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Solo dungeons with companions?

Cladius30
Cladius30
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Does anyone know is the companion system will allow solo minded players to complete dungeon content.
  • QuebraRegra
    QuebraRegra
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    can I trade drops with my companions afterward ? ;)
  • GrumpyDuckling
    GrumpyDuckling
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    "Players can spec them out to suit their playstyle, and solo players can take them into instances that usually require additional players, such as dungeons."

    Source:
    https://www.gameinformer.com/interview/2021/01/26/the-elder-scrolls-online-gates-of-oblivion-is-the-next-step-to-adding-romance
  • AcadianPaladin
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    As already answered, yes, you can take companions into dungeons. I strongly suspect that companions will count towards four in the dungeon if you do so. Organized full groups and pugs will likely not use them except to possibly fill in if they can't get a foursome or if one of the four bails out of the dungeon in progress. My soloist will happily take a companion on her solo dungeon runs. I sometimes duo dungeons and, for those, we will probably both bring a companion.
    PC NA(no Steam), PvE, mostly solo
  • cyclonus11
    cyclonus11
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    I'd like confirmation that the companions will help with things like the pressure plates in Direfrost Keep, the levers in Imperial City Prison, or the various pin attacks that need to be dealt with by others (like removing the webbing in Crypt of Hearts II or interacting with the altars in Wayrest Sewers II).
  • LannStone
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    cyclonus11 wrote: »
    I'd like confirmation that the companions will help with things like the pressure plates in Direfrost Keep, the levers in Imperial City Prison, or the various pin attacks that need to be dealt with by others (like removing the webbing in Crypt of Hearts II or interacting with the altars in Wayrest Sewers II).

    I've been wondering the same thing about those pressure plates. Also, I don't expect the companions to contribute much to damage, but they could deflect some damage from me.
  • SgtNuttzmeg
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    Cladius30 wrote: »
    Does anyone know is the companion system will allow solo minded players to complete dungeon content.

    You can already beat most dungeons solo.
    Legions of Mordor Core

    Cold0neFTBs
  • ccfeeling
    ccfeeling
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    I hope the tank compansion works even in DLC dungeon...
  • Starlock
    Starlock
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    LannStone wrote: »
    cyclonus11 wrote: »
    I'd like confirmation that the companions will help with things like the pressure plates in Direfrost Keep, the levers in Imperial City Prison, or the various pin attacks that need to be dealt with by others (like removing the webbing in Crypt of Hearts II or interacting with the altars in Wayrest Sewers II).

    I've been wondering the same thing about those pressure plates. Also, I don't expect the companions to contribute much to damage, but they could deflect some damage from me.

    I'm less concerned about stuff like that than if the AI is able to do interrupts or handle other mechanics that easily cause a wipe for everyone who isn't uberpowergamer.
  • ccfeeling
    ccfeeling
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    Starlock wrote: »
    LannStone wrote: »
    cyclonus11 wrote: »
    I'd like confirmation that the companions will help with things like the pressure plates in Direfrost Keep, the levers in Imperial City Prison, or the various pin attacks that need to be dealt with by others (like removing the webbing in Crypt of Hearts II or interacting with the altars in Wayrest Sewers II).

    I've been wondering the same thing about those pressure plates. Also, I don't expect the companions to contribute much to damage, but they could deflect some damage from me.

    I'm less concerned about stuff like that than if the AI is able to do interrupts or handle other mechanics that easily cause a wipe for everyone who isn't uberpowergamer.

    True , the AI coding is too complicated , I don't think the dev can do it , you know ... there are so many mechanics in the game .
    How the AI judge he do the interrupt job or do it by player ?
  • Starlock
    Starlock
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    ccfeeling wrote: »
    Starlock wrote: »
    LannStone wrote: »
    cyclonus11 wrote: »
    I'd like confirmation that the companions will help with things like the pressure plates in Direfrost Keep, the levers in Imperial City Prison, or the various pin attacks that need to be dealt with by others (like removing the webbing in Crypt of Hearts II or interacting with the altars in Wayrest Sewers II).

    I've been wondering the same thing about those pressure plates. Also, I don't expect the companions to contribute much to damage, but they could deflect some damage from me.

    I'm less concerned about stuff like that than if the AI is able to do interrupts or handle other mechanics that easily cause a wipe for everyone who isn't uberpowergamer.

    True , the AI coding is too complicated , I don't think the dev can do it , you know ... there are so many mechanics in the game .
    How the AI judge he do the interrupt job or do it by player ?

    Oh, AI can easily be superior to human player at reacting to these things. The question is whether or not they want to go that route and if the current code supports that level of AI. I would guess not. Not only is brutally efficient AI unrealistic in an RPG, it is also a bad idea in an online game where players may be suffering from lag and input delay issues.
  • LannStone
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    Starlock wrote: »
    I'm less concerned about stuff like that than if the AI is able to do interrupts or handle other mechanics that easily cause a wipe for everyone who isn't uberpowergamer.

    No, I have no expectation that the companions will contribute anything really useful to a group dungeon, more just like another pet for a solo player.

  • PizzaCat82
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    They can DPS, they can heal, and they can taunt. I don't see a problem with helping out.
  • orion_1981usub17_ESO
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    Do randoms with out companions but do the dailies with companions so long as dungeon mechanics allow it. That will be the best use for the new guys.
  • SgtNuttzmeg
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    Starlock wrote: »
    LannStone wrote: »
    cyclonus11 wrote: »
    I'd like confirmation that the companions will help with things like the pressure plates in Direfrost Keep, the levers in Imperial City Prison, or the various pin attacks that need to be dealt with by others (like removing the webbing in Crypt of Hearts II or interacting with the altars in Wayrest Sewers II).

    I've been wondering the same thing about those pressure plates. Also, I don't expect the companions to contribute much to damage, but they could deflect some damage from me.

    I'm less concerned about stuff like that than if the AI is able to do interrupts or handle other mechanics that easily cause a wipe for everyone who isn't uberpowergamer.

    Wait, what? You need an AI to interrupt for you? Literally have one dps slot crushing shock or venom arrow. There natural rotation will deal with those mechanics.
    Legions of Mordor Core

    Cold0neFTBs
  • ADarklore
    ADarklore
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    LannStone wrote: »
    Starlock wrote: »
    I'm less concerned about stuff like that than if the AI is able to do interrupts or handle other mechanics that easily cause a wipe for everyone who isn't uberpowergamer.

    No, I have no expectation that the companions will contribute anything really useful to a group dungeon, more just like another pet for a solo player.

    Players 'control' pets, I don't believe we will be controlling companions... they will react on their own.
    CP: 2078 ** ESO+ 2025 Content Pass ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025~~
  • ThorianB
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    As already answered, yes, you can take companions into dungeons. I strongly suspect that companions will count towards four in the dungeon if you do so. Organized full groups and pugs will likely not use them except to possibly fill in if they can't get a foursome or if one of the four bails out of the dungeon in progress. My soloist will happily take a companion on her solo dungeon runs. I sometimes duo dungeons and, for those, we will probably both bring a companion.

    My impression was companions are more like customizable pets.
  • Iccotak
    Iccotak
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    ThorianB wrote: »
    As already answered, yes, you can take companions into dungeons. I strongly suspect that companions will count towards four in the dungeon if you do so. Organized full groups and pugs will likely not use them except to possibly fill in if they can't get a foursome or if one of the four bails out of the dungeon in progress. My soloist will happily take a companion on her solo dungeon runs. I sometimes duo dungeons and, for those, we will probably both bring a companion.

    My impression was companions are more like customizable pets.

    Companions will take a character slot in the group finder

    more info can be found in the thread I linked
  • ADarklore
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    ThorianB wrote: »
    As already answered, yes, you can take companions into dungeons. I strongly suspect that companions will count towards four in the dungeon if you do so. Organized full groups and pugs will likely not use them except to possibly fill in if they can't get a foursome or if one of the four bails out of the dungeon in progress. My soloist will happily take a companion on her solo dungeon runs. I sometimes duo dungeons and, for those, we will probably both bring a companion.

    My impression was companions are more like customizable pets.

    Well, considering they are hoping to add a romance option down the road... I don't think the can be considered 'pets'... and they've even discussed how depending on how you interact with them influences their actions.
    CP: 2078 ** ESO+ 2025 Content Pass ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025~~
  • Lumenn
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    I'm guessing they'll be much like the mercenaries from EQ were(about the time I quit). Decent, pocket healers, so so tanks, and not so good dd. But I'm mainly interested in if they can trigger plates and how to revive them when they die in battle(same as our characters with a gem or a summons?)
  • ThorianB
    ThorianB
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    Iccotak wrote: »
    ThorianB wrote: »
    As already answered, yes, you can take companions into dungeons. I strongly suspect that companions will count towards four in the dungeon if you do so. Organized full groups and pugs will likely not use them except to possibly fill in if they can't get a foursome or if one of the four bails out of the dungeon in progress. My soloist will happily take a companion on her solo dungeon runs. I sometimes duo dungeons and, for those, we will probably both bring a companion.

    My impression was companions are more like customizable pets.

    Companions will take a character slot in the group finder

    more info can be found in the thread I linked
    All of the articles( 5 of them i looked at) are quote mines of what Rich said in the live stream and paraphrasing. There is no new info in these articles i didn't already know after watching the live stream. The only thing i found that comes close to your claim of them taking a slot is:

    " And they would essentially replace a player, so if you and a buddy wanted to do a four-player dungeon, you could do that and have two companions, and you can complete the content."

    He didn't say they would take a slot. And if you listen to this entire conversation as it is on the live stream the impression is an advanced pet that you can customize for what you need. The key word that tells you they more than likely don't take a slot is "essentially". If he wanted to give the impression that these companions replace a player he would have left that word out.

    They would also be far less useful if they replaced players because then you would be forced between a human and an AI script. The AI in this game is not very good as it is. You would never be able to queue with a companion or use one in a trial group if it took a slot. You would get booted for "wasting a slot".

    So companions would only be useful for a couple of friends running a dungeon and solo players running group content which would make them less useful than actual combat pets. That isn't a feature, that is a punishment.

    Nah, i am pretty sure these are advanced combat pets not a player replacement. Nothing from the live stream gave me that impression and all those articles are just rehashes of parts of that stream.

    EDIT:
    ADarklore wrote: »
    ThorianB wrote: »
    As already answered, yes, you can take companions into dungeons. I strongly suspect that companions will count towards four in the dungeon if you do so. Organized full groups and pugs will likely not use them except to possibly fill in if they can't get a foursome or if one of the four bails out of the dungeon in progress. My soloist will happily take a companion on her solo dungeon runs. I sometimes duo dungeons and, for those, we will probably both bring a companion.

    My impression was companions are more like customizable pets.

    Well, considering they are hoping to add a romance option down the road... I don't think the can be considered 'pets'... and they've even discussed how depending on how you interact with them influences their actions.
    How you are thinking of a pet and how am thinking of a pet are two different things, i think. I am looking at pets from a technical point of view. So technically the behavior is like a customizable pet. House guests, banker, smuggler, and merchant all function as pets from the same technical standpoint.


    Edited by ThorianB on February 18, 2021 3:02PM
  • ghastley
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    I'm hoping that this make it viable for a tank/healer to take along a DPS companion to solo dungeons in a reasonable time (and get past the dps checks).
  • Grandchamp1989
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    If the companion healer can cast regeneration - Heavy attack it's already on par with 70-80% of the healers I meet in my pugs.
  • FrancisCrawford
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    cyclonus11 wrote: »
    I'd like confirmation that the companions will help with things like the pressure plates in Direfrost Keep, the levers in Imperial City Prison, or the various pin attacks that need to be dealt with by others (like removing the webbing in Crypt of Hearts II or interacting with the altars in Wayrest Sewers II).

    I'd be very surprised if companions could do anything like hitting synergies (e.g. dewebbing).

    I'll be pleasantly, mildly surprised if they have the DPS to save you if you're chained in FG2.

    I'll also be pleasantly, mildly surprised if they have a chance to be the one who's webbed or changed or turned into a skeleton in the first place.
  • AlnilamE
    AlnilamE
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    Starlock wrote: »
    LannStone wrote: »
    cyclonus11 wrote: »
    I'd like confirmation that the companions will help with things like the pressure plates in Direfrost Keep, the levers in Imperial City Prison, or the various pin attacks that need to be dealt with by others (like removing the webbing in Crypt of Hearts II or interacting with the altars in Wayrest Sewers II).

    I've been wondering the same thing about those pressure plates. Also, I don't expect the companions to contribute much to damage, but they could deflect some damage from me.

    I'm less concerned about stuff like that than if the AI is able to do interrupts or handle other mechanics that easily cause a wipe for everyone who isn't uberpowergamer.

    Wait, what? You need an AI to interrupt for you? Literally have one dps slot crushing shock or venom arrow. There natural rotation will deal with those mechanics.

    If the OP is going into the dungeon solo, then the "One DPS" will be the companion if the OP is pinned/stunned/frozen/whatever.
    The Moot Councillor
  • etchedpixels
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    Being able to kick fake healers and replace them with real healer companions will be a great game feature if they get companions to work (big if ... the two person mount seems to have quietly departed into oblivion )

    Too many toons not enough time
  • LalMirchi
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    Just a thought but wouldn't two friends with capable (compatible) companions be the absolute uber-smackdown ultimate winners ever?
  • daemondamian
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    I would love it if having a companion meant I could do some of the dungeons that I've tried to run solo before to complete some of my armor set collections.

    I have a templar healer who I pug run particular dungeons on multiple times when they are the current pledge but it's frustrating when when I dont get what I need.

    If I could do those dungeons 'solo' whenever I felt like it using one of my other 12 different alts with a companion it would feel like less of a grind.
  • zaria
    zaria
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    cyclonus11 wrote: »
    I'd like confirmation that the companions will help with things like the pressure plates in Direfrost Keep, the levers in Imperial City Prison, or the various pin attacks that need to be dealt with by others (like removing the webbing in Crypt of Hearts II or interacting with the altars in Wayrest Sewers II).

    I'd be very surprised if companions could do anything like hitting synergies (e.g. dewebbing).

    I'll be pleasantly, mildly surprised if they have the DPS to save you if you're chained in FG2.

    I'll also be pleasantly, mildly surprised if they have a chance to be the one who's webbed or changed or turned into a skeleton in the first place.
    This, now I guess 3 is true, 2 how much dps is required, I assume they continue hitting the boss however. 1)
    Guess they use synergies they can use by pressing x but will not hunt them out so they will free you.
    Now if you can position then they will get into the spider cave in FG2.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
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