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please make companions aware of dangerous red rings, they are too dumb to stay out

wylonuswylonus Member, NW M9 Playtest Posts: 2,376 Arc User
edited March 2015 in PvE Discussion
how many times when you need them and they always get knock out when standing in the red rings.

drinking the potions get very expensive when they are down and not healing while soloing some missions.
getting them set of enchant gems and runes and leveling the gems to the max isnt easy and take lot of time and gathering load of drops.
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Comments

  • sockmunkeysockmunkey Member Posts: 4,622 Arc User
    edited March 2015
    Oh just wait till next mod, when they can blunder into traps and start giving your injuries.
  • vasdamasvasdamas Member Posts: 2,461 Arc User
    edited March 2015
    I say, remove red zones at all. The game would be hardcore without that :D
  • ysil6969ysil6969 Member Posts: 42 Arc User
    edited March 2015
    vasdamas wrote: »
    I say, remove red zones at all. The game would be hardcore without that :D

    That'd be cool for harder difficulty option. Where traps hit hard and there's no red telegraphing.
  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited March 2015
    It apparently depends on the companion; I have one or two that are dimwitted like the OP says, but many of my others do move out of red zones when they appear and avoid mobs, and of course most of them do neither, but rather day dream in their own world oblivious to their surroundings at almost all times.

    My melee companions tend to do as the OP states. My ranges companions seem to actually avoid red circles. But me favorite (Bambo fawn) does an excellent job avoiding circle, but is beefed-up with enough HP right now that it really doesn't matter (it even survives all Dragon attacks except for the breath, which only happened once, fortunately).
  • henry404henry404 Member Posts: 690 Arc User
    edited March 2015
    At least them standing in the red circle just gets themselves killed.
    One of my toons has a Battlefield Medic who specialises in aggro'ing adjacent mobs, which can end up with my toon killed too, especially in places like WoD where the adjacent mob might be part of a Heroic Encounter.
  • theastromachinetheastromachine Member Posts: 83 Arc User
    edited March 2015
    wylonus wrote: »
    please make companions aware of dangerous red rings

    They're aware of the red rings, every time they run straight into them.
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited March 2015
    There's already an AOE resistance stat in the game. Just give companions a bonus to it each level.

    White = 15%
    Green = 30%
    Blue = 45%
    Purple = 60%
    Gold = 75%

    Give Defender companions an extra 15% base resistance.

    Probably a whole lot easier than reprogamming the AI of these things, and it's a dial that the Developers can toon if they feel like companions need more or less durability.
    "Meanwhile in the moderator's lounge..."
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  • iambecks1iambecks1 Member Posts: 4,044 Arc User
    edited March 2015
    wylonus wrote: »
    how many times when you need them and they always get knock out when standing in the red rings.

    Well one little bit of good news is that they gained an auto rez function in module 6 , bad news is it only works when the companion hits legendary status xD
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  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited March 2015
    iambecks1 wrote: »
    Well one little bit of good news is that they gained an auto rez function in module 6 , bad news is it only works when the companion hits legendary status xD

    Yup. And Lliira's Bell is your friend. hahahah
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited March 2015
    Yup. And Lliira's Bell is your friend. hahahah

    Get 'em while they're cheap.
    "Meanwhile in the moderator's lounge..."
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  • wildwolf8wildwolf8 Member Posts: 161 Bounty Hunter
    edited March 2015
    I think this gets at the whole pet issue. For me, the main reason I mostly use an augment is because it boosts stats and doesn't die. Having a companion was great for leveling up. It is also fun for doing dailies in dread ring and sharandar. Well, great is probably overstating it for dailies. Fun is probably a better term.

    However, companions in dungeons is a different story. In dungeons they die very quickly, most of the time. Also, they are annoying because they aggro monsters that otherwise could possibly be avoided.

    These problems are not going away, and now traps have apparently become more dangerous as well. not to mention, adding more bodies to the mix is not exactly amazing. how many times have i tried to kill my friend's dread legion warrior? and that's when only one other person has a pet in the room.

    so, to me, boosts to pets do nothing other than allow us to use them for the new leveling up quests, just like we all did our first time leveling up. after that, they most likely will quickly become things that people say 'put your pets away, please.'

    I could be wrong. But perhaps people just don't remember what it was like leveling up the first time and realizing a main reason, other than a stat boost, to get an augment rather than a companion.
  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    edited March 2015
    [...] But me favorite (Bambo fawn) does an excellent job avoiding circle, but is beefed-up with enough HP right now that it really doesn't matter (it even survives all Dragon attacks except for the breath, which only happened once, fortunately).

    Yeah, the breath isn't a circle, so even there it did better than the OP proposes... :^)

    And @wildwolf8: This will probably have to be somewhat revised for Mod 6. There you will be happy again to have an aggro magnet assuring that you don't have to tank all the blows. Look you here...
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited March 2015
    I think companions are going to be a thing again in Module 6.
    "Meanwhile in the moderator's lounge..."
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  • wildwolf8wildwolf8 Member Posts: 161 Bounty Hunter
    edited March 2015
    again... companions were nice for all of us at one point, and then we started doing t2 dungeons, and boom, they died and were frustrating. So sure, they might be a thing for a bit, but unless they are seriously beefed up, nothing will change once everyone hits level 70 and has decent gear. but hey, maybe they will be good. makes me a bit frustrated that i have no great pets, one purple harp snake, and of course pets are really annoying (expensive) to get to top level.

    so if pets ARE actually necessary now, that's great news for anyone who already has some fun ones at top level. but for people who don't, it's another way the rest of us casuls are being screwed. mod 6 is giving us too many things to level at once, and every day i read another post that makes me frustrated.
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  • mrvincent1959mrvincent1959 Member, NW M9 Playtest Posts: 740 Arc User
    edited March 2015
    Considering the new stat curve with Mod 6, augments will be somewhat out of favor and companions that do "special" things will be in. My Stone Of Allure has already been made idle as I prepare a new set of companions.
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  • suddenlyslowsuddenlyslow Member Posts: 818 Arc User
    edited March 2015
    What is this 'red' you speak of? I am partially color blind so unless the contrast is correct for the particular spot I don't see them anyways myself.
  • iambecks1iambecks1 Member Posts: 4,044 Arc User
    edited March 2015
    shadw2012 wrote: »
    Nice i have a few ive been hoarding, and actually forgot about them, lol. I will be keeping an eye on the price for sure.

    Yeah same here , I have like a half dozen that I mailed to myself and they have just been sat in my mailbox gathering dust but if regular companions are going to be decent in module six then the value should rise nicely I imagine :D
    YourSecretsAreOurSecrets.gif
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited March 2015
    Considering the new stat curve with Mod 6, augments will be somewhat out of favor and companions that do "special" things will be in. My Stone Of Allure has already been made idle as I prepare a new set of companions.

    I second this emotion.
    "Meanwhile in the moderator's lounge..."
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  • henry404henry404 Member Posts: 690 Arc User
    edited March 2015
    I much prefer the visuals and vibe of having a real companion but I have yet to be convinced that a "15% augment plus tougher helper" will outdo a rank 40 100% augment but we shall see I guess.
  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    edited March 2015
    ...back to burning the dungeon denizens, then, eh? Because only one party member has to have a clumsy companion for everybody to have more work. :^/

    I still don't see my TR getting used to running with a meat decoy...
  • juleadreamjuleadream Member, NW M9 Playtest Posts: 372 Arc User
    edited March 2015
    Looks like my trusty aggro-magnet Cleric Disciple is coming out of retirement - for a time, at least.
  • myowmyowmyowmyow Member Posts: 1,923 Arc User
    edited March 2015
    I think it's funny when my companions used to get wiped out by a major enemy attack, but maybe I just have sick humor . . .

    Anyway, the 3 toons I play the most have Ioun stones, so no need to worry about it . . . :)
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    myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!"
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  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited March 2015
    Just wish healers with attacks would heal in combat.
  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited March 2015
    wildwolf8 wrote: »
    I think this gets at the whole pet issue. For me, the main reason I mostly use an augment is because it boosts stats and doesn't die. Having a companion was great for leveling up. It is also fun for doing dailies in dread ring and sharandar. Well, great is probably overstating it for dailies. Fun is probably a better term.

    However, companions in dungeons is a different story. In dungeons they die very quickly, most of the time. Also, they are annoying because they aggro monsters that otherwise could possibly be avoided.

    These problems are not going away, and now traps have apparently become more dangerous as well. not to mention, adding more bodies to the mix is not exactly amazing. how many times have i tried to kill my friend's dread legion warrior? and that's when only one other person has a pet in the room.

    so, to me, boosts to pets do nothing other than allow us to use them for the new leveling up quests, just like we all did our first time leveling up. after that, they most likely will quickly become things that people say 'put your pets away, please.'

    I could be wrong. But perhaps people just don't remember what it was like leveling up the first time and realizing a main reason, other than a stat boost, to get an augment rather than a companion.

    I concur with this train of thought. I'd only change it to match my point of view in this way: Summoned companions are always fun, however it's always a good idea to put them away when in a party instance, such as Dungeons, Skirmishes, etc. However, in open zones - including Dragon fights, Heroic Encounters and so on (leveling or not) - I think they are just fine.
  • kolatmasterkolatmaster Member Posts: 3,111 Arc User
    edited March 2015
    ironzerg79 wrote: »
    I think companions are going to be a thing again in Module 6.
    My thoughts also. :cool:

    General opinion:

    DPS characters will want a Defender Companion with Taunt abilities (particularly while soloing).

    Healing/Tank Characters will want Striker companions. Here I think the Honey Badger is a stellar choice for DC Healers.

    Control characters can use any, though I'd lean towards Striker.

    Leaders are ok, but I feel the specialized Striker/Defender bring more to the table.
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  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    edited March 2015
    magenubbie wrote: »
    I'm not too sure I will use a striker. I have a few, but on my CW I'm sorely tempted to start raising a mimic just in case. It has served me well on several characters [...]

    I have one on my CW (Name's Wincerind, so some Luggage went with it...). I counsel you against it. While sweet and tanky and robust and all, t's also annoyingly cuddly with strangers and innocent bystanders, often getting you more attention than you wished for, and often at inconvenient times...
  • valwrynvalwryn Member, NW M9 Playtest Posts: 1,620 Arc User
    edited March 2015
    What we need is a Minotaur companion that would enter a berzerk mode whenever it is attacked by a red zone. ;)
  • alkemist80alkemist80 Member Posts: 957 Arc User
    edited March 2015
    They should just make companions have mad damage resistance to special "red zone" attacks. Maybe even make them immune to them but might be too powerful.

    Though until their AI gets smarter, I wouldn't bring them into dungeons, only for solo play if needed.
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