Blackwood starting area , dungeons and few world boss's locationsWhich areas or zones were you in with your companion?
YesWas it clear how to access the Companions interface?
YesWas the Companion ability system clear and intuitive to use?
Nope, my dude used heals on 100% hp and didnt tank as supposed to.Did your companion use the slotted abilities as you expected them to?
Didnt talk muchDid you feel the companion talked too much or too little in various circumstances?
Not powerful at all. Even a small mini-boss is a HUGE problem for full DPS comp. And im not expectin him to take down threats (like in another game with companions) quick af but he didnt even scratched that mod. Only 20% in 2 mins and died.What did you think of the Companion combat abilities in general? Were there any that felt too powerful or not powerful enough?
I tried and did everything right but its not enough. Healers didnt heal much, DPS didnt damage much and tank didnt tank much (and solo target only).Were you able to configure your companion to perform the role you wished?
Didnt know it, i thought its his ultimate button lolWere you able to effectively utilize keyboard/gamepad shortcuts to direct companion target behavior?
(Hold Y and left click to attack vs Hold Y and right click to hold off)
I just used boosts and customization works fine.How did the companion progression feel in terms of time to level up, advance skills, unlock abilities, improve rapport, or acquire equipment? Was the progress clear in terms of how to access everything?
Was the companion cosmetic customization experience clear and function as expected?
yeh kindaDid you understand how to influence your companion through the rapport system?
I only got 2 suggestions (dont know is it possible to implement but anyway). 1) Make em wear usual armor, because i really like the way how customization works in "another game with companions and lightsabers" and with TONS of different styles here we could make our companions like brothers\sisters in arms. We highly limited of costumes and it brings some roleplay limits and stuff.Do you have any other general feedback?
ZOS_GinaBruno wrote: »
- Were you able to configure your companion to perform the role you wished?
FrancisCrawford wrote: »Skill cooldowns seem kind of extreme. Evidently companions will spend a lot of time with nothing to do.
At least, that's on the few skills I saw. It would be nice to have a template companion with more skills unlocked.
Also -- how many quests will we have to do to unlock guild skills? It's 10 for Level 1, I can see, but what happens after that?
Was it clear when rapport was being adjusted and why?
Do you have any other general feedback?
Visiting an outfit station allows you to configure a dedicated outfit slot, with each companion having a dedicated slot per account. This outfit can be activated through the overview screen of the Companion UI.
ZOS_GinaBruno wrote: »This is the official feedback thread for Companions. Specific feedback that the team is looking for includes the following:
- General
- Which areas or zones were you in with your companion? The Cauldron (normal difficulty)
- What types of gameplay were you doing with your companion? Testing using a maxed companion with full rapport and purple companion gear as a tank to support a DD in a dungeon.
- Interaction
- Was it clear how to access the Companions interface? Yes
- Was the Companion ability system clear and intuitive to use? Fairly clear how to add abilities and what each ability does, though it isn't particularly intuitive how they cycle through their skills. Having filled the companion's skill bar I can't say I can visualise any kind of rotation or how they will prioritise reaction to different circumstances that arise as they are cycling through their skills.
- Did your companion use the slotted abilities as you expected them to? It seemed that unless I ordered the companion to attack he was very slow to react and join combat. However I did manage to get him to join combat and once he did he appeared to keep a random add (during add pulls) or the boss taunted, and I noticed at least some other abilities being used.[/b[
- Did you feel the companion talked too much or too little in various circumstances? I noticed him saying a few things. I think these will pretty quickly reach "Dragons! In your own homeland!" levels of annoying and I hope he can be made to shut up entirely.
- Combat
- What did you think of the Companion combat abilities in general? Were there any that felt too powerful or not powerful enough? The sword and board taunt seemed to work, though with a cooldown exactly equal to the length of taunt he seemed to lose taunt occasionally, though he did then re-taunt. This could perhaps be fixed with an armor piece of the type that reduces cooldown, I didn't experiment that far. The cooldown on the inner rage equivalent taunt seems excessive: it still only taunts for 15s but has a 36s cooldown, which is useless. There seemed to be a lack of sufficient ultimates, with the only one available supporting damage dealing but nothing like Warhorn that you might expect a tank to utilise (or even anything like Barrier or Magma Shell).
- Were you able to configure your companion to perform the role you wished? To configure, yes, but sadly he was unable to perform the role I wanted successfully at all. While he did manage to mostly hold taunt and stay alive for Oxblood the Depraved, when fighting the Taskmaster boss he taunted her fine but failed to make the slightest effort not to stand in the big AOE and therefore died almost immediately. I made several attempts at this boss but he died without fail every time. I have never had a worse tank, even in pugs, even with a dd who fake queued. I understand that it may be difficult to program specific mechanics like the pressure pads in Direfrost Keep, but if it's not even possible to program companions to move out of stupid then they are effectively useless. And really, there aren't unlimited mechanics in the game so if companions are to have any kind of long term worth you should make the effort to program key mechanics into them. I later tested my tank companion against an anomaly in Craglorn, and again he died almost immediately when the boss Air Atronach spawned.
- Were you able to effectively utilize keyboard/gamepad shortcuts to direct companion target behavior? (Hold Y and left click to attack vs Hold Y and right click to hold off) Kind of. I was using controller mode as I routinely play on PS4 so I used square and L2 / R2. It didn't feel intuitive at all and I'm still not quite sure I was doing it right. Some training tooltips would be really useful when using companions for the first time.
- Customization/Progression
- How did the companion progression feel in terms of time to level up, advance skills, unlock abilities, improve rapport, or acquire equipment? Was the progress clear in terms of how to access everything? I used the companion maxer as I simply wanted to assess the viability of using a companion in the way described above.[/b
- Was the companion cosmetic customization experience clear and function as expected? Yes, though the inability to hide companion's face is annoying as is the inability to use polymorphs. It would be much cooler for my clockwork themed character to be accompanied by a factotum companion, or my daedric summoning sorcerer to be accompanied by the Baron who moves like this.
- Rapport
- Did you understand how to influence your companion through the rapport system? Not really. I maxed the rapport using the maxer in the max level template, in case it improved their combat prowess. I guess you avoid stealing if they hint that they're a lawful type etc. but it wasn't something I tested.
- Was it clear when rapport was being adjusted and why?N/A, see above
- Do you have any other general feedback?There was no ally marker above my companion in the way that there is above my pets or even quest allies. This made it hard to see where my companion was or keep track of what they were doing in a fight. After the bad experience using a companion as a tank I switched to trying him as a healer. This did not work any better as despite now not rushing in to taunt the boss he still failed to move out of the enemy AOE when it was cast near him, and still died very quickly. Currently, at least in the scenario I tested, it feels more like dragging along a particularly inept carry rather than being accompanied by a worthy companion. Sorry my feedback is so negative, but companions appear to be fit only for roleplay in their current state, I don't see why I would bother spending any time to level them up or equip them with decent gear when even in their most powerful state they're less effective than a sorcerer's combat pet.
lolo_01b16_ESO wrote: »The UI seems to be bugged, it always shows that my companion has 0 Ultimate, even right after she used the skill to get 50 ulti.
JoSePHRiNG wrote: »First and foremost, I have never seen Mirri using her ultimate, maybe she did but I could not see, also the left box near the potion slottable which I assume to show her ultimate ability, I have never seen the number going up.
Companion abilities look cool but I did not try all of them yet so can't say much
I love how we can change the outfit or the costumes also the colors too I really liked that one.
But I could not understand the "Rapport System" she does not tell anything that I do as good or bad.
I wish she and the other guy could tell us right away what they like or dislike maybe???
other than that I don't think I had enough experience to tell what could be improved.
Guild skill lines increase through completing specific solo daily quests associated with the guild, for the active companion.
Yes, though he drove me crazy chaining a monster just as I was winding up my HA