The problem with gear is still that we can only loot it. No Collections, no upgrading. Given the amount of gear available and the low drop rates it will easily take months to gather fitting max quality gear and we will need lots of bank space, again, to keep stuff in case we want to respec them. This gear has either to go into collections and has to be printable or craftable and upgradeable so we can gear and respec them the same way we do our characters.
I dont realy get what the target for compagnions is.
Rapport
Did you understand how to influence your companion through the rapport system?
Was it clear when rapport was being adjusted and why?
Do they actually unsummon themselves with low enough rapport? To me, that just falls into the 'useless and annoying' category. They are here to help a player, so if I pick a flower my companion will just leave group?
NoxiousBlight wrote: »What did you think of the Companion combat abilities in general? Were there any that felt too powerful or not powerful enough?
In 7.0.3, companion combat seems even more awkward with the constant roll dodging. Since the roll dodge is always backwards this often leads to them being VERY far away from the player unless the player runs after them (which isn't fun). You really have to micro-manage them or try and position their backs against a wall so they don't roll dodge away into the sunset. Which, again, having to micro-manage my companion is 100% frustrating and in no way an enjoyable experience.
In some instances Mirri was causing the mobs to rubber band and reset because she roll dodged backwards so much. She had no sense of where the player is and will just keep rolling away forever. When Mirri was out I felt like I was under pressure to finish the fight faster so she didn't roll away into oblivion. So having her out makes the combat LESS enjoyable in some respects.
In another instance Mirri roll dodged into a rock (this was a delve in Craglorn) and she got stuck in the rock. After I finished combat she reappeared next to me a few seconds later.
Why do they dodge roll so much? Well, I think it is because companions take so much damage they are constantly hitting that 25% threshold to roll. Even in full heavy Mirri can barely take a hit from an overland mob. in addition, if companions are standing in AoE and no mob is targeting them to cause them to dodge, they just stand there and die.
FEEDBACK: I don't think roll dodging is the answer here to companion's squishiness. Companions still need some innate damage mitigation, especially AoE mitigation.
When companions do roll dodge it shouldn't always be backwards. Pick a random direction every time. it would still be better than: roll away, roll away, roll away, roll away - "Hey where did Mirri go?"
But, the real solution is to not have them try and act like level 3 players. Just let them be the NPCs they want to be and give them some juicy damage mitigation by default, then they can just stand in the AoE or take a few hits and we will be much happier with their ability to stay alive.
NoxiousBlight wrote: »What did you think of the Companion combat abilities in general? Were there any that felt too powerful or not powerful enough?
In 7.0.3, companion combat seems even more awkward with the constant roll dodging. Since the roll dodge is always backwards this often leads to them being VERY far away from the player unless the player runs after them (which isn't fun). You really have to micro-manage them or try and position their backs against a wall so they don't roll dodge away into the sunset. Which, again, having to micro-manage my companion is 100% frustrating and in no way an enjoyable experience.
In some instances Mirri was causing the mobs to rubber band and reset because she roll dodged backwards so much. She had no sense of where the player is and will just keep rolling away forever. When Mirri was out I felt like I was under pressure to finish the fight faster so she didn't roll away into oblivion. So having her out makes the combat LESS enjoyable in some respects.
In another instance Mirri roll dodged into a rock (this was a delve in Craglorn) and she got stuck in the rock. After I finished combat she reappeared next to me a few seconds later.
Why do they dodge roll so much? Well, I think it is because companions take so much damage they are constantly hitting that 25% threshold to roll. Even in full heavy Mirri can barely take a hit from an overland mob. in addition, if companions are standing in AoE and no mob is targeting them to cause them to dodge, they just stand there and die.
FEEDBACK: I don't think roll dodging is the answer here to companion's squishiness. Companions still need some innate damage mitigation, especially AoE mitigation.
When companions do roll dodge it shouldn't always be backwards. Pick a random direction every time. it would still be better than: roll away, roll away, roll away, roll away - "Hey where did Mirri go?"
But, the real solution is to not have them try and act like level 3 players. Just let them be the NPCs they want to be and give them some juicy damage mitigation by default, then they can just stand in the AoE or take a few hits and we will be much happier with their ability to stay alive.
I agree. At least they should by as sturdy as a Warden/Sorc pet.NoxiousBlight wrote: »I don't think roll dodging is the answer here to companion's squishiness. Companions still need some innate damage mitigation, especially AoE mitigation.
I disagree. At low health a companion should roll-dodge behind the back of his/her player, like a human would do seeking protection behind a broad shoulder. So if the player is smart, avoiding red AoE, the companion benefits from this by roll-dodging behind the player, out of the red.NoxiousBlight wrote: »Since the roll dodge is always backwards this often leads to them being VERY far away from the player unless the player runs after them (which isn't fun). When companions do roll dodge it shouldn't always be backwards. Pick a random direction every time.
BalticBlues wrote: »I disagree. At low health a companion should roll-dodge behind the back of his/her player, like a human would do seeking protection behind a broad shoulder. So if the player is smart, avoiding red AoE, the companion benefits from this by roll-dodging behind the player, out of the red.
NoxiousBlight wrote: »BalticBlues wrote: »I disagree. At low health a companion should roll-dodge behind the back of his/her player, like a human would do seeking protection behind a broad shoulder. So if the player is smart, avoiding red AoE, the companion benefits from this by roll-dodging behind the player, out of the red.
Yeah I mean that is a good idea too if they are able to program such a thing. "Random" was just the first solution that popped in my head to deal with the constantly rolling backwards companions like to do.
RaddlemanNumber7 wrote: »Mirri's "foul mouth" has goes missing. This is disappointing. It's one of the few things that makes her entertaining.
Her meet the character article says:And the only thing fouler than her mood is her mouth—she curses like a Sea Elf pirate! I remember the first time she graced our hall with her presence, Mirri felt that Soris Rothan had insulted her in some way. She unleashed a barrage of profanities upon the poor sod that ended by proclaiming him “a scrib sucking s’wit with lips an alit wouldn’t kiss!”
In her pick-up quest, "Shattered and Scattered", Mirri does use quite a few interesting, um... colloquialisms. Such as "Vekh!", "by Vehk!", "fetching Vekh!". Sounds a bit like the Irish curse word, and reminds me of Father Ted. It's funny.
Once she's summoned as a companion though, that all seems to have disappeared. She talks like a watered-down version of Naryu - affecting friendship and familiarity.
It's almost like there were two different people writing her dialogue.
I suggest you learn to use the pet attack/recall commands (Hold Y and left click to attack vs Hold Y and right click to hold off) if you want to stop your companions from resetting monsters by moving too far away. If you want the most out of your companion then you will have to micro-manage them when you're in combat just like when you micro-manage your resources so you don't run out or reapplying skills when they end.NoxiousBlight wrote: »What did you think of the Companion combat abilities in general? Were there any that felt too powerful or not powerful enough?
In 7.0.3, companion combat seems even more awkward with the constant roll dodging. Since the roll dodge is always backwards this often leads to them being VERY far away from the player unless the player runs after them (which isn't fun). You really have to micro-manage them or try and position their backs against a wall so they don't roll dodge away into the sunset. Which, again, having to micro-manage my companion is 100% frustrating and in no way an enjoyable experience.
In some instances Mirri was causing the mobs to rubber band and reset because she roll dodged backwards so much. She had no sense of where the player is and will just keep rolling away forever. When Mirri was out I felt like I was under pressure to finish the fight faster so she didn't roll away into oblivion. So having her out makes the combat LESS enjoyable in some respects.
In another instance Mirri roll dodged into a rock (this was a delve in Craglorn) and she got stuck in the rock. After I finished combat she reappeared next to me a few seconds later.
Why do they dodge roll so much? Well, I think it is because companions take so much damage they are constantly hitting that 25% threshold to roll. Even in full heavy Mirri can barely take a hit from an overland mob. in addition, if companions are standing in AoE and no mob is targeting them to cause them to dodge, they just stand there and die.
FEEDBACK: I don't think roll dodging is the answer here to companion's squishiness. Companions still need some innate damage mitigation, especially AoE mitigation.
When companions do roll dodge it shouldn't always be backwards. Pick a random direction every time. it would still be better than: roll away, roll away, roll away, roll away - "Hey where did Mirri go?"
But, the real solution is to not have them try and act like level 3 players. Just let them be the NPCs they want to be and give them some juicy damage mitigation by default, then they can just stand in the AoE or take a few hits and we will be much happier with their ability to stay alive.
And why should there be any need for this?I suggest you learn to use the pet attack/recall commands (Hold Y and left click to attack vs Hold Y and right click to hold off) if you want to stop your companions from resetting monsters by moving too far away.
I suggest you learn to use the pet attack/recall commands (Hold Y and left click to attack vs Hold Y and right click to hold off) if you want to stop your companions from resetting monsters by moving too far away. If you want the most out of your companion then you will have to micro-manage them when you're in combat just like when you micro-manage your resources so you don't run out or reapplying skills when they end.
Reduced the frequency of your Companion’s idle chatter.
Glenumbra, Eyevea, VvardenfellZOS_GinaBruno wrote: »Which areas or zones were you in with your companion?
world bosses fights, mages guild dailies, Spindleclutch I (normal), Elden Hollow I (normal)ZOS_GinaBruno wrote: »What types of gameplay were you doing with your companion?
Quite intuitiveZOS_GinaBruno wrote: »Was it clear how to access the Companions interface?
Yes, it isZOS_GinaBruno wrote: »Was the Companion ability system clear and intuitive to use?
Seems like yesZOS_GinaBruno wrote: »Did your companion use the slotted abilities as you expected them to?
No, I don't feel companions are verbose too much. What it will be nice is to integrate companion dialogue with zone guide system so you can ask him for advice what to do next and companion will point you to some zone discovery point, maybe adding a short voice reference about the POI.ZOS_GinaBruno wrote: »Did you feel the companion talked too much or too little in various circumstances?
In current patch tank role is much better as before but on my opinion.ZOS_GinaBruno wrote: »What did you think of the Companion combat abilities in general? Were there any that felt too powerful or not powerful enough?
Seems like yes but I don't think the companion can perform DD role ATM.ZOS_GinaBruno wrote: »Were you able to configure your companion to perform the role you wished?
Yes, I prefer to play as pet sorcerer so it's easy for me. The only strange thing is that companion stops healing you when you hold it off from fight. But maybe it's okay.ZOS_GinaBruno wrote: »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)
This looks fine for me.ZOS_GinaBruno wrote: »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?
Yes, this part looks completely amazing!ZOS_GinaBruno wrote: »Was the companion cosmetic customization experience clear and function as expected?
Yes, it's quite clear as you have achievements for your companions where you can see how to advance in your rapport system.ZOS_GinaBruno wrote: »Did you understand how to influence your companion through the rapport system?
SureZOS_GinaBruno wrote: »Was it clear when rapport was being adjusted and why?
I would like to recommend toZOS_GinaBruno wrote: »Do you have any other general feedback?