I would like to be able to choose to link all quests to all my characters, so when a quest is completed on one character, at the very least, that quest marker will not show up for the rest of them.
I think all of it should be account linked. Quests and rapport. Overarchingly, they should also have system in place where you can choose to repeat any/all quests if you want, companion quests or any other quests.
Alternatively, as a bonus quality of life option, I would like to be able to choose to link all quests to all my characters, so when a quest is completed on one character, at the very least, that quest marker will not show up for the rest of them. I want to be able play any character, in any zone in the game, and know that when I see a quest marker, I haven't done that quest on anyone yet (minus repeatable quests). I just want to feel like it's always going to be a new story experience, no matter what character I am on. The only way to get this feeling now is if I isolate one character per zone, and I don't like the limitations with that.
IrisDupree wrote: »I'd say that they could make it where if you get a companion to max rapport and level with one character you get the option to skip the quest on alts. You have put the work in and doing it over and over is not exactly fun.
Nomadic_Atmoran wrote: »Simply put, as companion quests get longer. The replayability of these quests on more than one character starts to become time and effort consuming. Now Im not asking that these quests be blocked off or inaccessible to new characters. Only that an option to utilize these companions through the collection menu be granted to characters once one of the characters have already accessed the companion through gameplay.
Thoughts and opinions?
YstradClud wrote: »I don't really care as I only really play my two Templars (PC and console) who have them all unlocked but I am glad they have continued with the companions since their introduction in Blackwood.
BXR_Lonestar wrote: »no. your character meets them by doing their first quest and then gets to summon them. it's good like this.
one character knowing them already shouldn't make it possible for other characters to summon them before doing the first quest.
In principal I would agree, but then it would make absolutely NO sense that when you summon them, they have progress that you made with your other characters (in terms of skill lines and gear). If that is going to be the case, then each of your characters should be able to have the same companion with a different build/setup to mesh well with that character.
Lets at least be consistent.
Personally, I would prefer to go through the storyline quest once with my main character, and then just have access to the companion on my other characters. I don't want to play through the damn storyline every time for each character.
The quests for Sharp and Azander are also *very, very noticeably* a lot longer and a lot harder than those for the previous companions.
I mean. Bastian? Deepscorn Hollow is basically a delve without a skyshard. Mirri? Doomvault Vulpinaz is basically a delve without a skyshard.
Ember at Tor Draioch? You're mostly chasing around overland after things that have been turned into unexpected forms. There's almost no fighting at all except with incidental crocodiles and wisps. Even the wispmother at the final "undo Ember's previous mistake" ritual site can technically be avoided by stealth, and is in any case no tougher than a regular wispmother. The guardian in the Tor Draioch Library is a regular wimpy elite, no tougher than a troll. Ember is probably the *easiest* companion ever to get.
As for Isobel... Her three-part task. There's a fetch quest for a druid (no fighting involved, well maybe the occasional incidental wild spriggan, bear or wolf in the woods), a fetch-quest on a hilltop (fighting with incidental overland wild fauns involved), and a dungeon trek for a third item (basically a delve with two bosses, one mid-way, but even those are skippable since they don't drop anything you need, you're trying to get to the pack behind them, and if another player kills them, you're in luck, and there's nothing else but incidental spiders). She is still probably the most arduous of the initial four companions to chase after.
Whereas... Sharp and Azander both send you barrelling through a public dungeon, and these are two of the more difficult public dungeons that have been released, and even the minibosses in these dungeons have *mechanics* involving one-shots, invulnerability or both. Like, Bad Mans Hallows they are not.