Cooperharley wrote: »I want more functionality out of the system, not more skills personally.
They still stand in red all the time and die, they still can’t hold their own gear, we still cannot upgrade their gear or transmute traits, we still cannot command positions or interactions for them, etc.
The skills are cool for future companions sure, but the system is showing its age without any true innovation. Having Tanlorin share similar skills to bastion rather than committing to fully soul magic or something else was a big letdown in my opinion, especially because they’re charging separately for them. I’d also like to see more story content for previous companions too if possible with each update.
Personally, I don't care about Companions getting player skills. In fact, I'd rather see them get unique skills (There's TONS of NPC abilities that can be reused/repurposed for a companion without needing to actually create new animations and effects)
For example, Sharp's ultimate is not a player ability. Players cannot summon a kagouti.
Not only does this make them more interesting (Especially if a player is using the same class, so you aren't both just using the same skills), but it provides more freedom in designing skills that are useful companion skills at their core, rather than having to try and morph existing skills to be not trash when converted into a companion skill.
Erickson9610 wrote: »I put together a chart to illustrate which abilities were given Companion versions as of now in 2024, and which ones were not. Which abilities would you like to see be given to Companions next?
Erickson9610 wrote: »I still feel that the majority of their skills should be grounded in existing skill lines, especially in the case where the Companion proclaims what Class they are (Companions such as Ember, Azandar, and Zerith-var outright say the name of their Class).
Erickson9610 wrote: »There's really no rules when it comes to adapting Companion skills, either.
Erickson9610 wrote: »Erickson9610 wrote: »I put together a chart to illustrate which abilities were given Companion versions as of now in 2024, and which ones were not. Which abilities would you like to see be given to Companions next?
To answer my own question, my personal preference would be that we get all of the Werewolf abilities given some Companion equivalent. If a Companion has to transform due to humanoid and Werewolf abilities being incompatible, they'll need a separate Werewolf bar, which would have 5 abilities.
I think the Vampire skills Eviscerate, Blood Frenzy, and Vampiric Drain could make for a damage-focused Companion skill line. As with Werewolf, I hope Vampire is a separate skill line that doesn't replace the Companion's damage dealer skill line.
Assault, Support, and Psijic Order could be saved for particular Companions the way Soul Magic was made into Empathic Fighter for Tanlorin. I'm thinking some sort of mercenary or Alliance War veteran could mix the Assault and Support skills to make a tanking or healing skill line. Obviously only an existing member of the Psijic Order would have a skill line for Psijic Order skills.
As far as Class abilities go, it'd be cool to see a Companion version of Rune Focus, Repentance, Eclipse, Bolt Escape, and Nature's Grasp (keep your Companion close to you at all times!). Maybe some alternate morphs of Twilight Mantle, Penetrating Strikes, and Snow Squall.
I don't think Scribed Abilities will see Companion equivalents, but it's a possibility now. I doubt they'd have the same flexibility as the Scribing system.
Finally, now that Tanlorin is introducing new Dragonknight skills and morphs, I hope the existing Weapon and Guild skills are revisited. Some Companions should have a different subset of Weapon and Guild abilities than others, with different morphs when applicable. As it stands, every Companion having the same non-Class abilities is boring and predictable, albeit it does ensure they can always perform basic functions despite their subset of Class abilities.
Cooperharley wrote: »Erickson9610 wrote: »Erickson9610 wrote: »I put together a chart to illustrate which abilities were given Companion versions as of now in 2024, and which ones were not. Which abilities would you like to see be given to Companions next?
To answer my own question, my personal preference would be that we get all of the Werewolf abilities given some Companion equivalent. If a Companion has to transform due to humanoid and Werewolf abilities being incompatible, they'll need a separate Werewolf bar, which would have 5 abilities.
I think the Vampire skills Eviscerate, Blood Frenzy, and Vampiric Drain could make for a damage-focused Companion skill line. As with Werewolf, I hope Vampire is a separate skill line that doesn't replace the Companion's damage dealer skill line.
Assault, Support, and Psijic Order could be saved for particular Companions the way Soul Magic was made into Empathic Fighter for Tanlorin. I'm thinking some sort of mercenary or Alliance War veteran could mix the Assault and Support skills to make a tanking or healing skill line. Obviously only an existing member of the Psijic Order would have a skill line for Psijic Order skills.
As far as Class abilities go, it'd be cool to see a Companion version of Rune Focus, Repentance, Eclipse, Bolt Escape, and Nature's Grasp (keep your Companion close to you at all times!). Maybe some alternate morphs of Twilight Mantle, Penetrating Strikes, and Snow Squall.
I don't think Scribed Abilities will see Companion equivalents, but it's a possibility now. I doubt they'd have the same flexibility as the Scribing system.
Finally, now that Tanlorin is introducing new Dragonknight skills and morphs, I hope the existing Weapon and Guild skills are revisited. Some Companions should have a different subset of Weapon and Guild abilities than others, with different morphs when applicable. As it stands, every Companion having the same non-Class abilities is boring and predictable, albeit it does ensure they can always perform basic functions despite their subset of Class abilities.
I think everyone on the forums knows you're a were wolf guy and that was the point of the post - to say you want werewolf stuff, which is cool. So do I, and i much rather would've seen werewolf stuff than tanlorin's half and half jankiness, but I think if we really want to make the system BETTER, we obviously need to implement new skills, but it's just so stale currently dude. They haven't innovated on the SYSTEM.
Yes, there are new companions with new skills, but that just doesn't do anything for their utility or excite people who aren't fans into using them consistently. Let's add to the system - add to their capabilities and their function, their utility for the player and add more freedom in gearing or building the companions. Heck even customizing a companion would be dope.
We just have this formulaic approach to everything every year and its so dry.
- 2 companions, but nothing truly new. A few quests, a memento at the end, some new rapport builders/negatives, etc.
- A new ToT deck, but nothing to actually incentivize players to try it out or any rewards to make it exciting
- A new zone with 6 delves, 6 WBs, 2 public dungeons, some side quests, and 30 hours of daedric end of the world story telling
- A system, which takes up a whole quarterly release and is extremely hit or miss like IA vs the BG update instead of cool small zones DLCs in the past like clockwork city, dark brotherhood and thieves guild
- A whole quarter for QOL stuff (where that stuff is is unbeknownst to me) and bug fixes (??)
- A couple dungeons and a trial
Something really needs to change. The question that needs to be asked is "what can be done to excite veteran players and new players alike, bring new people in and old people back, and RETAIN veteran players through engaging and rewarding gameplay loops?" It's like we're just on a treadmill, getting charged for everything and now even companions aren't free and we're getting billed separately (if not an ESO+ member) for the same content that was once free (a central theme for ZOS).
Erickson9610 wrote: »Another example is a Companion of an original Class that Players won't have. Players are going to want to use those original skills themselves, even if ZOS never plans to give us a new playable Class ever again.
Erickson9610 wrote: »Frankly, I'm not sure what could be done to upgrade the Companions system. It's one of those systems which can have new things added to it (like how every year we get new Antiquities) without expanding upon it (like how we don't have any new ways to play the Scrying and Excavation minigames after all these years).
Erickson9610 wrote: »Another example is a Companion of an original Class that Players won't have. Players are going to want to use those original skills themselves, even if ZOS never plans to give us a new playable Class ever again.
New classes aren't the only ways to implement skills. We literally have plenty of stand alone skill lines (The "World" and "Guild" categories) and recently got Skill Scribing which has given us a plethora of new, unique skills.
Erickson9610 wrote: »Frankly, I'm not sure what could be done to upgrade the Companions system. It's one of those systems which can have new things added to it (like how every year we get new Antiquities) without expanding upon it (like how we don't have any new ways to play the Scrying and Excavation minigames after all these years).
There's SO much stuff they can do with companions and the system overall;
- Skill morphs for further customization of abilities
- Expanded equipment (More than just a single trait on gear. More overall traits to have. Crafting of equipment. Equipment going up to Legendary tier) to improve how we gear them up.
- Equipment sets (Like our own equipment sets) to provide them with additional bonuses and capabilities.
- Improve AI and capabilities (Especially for mechanisms like standing on plates or pulling levers) to make them more useful.
- Enable the ability to give companions consumable items like potions and poisons that they can utilize.
- Champion Points system for further companion enhancement and customization.
- The ability to use multiple companions - For example, allowing people to go into Dungeons or Trials with a companion team instead of only solo + a single companion.
- Extra out of combat things. Like allowing companions to do various helpful tasks - Such as letting Mirri/Sharp go collect your Treasure Maps/Surveys, Azandar helping you research item traits, Isobel going dungeoneering and picking you up some random dungeon loot etc.
Erickson9610 wrote: »Skill morphs seem to be reserved for repeated Classes, such as how Bastian has Searing Weapons while Tanlorin has Volcanic Arms. If ZOS is going to keep repeating Classes, it's probably best that they don't allow all Companions of a particular Class to use every ability made for their Class. At least this makes Tanlorin's Dragonknight abilities slightly different from Bastian's Dragonknight abilities, so theorycrafting for Companions is still interesting going forward.
Erickson9610 wrote: »Though, to offer a counterpoint, Companion equipment is probably meant to be difficult to acquire, as it's frequently mentioned as a reward for participating in events (what with our only piece of Legendary equipment itself sourced from an event).
Erickson9610 wrote: »Those sets would have to be designed for Companion use specifically.
Erickson9610 wrote: »If ZOS doesn't want players to have to micromanage their Companions during combat, then ZOS would have to go through every PvE instance in this game and manually add some mechanism for Companions to complete mechanics.
Erickson9610 wrote: »Champion Points for Companions seems a little too much.
Erickson9610 wrote: »These extra features, while possibly thematic to the character, are ultimately asking too much of the Companions system.