Many people have so many cool companions but don't want to loose their stone (or other augment) bonuses. Why can't we have both out, one augment and one companion?
Just make all companions augment and not able to attack or draw agro , there are so many really nice companions but you never see them because they just aren't a realistic choice , if all companions were augment with a active bonus people could have the companion of their choice out instead of almost everybody having the stones by default.
Because the ai is so bad that even if you could have both out you'd be detrimental to a group withan active companion out.
I have seen performance hits for dragon kills with many people, but I doubt they would be problematic for the 5 man instances. And they aren't allowed in PvP already... So no hit there either. Honestly I think it's a reasonable request.
I have seen performance hits for dragon kills with many people, but I doubt they would be problematic for the 5 man instances. And they aren't allowed in PvP already... So no hit there either. Honestly I think it's a reasonable request.
I'm not talking about performance, I'm talking about them being brain dead and pulling groups that you want to sneak past, or that you don't want to pull yet, or the ones that have knockbacks that hurt the rest of your team. I despise active companions. If you have one, use it when you solo. They are probably one of the worst concepts in mmo's currently.
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zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited September 2014
I'd like to see control over our companions akin to what the Cryptic Engine offers for STO's Away Teams (their equivalent of Companions). Heck, make it just like that and allow us to make our own 5-man parties with ourself and four companions and do as it does there when you form a group, which is Player > Companion. Man, that got my Baldur's Gate/IceWind Dale/Torment/Neverwinter Nights nostalgia senses going!
If an area isn't meant for 4 companions, do as some areas already do in game, and disable X companions in that area.
More on the topic though, I wouldn't mind have a separate "Augment Companion" slot in addition to the 5 active ones. That would be the best bet to implement this. Have 5-active slots, of which one may be summoned. Then have a 6th "Augment" slot that you can then slot only an Augment companion in, which is automatically and always summoned. Then make it so you cannot summon an Augment if it is placed in the normal 5 active slots, making it so only normal companions are summonable from there (to prevent two augments from being summoned at once).
I'd like to see control over our companions akin to what the Cryptic Engine offers for STO's Away Teams (their equivalent of Companions). Heck, make it just like that and allow us to make our own 5-man parties with ourself and four companions and do as it does there when you form a group, which is Player > Companion.
That would look awesome for my ranger and his horde of animal companions
It would likely be a bit overpowered for some people. Not that I would mind running in a dungeon (saying that just to tweak char, who I know absolutely despises having active companions out in dungeons) with both my maxed Galeb Duhr and a Stone.
I would prefer if companions were only allowed in solo content, I think 5 man dungeons shouldn't have companions. But I'm probably alone in this XD
To me a companion is someone/something that helps you onr your way when soloing.
I'm not talking about performance, I'm talking about them being brain dead and pulling groups that you want to sneakpast, or that you don't want to pull yet, or the ones that have knockbacks that hurt the rest of your team. I despise active companions. If you have one, use it when you solo. They are probably one of the worst concepts in mmo's currently.
Ok. Then a priority system, assign one that is primary, one that is secondary. When you summon the second, a box comes up that asks "primary or secondary" with a radial botton for each choice. Enter a dungeon, secondary goes away, enter PvP, both go away. Maybe even right click with a menu in the companion tab.
Another option, one I haven't seen mentioned, is to make all companions both augments and active.
Option 1: One designated companion will provide augment stats while active or disabled.
Option 2: One designated companion will either be active and provide no stats or disabled and provide augment stats.(If option 1 is considered too strong)
For both instances, companions would be much better with a designated "toggle active/disabled" key. All current augment companions would probably end up attacking with your at-wills, like Gauntlet: Dark Legacy pets did.
Yeah, I always thought that comps were for new players as kinda like training wheels on a bike. Augments are just overkill on stats that are too high to begin with.
You guys DO like having at least a little challenge, yes?
I'm not talking about performance, I'm talking about them being brain dead and pulling groups that you want to sneak past, or that you don't want to pull yet, or the ones that have knockbacks that hurt the rest of your team. I despise active companions. If you have one, use it when you solo. They are probably one of the worst concepts in mmo's currently.
Maybe it's because I only have the most basic companions, but I know that not a single one of the ones I've used so far runs off to attack until I've attacked. (Even the times I wish they would - mostly with my ranger who needs them to draw the crowd) Maybe the more powerful ones do, but otherwise it's not the companion pulling the fights in, it's the player with the companion. I actually love companions, probably because I do a lot solo, and I don't have an issue with people having them out in dungeons either. When you're still leveling up, that extra help is pretty important.
Heck, make it just like that and allow us to make our own 5-man parties with ourself and four companions...
I've secretly hoped for something like that for a while now. It crosses my mind every time I play Arcane Reservoir and keep the extra AI alive. I don't know how much of a rework companions would need or whether scaling would be adequate. AI could be a frustration.
I don't know how much of a rework companions would need or whether scaling would be adequate. AI could be a frustration.
LOL if you've ever solo-pugged some dungeons... there's been times I WISH it had been AI instead of other players!
But yeah, the comps would have to be scaled up drastically in attack strength/speed if there was going to be a viable team for a dungeon made from them.
Maybe if this happened, there would also be an absolute 5 man limit on dungeons, meaning any comps over the 5 man quota would auto-despawn.
I like the "passive augment" slot idea. Then again, the comments about power creep are certainly valid. Would we start seeing "LFG, 16k GS AND maxed passive augment pet" for the 8500 GS dungeons people already insist on ludicrously overpowering?
I like the "passive augment" slot idea. Then again, the comments about power creep are certainly valid. Would we start seeing "LFG, 16k GS AND maxed passive augment pet" for the 8500 GS dungeons people already insist on ludicrously overpowering?
Many of those dungeons have changed since those req were put in along w classes being changed as well. However that said I do agree requiring 14k+ for a t2 is a bit stupid or 15k+ for for vt - I do understand why those people do it though. There is a ton of difference between the dps of a 15k+ gs group and a 12k+ group assuming the people know how to play, which enables you to do things like burn val where the lesser geared group would wipe, or ignore the coffins totally and just burn val and kill adds when they spawn.
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I don't see why this could not be..my Scourge Warlock already has an augment up all the time and a Soul Puppet up all the time and works fine. Kind of like having the Stone for stats and the Puppet as the pet. I like the set up a lot.
I'd totally have my rust monster out all the time if I could have my augment out too.
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Comments
I have seen performance hits for dragon kills with many people, but I doubt they would be problematic for the 5 man instances. And they aren't allowed in PvP already... So no hit there either. Honestly I think it's a reasonable request.
I'm not talking about performance, I'm talking about them being brain dead and pulling groups that you want to sneak past, or that you don't want to pull yet, or the ones that have knockbacks that hurt the rest of your team. I despise active companions. If you have one, use it when you solo. They are probably one of the worst concepts in mmo's currently.
If an area isn't meant for 4 companions, do as some areas already do in game, and disable X companions in that area.
More on the topic though, I wouldn't mind have a separate "Augment Companion" slot in addition to the 5 active ones. That would be the best bet to implement this. Have 5-active slots, of which one may be summoned. Then have a 6th "Augment" slot that you can then slot only an Augment companion in, which is automatically and always summoned. Then make it so you cannot summon an Augment if it is placed in the normal 5 active slots, making it so only normal companions are summonable from there (to prevent two augments from being summoned at once).
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That would look awesome for my ranger and his horde of animal companions
To me a companion is someone/something that helps you onr your way when soloing.
Ok. Then a priority system, assign one that is primary, one that is secondary. When you summon the second, a box comes up that asks "primary or secondary" with a radial botton for each choice. Enter a dungeon, secondary goes away, enter PvP, both go away. Maybe even right click with a menu in the companion tab.
Option 1: One designated companion will provide augment stats while active or disabled.
Option 2: One designated companion will either be active and provide no stats or disabled and provide augment stats.(If option 1 is considered too strong)
For both instances, companions would be much better with a designated "toggle active/disabled" key. All current augment companions would probably end up attacking with your at-wills, like Gauntlet: Dark Legacy pets did.
You guys DO like having at least a little challenge, yes?
Maybe it's because I only have the most basic companions, but I know that not a single one of the ones I've used so far runs off to attack until I've attacked. (Even the times I wish they would - mostly with my ranger who needs them to draw the crowd) Maybe the more powerful ones do, but otherwise it's not the companion pulling the fights in, it's the player with the companion. I actually love companions, probably because I do a lot solo, and I don't have an issue with people having them out in dungeons either. When you're still leveling up, that extra help is pretty important.
I've secretly hoped for something like that for a while now. It crosses my mind every time I play Arcane Reservoir and keep the extra AI alive. I don't know how much of a rework companions would need or whether scaling would be adequate. AI could be a frustration.
LOL if you've ever solo-pugged some dungeons... there's been times I WISH it had been AI instead of other players!
But yeah, the comps would have to be scaled up drastically in attack strength/speed if there was going to be a viable team for a dungeon made from them.
Maybe if this happened, there would also be an absolute 5 man limit on dungeons, meaning any comps over the 5 man quota would auto-despawn.
Which could tie in nicely with mutantdemocracys idea. If an active companion is forced to despawn it becomes augment.
Many of those dungeons have changed since those req were put in along w classes being changed as well. However that said I do agree requiring 14k+ for a t2 is a bit stupid or 15k+ for for vt - I do understand why those people do it though. There is a ton of difference between the dps of a 15k+ gs group and a 12k+ group assuming the people know how to play, which enables you to do things like burn val where the lesser geared group would wipe, or ignore the coffins totally and just burn val and kill adds when they spawn.
Mara Angelbane - 22k Thaum CW, Vaya Con Dios 15.2k Dragon CW.
Mara Shadowskiss - 21.5k Destroyer GWF, Mara - 17.2k Sentinel GWF
Mara Duskwalker - 15.4k Healing DC
Mara Hawkeye -14.6k HR
Mara Spiritforge - 16.9k Tanky GF
Bad Religion - 14.7k Pew Pew DC
Mara Shadowstouch,Maara - TR's
...
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Performing ritual pony sacrifices to Tiamat to earn favor with the RNG Gods since 2014.
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