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Proposal: Let us have a companion out with an augment please.

dargrotdargrot Member Posts: 36 Arc User
edited September 2014 in General Discussion (PC)
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?
Post edited by dargrot on

Comments

  • charononuscharononus Member Posts: 5,715 Arc User
    edited September 2014
    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.
  • iambecks1iambecks1 Member Posts: 4,044 Arc User
    edited September 2014
    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.
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  • dargrotdargrot Member Posts: 36 Arc User
    edited September 2014
    charononus wrote: »
    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.
  • charononuscharononus Member Posts: 5,715 Arc User
    edited September 2014
    dargrot wrote: »
    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.
  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community 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).
  • kendaricvkendaricv Member Posts: 36 Arc User
    edited September 2014
    zebular wrote: »
    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 ;)
  • harkurharkur Member Posts: 305 Bounty Hunter
    edited September 2014
    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. :)
  • reiwulfreiwulf Member Posts: 2,687 Arc User
    edited September 2014
    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.
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  • dargrotdargrot Member Posts: 36 Arc User
    edited September 2014
    charononus wrote: »
    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.
  • mutantdemocracymutantdemocracy Member Posts: 497 Arc User
    edited September 2014
    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.
  • sockmunkeysockmunkey Member Posts: 4,622 Arc User
    edited September 2014
    I'll say no. We already have enough power creep, we don't need more. Sometimes it's actually better to have to make choices.
  • l0th4ri0l0th4ri0 Member Posts: 589 Arc User
    edited September 2014
    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? :)
  • huajia2huajia2 Member Posts: 72 Arc User
    edited September 2014
    charononus wrote: »
    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.
  • cheesegromitcheesegromit Member Posts: 540 Arc User
    edited September 2014
    zebular wrote: »
    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.
  • l0th4ri0l0th4ri0 Member Posts: 589 Arc User
    edited September 2014
    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! :D

    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.
  • harkurharkur Member Posts: 305 Bounty Hunter
    edited September 2014
    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?
  • djarkaandjarkaan Member Posts: 883 Arc User
    edited September 2014
    And give companions companions while you are at it.
  • cheesegromitcheesegromit Member Posts: 540 Arc User
    edited September 2014
    l0th4ri0 wrote: »
    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.
  • damnataanimusdamnataanimus Member Posts: 446 Arc User
    edited September 2014
    harkur wrote: »
    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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  • alienwulfalienwulf Member Posts: 31 Arc User
    edited September 2014
    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.
  • zshikarazshikara Member, NW M9 Playtest Posts: 796 Arc User
    edited September 2014
    I'd totally have my rust monster out all the time if I could have my augment out too.
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