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Why only one companion?

malthar11malthar11 Member, Neverwinter Beta Users Posts: 9 Arc User
edited November 2013 in PvE Discussion
Why can't we have more than one companion active? I'd like to have a party of 4 companions and myself.
Yes, I know some will say that this will take away from playing with others. But really, companions aren't as strong as real players.
For simple stuff I like to do on my own, a party of five companions is ideal.
For more complex stuff that actually require strategy, a party of actual players is best.
Post edited by malthar11 on

Comments

  • bioshrikebioshrike Member, NW M9 Playtest Posts: 4,729 Arc User
    edited October 2013
    The single player component of the game is perfectly doable with just you and 1 companion. I would like, however, to be able to have a bit more control over my companion, as well as making them smarter when it comes to things like moving out of red circles or keeping their distance.
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  • sternerrsternerr Member Posts: 88 Arc User
    edited October 2013
    Single player is perfectly doable without companion at all, but at least with 5 companions it would be worth trying to solo some high level dungeons for fun.
  • skippymcjuniorskippymcjunior Member Posts: 46 Arc User
    edited October 2013
    If we could use multiple companions, some people would just buy all augments and just stack gear and runestones.
    I think 1 companion is enough, you just have to gear it up with good gear, which can be hard and/or expensive
  • vortix44vortix44 Member Posts: 680 Bounty Hunter
    edited October 2013
    One companion is one companion, if you have an army of them then they are minions.
    But yes, companions are not treated well in NW. In other games, when in a group you can see the HP bars of the other people's companions, you can buff them, you can heal them.
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  • yokihiroyokihiro Member, Neverwinter Beta Users Posts: 510 Bounty Hunter
    edited October 2013
    For the sake of performance: No. I don't want more HAMSTER on the screen that makes the speed even worse.

    Personally I would even go the other way round and would allow companions only when you solo. As long as you are grouped they should go. That's where you party should do the job.
  • lordxenitelordxenite Member Posts: 172 Arc User
    edited October 2013
    If Cryptic ever implements a Pet Class in NW, that class would most likely have a Companion and extra pet(s). Those Pets would probably be controllable while the Companion would function like it normally does. Allowing more companions could actually be dangerous especially in areas that have high density of enemies where a Companion's AI could cause it to aggro a bunch of enemies then die and splash the aggro onto the player's character! Talk about nasty surprises... :p
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  • aquillazxaquillazx Member Posts: 86
    edited October 2013
    3 Lillends healing me for 5.4% of my HP every 2 seconds + a stone / cat. Yes please! =3
  • lordxenitelordxenite Member Posts: 172 Arc User
    edited October 2013
    aquillazx wrote: »
    3 Lillends healing me for 5.4% of my HP every 2 seconds + a stone / cat. Yes please! =3
    I doubt that'll ever happen, but also... three Clerics all level 30 and geared to the teeth in purple enchanted stuff plus 9 enchantments that give % of the Cleric's stats to their player... uhhh... yeah, not gonna happen either! ;)
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  • inthefade462inthefade462 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited October 2013
    aquillazx wrote: »
    3 Lillends healing me for 5.4% of my HP every 2 seconds + a stone / cat. Yes please! =3
    Those lillends would end up wasting their heals on themselves and other peoples dumb pets who stand around in lava and die all the time.

    Just get a might stone that heals you for 10.2% of your missing hp all day every day never dies never aggro's never wastes a heal.
  • gurugeorgegurugeorge Member Posts: 421 Arc User
    edited October 2013
    Surely the 3 clerics/all augments thing could be gotten around by allowing only one of each type? i.e. you could have more companions, but their capabilities would have to be rounded, like a party (as per GW, etc.).
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited October 2013
    You could still stack eldritch runestones onto all your whatevers and turn them into pseudo-augments.

    As much as running with your own personal wolfpack sounds fun (and like it has huge potential for getting swarmed with aggroed mobs), the game really isn't balanced for it.
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  • vorphiedvorphied Member Posts: 1,870 Arc User
    edited October 2013
    Please no.

    It's difficult enough to get people to shelve their useless battle companions in dungeons as it is. While the chaos resulting from a harem of companions would likely prove hilarious the first time around, I think I'd rather not have to stop and kill literally every monster in every dungeon due to unnecessary aggro while the companion owners run around rezzing their NPC friends :P
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  • aquillazxaquillazx Member Posts: 86
    edited October 2013
    Those lillends would end up wasting their heals on themselves and other peoples dumb pets who stand around in lava and die all the time.

    Just get a might stone that heals you for 10.2% of your missing hp all day every day never dies never aggro's never wastes a heal.

    Ioun stone of might healing me? How would it do that?
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited October 2013
    aquillazx wrote: »
    Ioun stone of might healing me? How would it do that?

    Regen. Upgraded, it gets two ring slots, with which you can obtain quite a lot of regen.
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  • aquillazxaquillazx Member Posts: 86
    edited October 2013
    Regen. Upgraded, it gets two ring slots, with which you can obtain quite a lot of regen.

    Ah I see, wouldn't 3 Lillends with 9 rings in total be better in that case?
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited October 2013
    aquillazx wrote: »
    Ah I see, wouldn't 3 Lillends with 9 rings in total be better in that case?

    No, because they'll probably stand where they shouldn't and die and then you'll get no benefit from them at all until combat ends and they get back up.

    Edit: Moot point. Lillends only have offense slots, which means they cannot transfer stats to the owner via eldritch runestones (requires defense slots)
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  • drakefrienddrakefriend Member Posts: 56
    edited October 2013
    I can see a problem with Companion AI improving. It seems to me they use the same AI as the mobs. So if the developpers would improve on the companions' AI so that they'd avoid the red zones, then the mobs would also jump out of character spells' areas of effect. And I'm not too keen on that possibility, actually.
  • sockmunkeysockmunkey Member Posts: 4,622 Arc User
    edited October 2013
    I can see a problem with Companion AI improving. It seems to me they use the same AI as the mobs. So if the developpers would improve on the companions' AI so that they'd avoid the red zones, then the mobs would also jump out of character spells' areas of effect. And I'm not too keen on that possibility, actually.

    Actually, that would be kinda awesome. It would really add another element to combat. Having to have to stun, control, disable, or lock down baddies before unleashing the big nuke would really bring a bit more thought and planning into the combat here.
  • pitshadepitshade Member Posts: 5,665 Arc User
    edited October 2013
    lordxenite wrote: »
    a Companion's AI could cause it to aggro a bunch of enemies then die and splash the aggro onto the player's character! Talk about nasty surprises... :p
    That's already in the game. It's called the common cleric companion. You only need one.
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  • dndmasterdarkdndmasterdark Member Posts: 0 Arc User
    edited October 2013
    Basically we are lucky to have 1 companion, and it helps lots when someone drops from a pug group. Always asking for more...sigh.
  • ysil6969ysil6969 Member Posts: 42 Arc User
    edited October 2013
    If the companions had actual personalities I'd agree. Have them talk to each other with quirky lines like baldurs gate would be awesome. Takes the boredom out of soloing. Everyone's complaints could easily be fixed. Only allow as many companions as you have group member slots even in dungeons like swtor did. And make it so you can't stack the same companions. I think the lack of companion personality/easy to follow storyline really killed this game. I know myself personally was looking for a great story with flushed out companions I could solo through, back when this was a "cooperative rpg" instead of it transforming into this grindy mmorpg it is now.
  • bioshrikebioshrike Member, NW M9 Playtest Posts: 4,729 Arc User
    edited October 2013
    ysil6969 wrote: »
    If the companions had actual personalities I'd agree. Have them talk to each other with quirky lines like baldurs gate would be awesome. Takes the boredom out of soloing. Everyone's complaints could easily be fixed. Only allow as many companions as you have group member slots even in dungeons like swtor did. And make it so you can't stack the same companions. I think the lack of companion personality/easy to follow storyline really killed this game. I know myself personally was looking for a great story with flushed out companions I could solo through, back when this was a "cooperative rpg" instead of it transforming into this grindy mmorpg it is now.

    I want a cat riding a piggie, riding a bear... being led by a pixie!
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  • jintortlejintortle Member Posts: 655 Arc User
    edited October 2013
    It would be fun to have One instance with all 3 companions out at once. Would be a welcomed distracting bit of game play fun.
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  • runebanerunebane Member Posts: 0 Arc User
    edited October 2013
    ysil6969 wrote: »
    I think the lack of companion personality/easy to follow storyline really killed this game. I know myself personally was looking for a great story with flushed out companions I could solo through, back when this was a "cooperative rpg" instead of it transforming into this grindy mmorpg it is now.

    I understand why they went this way with companions. Not sure I like it though. The ability to sell them without needing to add a backstory is very convenient for them. I think it might have went a bit too far though. Going to the AH to buy a 'companion' just seems wrong for some reason.

    I would have rather had a token/quest system. You could still go to the AH to buy the token. But then, the token would be used to start a small quest that introduced your character to the companion. I don't think we'll ever see anything like that now though. To many companions, to much quest writing that'd have to be done.

    *As for having more than one companion out at once, I really don't see the need. There isn't anything besides group content I can't do with one companion. And I'm not looking forward to this game reaching the point where group content is soloed. Even if it was with multiple companions.*
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  • fablernfablern Member, Neverwinter Beta Users Posts: 0 Arc User
    edited November 2013
    I really support the idea of being able to summon 4 companions at a time.... the game does cater to a group of 5... Once you enter a safe zone like PE or party with another player, they could limit the active companion to 1. They could also limit the summoned companions to one of each type.

    This would at least give us a chance to use all the companions that just sit in idle slots and make collecting various companions more meaningful.

    I really miss playing D2 as a Necromancer running around with an army of minions ;)
  • vasdamasvasdamas Member Posts: 2,461 Arc User
    edited November 2013
    4 battle companions at the same time to form group of 5. And 1 in the dungeons/skirmishes. (Crowd of 25 characters would look amazing though :D)


    The companions are just too weak at the moment. Even if they are full geared with top enchantments/runestones.
  • fablernfablern Member, Neverwinter Beta Users Posts: 0 Arc User
    edited November 2013
    My main concern is that the companions we collect are never really used... most people just end up using the Cleric, Stone or Cat... The only way we could really use the companions and see them in action would be if they allow us to summon up to 4 of them when playing solo... it's not exactly overpowered as two players in a party with one companion each will very easily outperform a single player with 4 summoned companions.

    This suggestion adds a lot of fun elements to solo play and gives collecting the companions a rightful purpose.. roaming around with a pack of Undead creatures or Fey companions would be cool... they just need to restrict the summon to one of each type (leader, striker, etc) and only when playing solo.

    It's a shame that so many great looking companions are just shelved in idle slots cause you are restricted to only 1 summon and everyone can guess the limited number of top contenders for that spot!!
  • vasdamasvasdamas Member Posts: 2,461 Arc User
    edited November 2013
    Also, would be great if they added more mini-games for companions besides the one they are going to add in the next module.
    For example something like Companions Arena, where players could send their pets against opposite team and even make some low bids of gold/ad. Don't know how would the system match teams to balance it though. Maybe some sort of GS raiting for companions would work...


    P.S We already have p2w characters so oh well, why don't we have p2w pets...it would be fun anyway.
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