just tell em to stay there or follow me.

    That other PWE game had controls for pets passive aggressive or something and this helped alot when going thru mobs without aggro'n them.
    Queen of Dragon Server
    Goddess Uniique, lvl 60 DC.
    PinkSugar, lvl 60 CW.
    Baby Cakes, lvl 60 GWF.
    *******, lvl 60 TR.
    Premium Juicebox, lvl 60 CW.
    Pink Exxxtacy, Ranger

    There is NO pvp in Neverwinter.
  • merdammerdam Member Posts: 21 Arc User
    edited September 2013
    fondlez wrote: »
    No.

    1. Companions clutter the screen. In endgame, this is not a trivial issue.
    2. Becomes much harder for healers to target actual people. This is especially the case since Cryptic keeps strongly nerfing Cleric aoe ouput, healing through damage, and buffing targetted healing instead.
    3. Cleric aoe healing has target caps, so aoe healing could be often consumed by companion "allies" rather than actual players.
    4. Some people already go out of their way to res their fallen companion in endgame dungeons, regardless of any risk to themselves or the party. This would become much worse if companions are a critical part of their output.
    5. Companions tend to have horrible attack and defense AI (looking at you Cleric Disciple and Acolyte of Kelemvor) and either constantly stand in red aoe or pull packs unexpectedly well before the party is ready for them.
    6. Many people prefer not to have or manage a non-augment companion. If they become more useful than an augment-class companion, then you are effectively forcing a change in playstyle for serious players. Not everyone wants to play a "warlock" or "hunter" type character...

    etc. etc.

    Non-augment companions would also need a great overhaul to be worth having over an augment in endgame PvE.

    However, I would welcome a greater variety of different augment companions, especially in visuals and animations! This should be much simpler for Cryptic.

    Sorry if I'm being rude by asking, but did you actually read what I wrote?

    1. This companion would be active for like 10 or less seconds every five minutes or so, that is less than 0.06% of time being alive (for it being alive 10 seconds and re-spawning every 3 minutes)
    2. Show me an experienced devoted cleric that uses single-target heal. He just needs to cast AOE heal around companion to increase his time in combat. Like he does now.
    3. Didn't know about this cap, good point, I see disadvantage there.
    4. You can't resurrect this companion, if you've read the post you would see that this companion takes advantage of dying.
    5. Yes they do, which makes this companion not OP. And if this companion pulls pack, pack kills it, he does huge amount of damage to them and there you go, sounds balanced to me.
    6. I myself do not prefer non-augment companion. But changes are good. How to keep players that stick since beta? Give them new content.
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