MerguezMan wrote: »Well, I can't solo half of the dungeons because some designer thought it would be a good idea to include a mechanism where 2 players have to stand on plates to open a door,
MerguezMan wrote: »If those "companions" can be enabled to stand on plates or activate levers, , that's a big improve
MerguezMan wrote: »GarnetFire17 wrote: »I don't understand why anyone thinks they should need an NPC "Carry Buddy" to be able to complete GROUP DUNGEONS. This is absolutely ridiculous.
Well, I can't solo half of the dungeons because some designer thought it would be a good idea to include a mechanism where 2 players have to stand on plates to open a door, or would include uncleansable effects that require another player to move.
If those "companions" can be enabled to stand on plates or activate levers, and then disabled, that's a big improve (and an overly complex way to fix the issues for solo completion, but hey, better to have that than nothing).
Seraphayel wrote: »Companions look good, better than I thought, especially with the customization. The problem is, they’ll ultimately be useless for most players as overland content is way too easy. They might help soloing public dungeons, but that’s already easy with a right build, even for new characters. So they might be useful in dungeons and trials (where you supposedly can use them, they’re only disabled in PvP), but that’s it.
I know I know there are very bad players that find overland content hard, but that’s an absolute majority. I wish this new system would just offer something for veterans as well, right now it seems to cater just to new players.
magnusthorek wrote: »What I'd really like about Companions is for them to not have collisions as very well demonstrated by the video above (no more flapping birds and alike, always blocking wayshrines); for them to be hidden for other players outside their groups (no super crowded cities with endless clones of the same NPC — it's weird); for them to be smart, for example, knowing all dungeons' mechanics, how to get positioned and so on; but the most important, for them to have a good sense of humour and, in the case, we get to talk face-to-face with them, good looks and good voice-actors (it's more than enough me to be the ugly one around).
When I played Skyrim I tested A LOT of followers, not because I needed, but because I always liked the concept. Be them native or from mods, in the end, very little of them caught my attention. Serana is my TES' Sandra Bullock. Loved her but, eventually, even her got boring with the same lines over and over again (that mod that expanded his lines did a marvellous job that really improved her); Jenassa, the super-aggressive, temperamental and always on PMS-state mercenary (), Lydia, for the sarcasm (though I played very little with her); INIGO (from a mod, cool and complex 'til I got sick of his voice)
@Iccotak Thank you for the in-depth post on what companions are/do!
This seems like there will not be a heal/tank companion, as knight and thief only seems DPS to me. Which is weird, as most players are DPS and would rather have a heal/tank companion. Will we be able to give them their role(s)?
Something that wasn't in the text posted: Will companions be an accountwide unlock, or unlocked per character? I would like them to be accountwide unlocks personally, so I do not have to do the unlock quests on all my characters, even non-dps ones.
Relationships with NPC characters always seem funny to me. Looking forward to going through Mary's oblivion gate.
GarnetFire17 wrote: »MerguezMan wrote: »GarnetFire17 wrote: »I don't understand why anyone thinks they should need an NPC "Carry Buddy" to be able to complete GROUP DUNGEONS. This is absolutely ridiculous.
Well, I can't solo half of the dungeons because some designer thought it would be a good idea to include a mechanism where 2 players have to stand on plates to open a door, or would include uncleansable effects that require another player to move.
If those "companions" can be enabled to stand on plates or activate levers, and then disabled, that's a big improve (and an overly complex way to fix the issues for solo completion, but hey, better to have that than nothing).
the group dungeons aren't MEANT to be soloed. So good. That some can solo some is fine and dandy and good for them. It's shoed the power creep that they have enabled and how much they nerfed lower level content for those that complained it was "too hard"
GarnetFire17 wrote: »Seraphayel wrote: »Companions look good, better than I thought, especially with the customization. The problem is, they’ll ultimately be useless for most players as overland content is way too easy. They might help soloing public dungeons, but that’s already easy with a right build, even for new characters. So they might be useful in dungeons and trials (where you supposedly can use them, they’re only disabled in PvP), but that’s it.
I know I know there are very bad players that find overland content hard, but that’s an absolute majority. I wish this new system would just offer something for veterans as well, right now it seems to cater just to new players.
"Might be useful" in dungeons and trials? How do you know they won't be meta? Nothing has be said to my knowledge that that they will take a up another player's spot in the group. The companions could wind up basically defining combat for this game. Top guilds might start requiring them and people could be needing to parse with them to get the best score.
Seraphayel wrote: »The Dragonknight companion had a buff that increases damage for you and your allies by 20% for 8 seconds. This was on a 16s CD which means your companion is increasing your damage permanently by 10% - I think this alone makes them already too powerful to be not used.
And I still can’t imagine how they would take a group slot when they are basically pets that can be summoned and de-summoned anytime.
People in Craglorn like "Dps/healer/tank lf [trial] NO COMPANIONS". Or having to confirm the trial you're agreeing to has 11 other REAL people.
Please god please just confirm they won't fill spots for Group Finder.
MerguezMan wrote: »GarnetFire17 wrote: »MerguezMan wrote: »GarnetFire17 wrote: »I don't understand why anyone thinks they should need an NPC "Carry Buddy" to be able to complete GROUP DUNGEONS. This is absolutely ridiculous.
Well, I can't solo half of the dungeons because some designer thought it would be a good idea to include a mechanism where 2 players have to stand on plates to open a door, or would include uncleansable effects that require another player to move.
If those "companions" can be enabled to stand on plates or activate levers, and then disabled, that's a big improve (and an overly complex way to fix the issues for solo completion, but hey, better to have that than nothing).
the group dungeons aren't MEANT to be soloed. So good. That some can solo some is fine and dandy and good for them. It's shoed the power creep that they have enabled and how much they nerfed lower level content for those that complained it was "too hard"
I never meant group dungeons should be easy to solo. Just that we should be able to.
Flames of ambition DLC released only few days ago, you'd think people would understand that when getting there on normal, I'd like to enjoy the story, take time to explore, do side-bosses ... most people I found just run ahead and skip what can be.
Someone even told me that he skipped on purpose to have a "return" on his food and xp timed bonuses.
That is not the first time you see players asking for "story mode", is it ?
tomofhyrule wrote: »My biggest issue is just why did they spend so much time showing this dude off if they're still not releasing that hairstyle! I also notice he's wearing Ancestral Breton armor, which we've known about for a while but it still hasn't made it into the files. Are we expecting to see some of that coming by?
They will start at level 1 and will be gaining levels when used.Moonsprite wrote: »We get to equip them with armor and weapons. Does this mean they will be 50 with 160CP?
It would be interesting if companions autoloot dead mobs and bosses, have their own inventory space, do their own crafting writs and train their own horses.
They will start at level 1 and will be gaining levels when used.Moonsprite wrote: »We get to equip them with armor and weapons. Does this mean they will be 50 with 160CP?
They will start at level 1 and will be gaining levels when used.Moonsprite wrote: »We get to equip them with armor and weapons. Does this mean they will be 50 with 160CP?
But we don't really know what that means in the context of companions.
Luvtantius_Micocia wrote: »It would be interesting if companions autoloot dead mobs and bosses, have their own inventory space, do their own crafting writs and train their own horses.
Luvtantius_Micocia wrote: »It would be interesting if companions autoloot dead mobs and bosses, have their own inventory space, do their own crafting writs and train their own horses.
I’m just curious on how much AI the companions are going to have? Will they be able to do some of the harder Vet content knowing the mechanics of a particular group dungeon, or will they just stand there and die? Somehow I have a feeling that they are only going to be useful in a Normal dungeon situation where mechanics can be ignored.