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Which Class do you think the 8th Companion will be?

  • Kallykat
    Kallykat
    ✭✭✭✭✭
    "Vampire" or "Werewolf" Class (if not implemented as skill lines)
    Before we get any repeats, I would like to see new "classes" based on skill lines like vampire, werewolf, psijic, etc. The companion skills don't exactly mirror the player skills in any skill line, so I don't think it would be too difficult for ZOS to come up with skills that avoid bounties, and I think it would be fine to create a new "class" that is companion-only based off our skill lines.

    I'm really more interested in having companions with different races and stories and rapport triggers than classes though.
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    Nightblade (like Mirri Elendis)
    Kallykat wrote: »
    The companion skills don't exactly mirror the player skills in any skill line, so I don't think it would be too difficult for ZOS to come up with skills that avoid bounties

    Since Companion version of skills are separate from the Player version of skills, they can simply be made to not interact with the Justice System. That is, any existing Vampire, Werewolf, and Necromancer skills can be given a Companion equivalent, and those Companion skills don't have to incur a bounty even if the Player version of those skills do.
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Kallykat
    Kallykat
    ✭✭✭✭✭
    "Vampire" or "Werewolf" Class (if not implemented as skill lines)
    Kallykat wrote: »
    The companion skills don't exactly mirror the player skills in any skill line, so I don't think it would be too difficult for ZOS to come up with skills that avoid bounties

    Since Companion version of skills are separate from the Player version of skills, they can simply be made to not interact with the Justice System. That is, any existing Vampire, Werewolf, and Necromancer skills can be given a Companion equivalent, and those Companion skills don't have to incur a bounty even if the Player version of those skills do.

    Absolutely! Either way, my point was really just that I don't think accruing bounties from companions will be a problem.
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    Nightblade (like Mirri Elendis)
    Kallykat wrote: »
    Kallykat wrote: »
    The companion skills don't exactly mirror the player skills in any skill line, so I don't think it would be too difficult for ZOS to come up with skills that avoid bounties

    Since Companion version of skills are separate from the Player version of skills, they can simply be made to not interact with the Justice System. That is, any existing Vampire, Werewolf, and Necromancer skills can be given a Companion equivalent, and those Companion skills don't have to incur a bounty even if the Player version of those skills do.

    Absolutely! Either way, my point was really just that I don't think accruing bounties from companions will be a problem.

    I agree. If anything, Companion "Criminal Act" skills can just be given a proc condition such as "Used when Companion is not within a town" to simulate the knowledge that criminal skills shouldn't be cast near witnesses. It'd be a good way to keep the skills immersive while not punishing the player for using that Companion.
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • FafiQ_xP
    FafiQ_xP
    ✭✭✭
    Other (please describe your thoughts)
    9tamyu56h3az.jpg
    For the Covenant!
  • Darkmage1337
    Darkmage1337
    ✭✭✭✭✭
    "Vampire" or "Werewolf" Class (if not implemented as skill lines)
    I have high hopes for a vampire companion and a werewolf companion — although, it would be a very disappointing grind if the vampire lord form ability and werewolf form ability both turn out to be their level 20 ultimate abilities instead of being their respective forms being innate default abilities upon unlocking the characters. Also, their respective character origin-story questlines could be about them coming to terms with their current conditions, etc.
    ESO Platform/Region: PC/NA. ESO ID: @Darkmage1337
    GM of Absolute Virtue. Co-GM of Absolute Vice. 8-time Former Emperor, out of 13 characters. 3 Templars, 3 Sorcerers, 2 Nightblades, 2 Dragonknights, 1 Warden. 1 Necromancer, and 1 Arcanist. The Ebonheart Pact: The Dark-Mage (Former Emperor), The Undying Nightshade, The Moonlit-Knight, The Killionaire (Former Emperor), Swims-Among-Slaughterfish (Former Emperor), The Undead Mage, and The Dark-Warlock. The Aldmeri Dominion: The Dawn-Bringer (Former Empress), The Ironwood Kid (Former Emperor), and The Storm-Sword. The Daggerfall Covenant: The Storm-Shield (Former Empress), The Savage-Beast, and The Burning-Crusader CP: 1,900.
  • ItsGlaive
    ItsGlaive
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    I'd prefer they allow us to edit how our companions look (face, hairstyle etc) - preferably without a microtransaction attached to it.
    Allow cross-platform transfers and merges
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    Nightblade (like Mirri Elendis)
    I have high hopes for a vampire companion and a werewolf companion — although, it would be a very disappointing grind if the vampire lord form ability and werewolf form ability both turn out to be their level 20 ultimate abilities instead of being their respective forms being innate default abilities upon unlocking the characters. Also, their respective character origin-story questlines could be about them coming to terms with their current conditions, etc.

    I bet Werewolf (and Vampire) will be implemented as separate skill lines from their Class, and maybe their transformation Ultimates would be available sooner than their Level 20 Class Ultimate.

    At the very least, it would make sense for the Companion Werewolf skill line to have the transformation Ultimate available from the start — otherwise you'd have to level up your Companion for a long time just to see them transform at all. This way, it'd be no different from how player werewolves have their transformation Ultimate available for free, but they must level up the Werewolf skill line to unlock new Werewolf abilities.
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Darkmage1337
    Darkmage1337
    ✭✭✭✭✭
    "Vampire" or "Werewolf" Class (if not implemented as skill lines)
    Also, as far as the new companion races go, they could potentially be a Wood Elf werewolf and Imperial (or High Elf) vampire.
    A Wood Elf werewolf and Imperial vampire would go well with West Weald's story, given that the Gold Road area focuses on the Imperials and Wood Elves. Although, that would mean another Imperial companion, which is unlikely.
    Imperial, Dark Elf, Breton, Khajiit, Redguard, and Argonian companions are already available; so, that leaves High Elf, Wood Elf, Nord, and Orc as likely upcoming companion races.
    ESO Platform/Region: PC/NA. ESO ID: @Darkmage1337
    GM of Absolute Virtue. Co-GM of Absolute Vice. 8-time Former Emperor, out of 13 characters. 3 Templars, 3 Sorcerers, 2 Nightblades, 2 Dragonknights, 1 Warden. 1 Necromancer, and 1 Arcanist. The Ebonheart Pact: The Dark-Mage (Former Emperor), The Undying Nightshade, The Moonlit-Knight, The Killionaire (Former Emperor), Swims-Among-Slaughterfish (Former Emperor), The Undead Mage, and The Dark-Warlock. The Aldmeri Dominion: The Dawn-Bringer (Former Empress), The Ironwood Kid (Former Emperor), and The Storm-Sword. The Daggerfall Covenant: The Storm-Shield (Former Empress), The Savage-Beast, and The Burning-Crusader CP: 1,900.
  • autocookies
    autocookies
    ✭✭✭
    deleted
    Edited by autocookies on 10 July 2024 18:34
    PC NA (Tank/DPS) - [PVE]
    Started ESO - Oct 2020

    Necro Main
    Tank main from 300cp - 1200cp at which point I switched to DPS - I was 100k on every class except werewolf. I cleared 115k on necro, but I am completely done with parsing. My hands won't let me anymore. Lucky there is still heavy attack and arcanist options available. Otherwise I would possibly have to give up eso entirely.

    [My toons]
    Note: Armory slots are separated by "|" below.
    • (Libitina Khalida) Dark Elf Necromancer: Off Tank | EC DPS
    • (Fresh Gator Meat) Argonian Dragonknight: Main Tank | ZK DPS
    • (Electro-Meowster) Khajiit Sorcerer: HA Solo | MK DPS
    • (Blood of Death) Dark Elf Nightblade: SPC/PA Healer
    • (Arctic Mist) Dark Elf Warden: ROJO Healer
    • (Affah Beta Gamma) Breton Templar: Mag DPS.
    • (autocookies) Imperial Arcanist: Stam DPS
    • (Aeriegil Forestbranch) Wood Elf Warden: PVP
    Thank you,
    Autocookies
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    Nightblade (like Mirri Elendis)
    I have high hopes for a vampire companion and a werewolf companion — although, it would be a very disappointing grind if the vampire lord form ability and werewolf form ability both turn out to be their level 20 ultimate abilities instead of being their respective forms being innate default abilities upon unlocking the characters. Also, their respective character origin-story questlines could be about them coming to terms with their current conditions, etc.

    I bet Werewolf (and Vampire) will be implemented as separate skill lines from their Class, and maybe their transformation Ultimates would be available sooner than their Level 20 Class Ultimate.

    At the very least, it would make sense for the Companion Werewolf skill line to have the transformation Ultimate available from the start — otherwise you'd have to level up your Companion for a long time just to see them transform at all. This way, it'd be no different from how player werewolves have their transformation Ultimate available for free, but they must level up the Werewolf skill line to unlock new Werewolf abilities.

    I very much like this idea. Having them as separate lines allow it to be similar to how the current player character setup is. I personally rarely use the normal companion ults so if there is a werewolf or vampire lord ult available I would prefer that.

    The question I have is: would it be better setup to have the vampire be like the werewolf is to keep it consistent? (where all skills are only accessible while transformed) or would be better to have it similar to how the lines are currently (where vampires can choose skills and add them to their human form bar to also be used in ult form?.. assuming the vampire companion line would have an ult form)

    To keep it consistent with the Player version of those skill lines, like most Companion skill lines are, I think Companion Vampire skills would best be accessed as a separate skill line. Honestly, it'd be the easiest thing to do — to make a Vampire Companion, just give them a predetermined Vampire Stage skin, give them the brand new Vampire skill line for Companions, and that's it. If Companion Vampires were to have their Transformation Ultimate, then maybe it'd be available to unlock later on, like the Player version of the Vampire skill line.

    Of course, they'll likely unlock new Vampire abilities over time with XP, like players do, so I'd expect their first skill to be given at the start, then the second around Level 10, and the third around Level 20. I'd hope the Companion Vampire skill line at least has Vampiric Drain, because that could be a useful channeled self heal ability for various Companion builds. The other two skills would likely be Companion versions of Mesmerize and Eviscerate. Maybe Eviscerate -> Mesmerize -> Vampiric Drain as the unlock order.


    Werewolf Companions, on the other hand, are a lot more complex to implement. The only way one could transform and start using Werewolf skills is if they had a Transformation ability. I'd imagine the Companion's Werewolf Transformation ability would be an Ultimate, so players have to choose whether to use the Companion's signature Ultimate or their Werewolf form, but alternatively, the transformation could be tied to a non-Ultimate Active Ability.

    Then, in the Companion Werewolf skill line, there'd again likely only be three skills, which would go on their Werewolf bar. I hope we get Companion versions of Pounce (gap closer), Hircine's Bounty (self heal), and Claws of Anguish (conal instant damage + damage over time). Then, hopefully players will still get to select the order of their skills to be cast. Maybe the skill line progresses with the Companion's eliminations while in Werewolf form, or maybe it'll just progress with XP in either form to make it simpler.

    One interesting aspect of Companion Werewolves is that ZOS could choose to customize the fur color of each future Werewolf Companion. In other words, maybe they decide to make a Companion who has white fur in their Werewolf form, and later on another Werewolf Companion, but who instead has grey fur. ZOS could even design the Companion's hair in their human form to match their fur color, if they were so inclined.


    Finally, I hope Vampire and Werewolf Companions have at least one Passive Ability. For Vampires, I hope it's a Companion version of Undeath, where the Companion's Damage Taken is reduced by up to 20%, based on their missing Health. For Werewolves, I hope it's a Companion version of Call of the Pack, which increases the duration of both the Companion's and the Player's Werewolf Transformation. These passive abilities would make Vampire Companions amazing for tanking roles, and would make Werewolf Companions amazing sidekicks for when the player wants to run with a pack.
    Edited by Erickson9610 on 25 June 2024 18:59
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Kallykat
    Kallykat
    ✭✭✭✭✭
    "Vampire" or "Werewolf" Class (if not implemented as skill lines)
    For my part, I'd rather just keep it simple. I would have a werewolf skill line in lieu of a class skill line. It would function just like a class line with the same number of skills and sublines. I would even go so far as to have the companion automatically transform into a werewolf at the beginning of combat and un-transform at the end. That way having to slot the transform wouldn't be an issue and the companion's story could be connected to them being a werewolf from the beginning.
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    Nightblade (like Mirri Elendis)
    Kallykat wrote: »
    For my part, I'd rather just keep it simple. I would have a werewolf skill line in lieu of a class skill line. It would function just like a class line with the same number of skills and sublines. I would even go so far as to have the companion automatically transform into a werewolf at the beginning of combat and un-transform at the end. That way having to slot the transform wouldn't be an issue and the companion's story could be connected to them being a werewolf from the beginning.

    The problem with a Werewolf Companion who is always transformed in combat is that they would never get to use any of their other skill lines which can only be used in the human form, like Weapon, Guild, and Armor skills. That, and knowing that the Player Werewolf skill line has 5 abilities, ZOS would need to create an additional 5 abilities from scratch to fill the 10 Companion Class ability requirement.

    I do hope the future Companion Werewolves and Companion Vampires have their story connected to their curse in some way — even if it's just a minor footnote in their overall story, such as a passing comment about when they became cursed. To do this, I believe that we shouldn't be allowed to bite our existing Companions, and that we shouldn't be allowed to cure future cursed Companions.


    As I mentioned above, it's really easy to make a Vampire Companion compared to making a Werewolf Companion. It's just a new skill line and a skin — there's no reason to make 5 brand new Vampire skills for Companions only to fill in their Class skill lines.

    Unfortunately, Werewolf Companions would take more time to get just right. If they were to have a separate skill line from their Class, like players do, then when and how would they transform without removing their ability to use their human form?
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Kallykat
    Kallykat
    ✭✭✭✭✭
    "Vampire" or "Werewolf" Class (if not implemented as skill lines)
    Kallykat wrote: »
    For my part, I'd rather just keep it simple. I would have a werewolf skill line in lieu of a class skill line. It would function just like a class line with the same number of skills and sublines. I would even go so far as to have the companion automatically transform into a werewolf at the beginning of combat and un-transform at the end. That way having to slot the transform wouldn't be an issue and the companion's story could be connected to them being a werewolf from the beginning.

    The problem with a Werewolf Companion who is always transformed in combat is that they would never get to use any of their other skill lines which can only be used in the human form, like Weapon, Guild, and Armor skills. That, and knowing that the Player Werewolf skill line has 5 abilities, ZOS would need to create an additional 5 abilities from scratch to fill the 10 Companion Class ability requirement.

    I do hope the future Companion Werewolves and Companion Vampires have their story connected to their curse in some way — even if it's just a minor footnote in their overall story, such as a passing comment about when they became cursed. To do this, I believe that we shouldn't be allowed to bite our existing Companions, and that we shouldn't be allowed to cure future cursed Companions.


    As I mentioned above, it's really easy to make a Vampire Companion compared to making a Werewolf Companion. It's just a new skill line and a skin — there's no reason to make 5 brand new Vampire skills for Companions only to fill in their Class skill lines.

    Unfortunately, Werewolf Companions would take more time to get just right. If they were to have a separate skill line from their Class, like players do, then when and how would they transform without removing their ability to use their human form?

    I don't really think it would be too difficult for ZOS to come up with extra werewolf (or vampire) skills. The current companion class skills aren't all copies of player skills from those classes, are they? (To be honest, I don't pay that much attention to them or to "builds" in general.)

    I do think you make a good point about a companion who is constantly in werewolf form not being able to use weapons. A werewolf companion would definitely be more problematic than a vampire companion to implement.
  • KaosWarMonk
    KaosWarMonk
    ✭✭✭✭
    Necromancer (presuming 2 Necromancer Companions in 2024)
    Doesn't need to be always. Make it like a lot of the existing skills, ie when companion health < 30% (or whatever) use transform to WW, else fight with class skills. Add a long cool down, like 3 or 5 or 10 minutes and it's only going to fire sometimes.
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    Nightblade (like Mirri Elendis)
    Kallykat wrote: »
    I don't really think it would be too difficult for ZOS to come up with extra werewolf (or vampire) skills. The current companion class skills aren't all copies of player skills from those classes, are they? (To be honest, I don't pay that much attention to them or to "builds" in general.)

    All of the Companion skills (aside from their Ultimates, which are specially designed to be thematic to their Class and unique to each individual Companion) are derived from some Player skill. Even Quick Fix, one of Ember's Sorcerer skills, is derived from the healing component of Summon Unstable Clannfear, since Companions aren't allowed to have summons/pets of their own.

    If Werewolf specifically were to have the full 10 Companion Class skills, then how might ZOS organize them? Here's what I think:
    • Damage Dealer
      • Companion Ultimate -- maybe something like Werewolf Behemoth's AoE ground smash?
      • Pounce
      • Piercing Howl
      • Claws of Anguish
    • Tank
      • Some sort of taunt -- maybe something like Werewolf Behemoth's "Vicious Bite"?
      • Roar
      • Werewolf Tanking Skill #3
    • Healer
      • Hircine's Bounty, but made to also heal allies (if not kept as a self heal in the tanking line)
      • Werewolf Healer Skill #2
      • Werewolf Healer Skill #3

    The Player Werewolf skill line doesn't even have any ally healing abilities yet. I could maybe see a Companion version of a Player's Scribing skill being used, like if Player Werewolves get a Werewolf Grimoire and then the Werewolf Companion uses their own version of that Werewolf Grimoire as one of their base abilities, but there are a lot of gaps that need to be filled to make Werewolf Healing viable for Companions, let alone for Players.
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    Nightblade (like Mirri Elendis)
    Doesn't need to be always. Make it like a lot of the existing skills, ie when companion health < 30% (or whatever) use transform to WW, else fight with class skills. Add a long cool down, like 3 or 5 or 10 minutes and it's only going to fire sometimes.

    Maybe a Companion's Werewolf Transformation should have a Health % proc condition, provided the transformation ability is an Active Ability (not their Ultimate) that can be slotted on their regular bar. I could see that as a viable way to ensure the Companion still has a human form rotation, but only swaps to their Werewolf form rotation when they need it, while still letting them use their Class Ultimate, which could even be given a special effect depending on which form they cast it in.


    Another alternative is to just make Werewolf/Vampire completely cosmetic. That is, there would be no Vampire skills, but the Companion would just have some Vampire stage skin applied; likewise, the Werewolf Companion could just randomly transform for a second or two while idle outside of combat, like Hildegard does when placed in your home as a Houseguest.

    I hope that Werewolf/Vampire for Companions is functional, rather than purely cosmetic. While it would make the job significantly easier, it would also make those Companions significantly less desirable, if there were no in-combat abilities to assign to them. I really do hope that when both the Player and Companion are transformed into their Werewolf forms, that they synergize the Call of the Pack passive and remain in form for as long as the other does.
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • reazea
    reazea
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    I'd like to see ZOS focusing on improving the game rather than creating companions and time sinks like ToT.

    PvP is virtually orphaned by ZOS and we're getting half the PvE content annually that we used to get...for the same expense I might add. We're paying the same and getting less.
  • Ulvich
    Ulvich
    ✭✭✭✭✭
    I would like to see the ability to create our own companion from scratch like we do with our characters. This would include appearance, class, and race.
    - Monster Slayer
    - Savior of Nirn
    - Adventurer Across a Decade
    - Hit Hard. Hit Fast. Hit Often
    - BETA Group: 85 b 9
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    Nightblade (like Mirri Elendis)
    reazea wrote: »
    I'd like to see ZOS focusing on improving the game rather than creating companions and time sinks like ToT.

    Isn't that what the QoL updates in Q3 are for? ZOS has been setting aside much more time for improving the game than they used to.
    reazea wrote: »
    PvP is virtually orphaned by ZOS and we're getting half the PvE content annually that we used to get...for the same expense I might add. We're paying the same and getting less.

    Consider it this way: the PvP update in Q4 is free for all players, making it more accessible to everyone. There were also updates for stackable siege and repair kits earlier in the year.

    Considering the content release schedule used to be Dungeon -> Chapter -> Dungeon -> Story Zone, we're getting a lot more content that's diverse in nature and beneficial for even non-Chapter/DLC owners.



    But to get back on topic, I am one of those people who are really excited for new additions to the Companions system. I don't consider additions to this system to be a waste of time — it's legitimately one of my favorite systems in ESO that receive annual updates, next to Antiquities and Scribing.
    Edited by Erickson9610 on 26 June 2024 16:57
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    Nightblade (like Mirri Elendis)
    Ulvich wrote: »
    I would like to see the ability to create our own companion from scratch like we do with our characters. This would include appearance, class, and race.

    What would you suppose their Keepsake, likes/dislikes, story, voice actor, personality, and so on would be like?


    It would be a colossal undertaking to write and record dialogue for every possible race/sex combination, and the story would have to work for every race.

    Then what if the player is allowed to change the Companion's class/race/sex part way through their story? Other characters could only refer to your Companion by name or as "they", because there's no telling who your Companion should be at any point in time without recording multiple possibilities for all other characters who refer to your Companion.
    Edited by Erickson9610 on 26 June 2024 16:52
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • SydneyGrey
    SydneyGrey
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    Sorcerer (like Ember)
    I don't care what classes they are. I only care that they're races that we don't have yet as companions. I prefer Orc and either Wood Elf or High Elf.
  • MreeBiPolar
    MreeBiPolar
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    Unannounced or NPC-only Class (something new that players don't have yet)
    Scaletho wrote: »
    I prefer ZOS allow us to craft companion items and give companions more attention. Right now they are a mess and only players with millions can equip purple stuff because they are disgusting expensive in players market.

    Never bought a single piece, and I have all six of my companions completely decked out in purple. What am I doing wrong?

    Oh, and I just got told that the weekly vendor in the Infinite Archive now sells random purple companion gear boxes relatively cheap, too. So that becomes a complete non-issue.
    Edited by MreeBiPolar on 26 June 2024 21:20
  • Grimnaur
    Grimnaur
    ✭✭✭
    I hope it's Stuga. I really miss her now that she hasn't been looking for me.
    “Laugh whenever you can. Keeps you from killing yourself when things are bad. That and vodka.” - J.B.
  • DenverRalphy
    DenverRalphy
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    Other (please describe your thoughts)
    I want to see them move away from character classes, and introduce companions that fill non-combat roles.

    Like a Prospector and his Mule, that has some added inventory space while he's out. Minor skills that buff health/stam regen, extends food/drink duration, etc.. And his perk gives a bump to harvesting Ore Nodes / Jewel Seams.

  • Erickson9610
    Erickson9610
    ✭✭✭✭✭
    Nightblade (like Mirri Elendis)
    I want to see them move away from character classes, and introduce companions that fill non-combat roles.

    Like a Prospector and his Mule, that has some added inventory space while he's out. Minor skills that buff health/stam regen, extends food/drink duration, etc.. And his perk gives a bump to harvesting Ore Nodes / Jewel Seams.

    Many of the Companions we've met so far have come from many professions, like a knight, a mercenary, a sorcerer's apprentice, or a scholar. I'd be interested to see Companions who come from more mundane professions, like a farmer or a prospector, and see how their stories play out.

    Though, I personally would like the Companions to still have some use in combat. There are some temporary followers in zone quests (especially in West Weald) who panic every single time you encounter an enemy and do little to help you fight them — unfortunately, I don't think that makes for great Companion material. Even Mirri, who "never used to fight this much" until she met us, is an adventurer who uses Nightblade skills to defend herself when absolutely necessary.

    I think that Keepsake idea for passively increased ore/jewel seams is worth expanding upon — maybe instead of increasing the raw materials you gain, you instead find a pouch of Trait materials like Diamond (Impenetrable), Emerald (Training), or Sapphire (Divines)? Finding jewels like this would be thematic to the role of a prospector, while not disrupting the raw material economy.
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Yamenstein
    Yamenstein
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    Now that scribing is out.
    Higher chance that one companion will be a necromancer, and the second might be themed around some non playable class/vampire/whatever theme you want as a character - but the skills will be adjustable and based around the scribing system.
    Crown Crates are a trap. Don't fall for the gamble! Balance? What Balance? Balance, smellance.
    Necro for them RP feels.
  • karthrag_inak
    karthrag_inak
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    Other (please describe your thoughts)
    One will be ithelia, not .remembering who she is of course, with some weird daedric class thing like 'head shrinker' or 'entrails reader '
    PC-NA : 19 Khajiit and 1 Fishy-cat with fluffy delusions. cp3600
    GM of Imperial Gold Reserve trading guild (started in 2017) since 2/2022
    Come visit Karth's Glitter Box, Khajiit's home. Fully stocked guild hall done in sleek Khajiit stylings, with Grand Master Stations, Transmute, Scribing, Trial Dummies, etc. Also has 2 full bowling alleys, nightclub, and floating maze over Wrothgar.
  • ShadowPaladin
    ShadowPaladin
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    "Vampire" or "Werewolf" Class (if not implemented as skill lines)
    Since we do have a good zone story quest involving Vampires (House Ravenwatch), my guess would be a vampire companion. A werewolf companion would also be possible, but I am leaning more in the vamp direction :wink: .
  • xclassgaming
    xclassgaming
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    "Vampire" or "Werewolf" Class (if not implemented as skill lines)
    Since we are missing necromancer then, necro will be one of them for sure. and also goldroad has alot of vampire elements, so i wouldnt be surprised if we get a vampire companion with full vampire skill line.
    Give us clannfear mounts!
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