The companion skills don't exactly mirror the player skills in any skill line, so I don't think it would be too difficult for ZOS to come up with skills that avoid bounties
Erickson9610 wrote: »The companion skills don't exactly mirror the player skills in any skill line, so I don't think it would be too difficult for ZOS to come up with skills that avoid bounties
Since Companion version of skills are separate from the Player version of skills, they can simply be made to not interact with the Justice System. That is, any existing Vampire, Werewolf, and Necromancer skills can be given a Companion equivalent, and those Companion skills don't have to incur a bounty even if the Player version of those skills do.
Erickson9610 wrote: »The companion skills don't exactly mirror the player skills in any skill line, so I don't think it would be too difficult for ZOS to come up with skills that avoid bounties
Since Companion version of skills are separate from the Player version of skills, they can simply be made to not interact with the Justice System. That is, any existing Vampire, Werewolf, and Necromancer skills can be given a Companion equivalent, and those Companion skills don't have to incur a bounty even if the Player version of those skills do.
Absolutely! Either way, my point was really just that I don't think accruing bounties from companions will be a problem.
Darkmage1337 wrote: »I have high hopes for a vampire companion and a werewolf companion — although, it would be a very disappointing grind if the vampire lord form ability and werewolf form ability both turn out to be their level 20 ultimate abilities instead of being their respective forms being innate default abilities upon unlocking the characters. Also, their respective character origin-story questlines could be about them coming to terms with their current conditions, etc.
autocookies wrote: »Erickson9610 wrote: »Darkmage1337 wrote: »I have high hopes for a vampire companion and a werewolf companion — although, it would be a very disappointing grind if the vampire lord form ability and werewolf form ability both turn out to be their level 20 ultimate abilities instead of being their respective forms being innate default abilities upon unlocking the characters. Also, their respective character origin-story questlines could be about them coming to terms with their current conditions, etc.
I bet Werewolf (and Vampire) will be implemented as separate skill lines from their Class, and maybe their transformation Ultimates would be available sooner than their Level 20 Class Ultimate.
At the very least, it would make sense for the Companion Werewolf skill line to have the transformation Ultimate available from the start — otherwise you'd have to level up your Companion for a long time just to see them transform at all. This way, it'd be no different from how player werewolves have their transformation Ultimate available for free, but they must level up the Werewolf skill line to unlock new Werewolf abilities.
I very much like this idea. Having them as separate lines allow it to be similar to how the current player character setup is. I personally rarely use the normal companion ults so if there is a werewolf or vampire lord ult available I would prefer that.
The question I have is: would it be better setup to have the vampire be like the werewolf is to keep it consistent? (where all skills are only accessible while transformed) or would be better to have it similar to how the lines are currently (where vampires can choose skills and add them to their human form bar to also be used in ult form?.. assuming the vampire companion line would have an ult form)
For my part, I'd rather just keep it simple. I would have a werewolf skill line in lieu of a class skill line. It would function just like a class line with the same number of skills and sublines. I would even go so far as to have the companion automatically transform into a werewolf at the beginning of combat and un-transform at the end. That way having to slot the transform wouldn't be an issue and the companion's story could be connected to them being a werewolf from the beginning.
Erickson9610 wrote: »For my part, I'd rather just keep it simple. I would have a werewolf skill line in lieu of a class skill line. It would function just like a class line with the same number of skills and sublines. I would even go so far as to have the companion automatically transform into a werewolf at the beginning of combat and un-transform at the end. That way having to slot the transform wouldn't be an issue and the companion's story could be connected to them being a werewolf from the beginning.
The problem with a Werewolf Companion who is always transformed in combat is that they would never get to use any of their other skill lines which can only be used in the human form, like Weapon, Guild, and Armor skills. That, and knowing that the Player Werewolf skill line has 5 abilities, ZOS would need to create an additional 5 abilities from scratch to fill the 10 Companion Class ability requirement.
I do hope the future Companion Werewolves and Companion Vampires have their story connected to their curse in some way — even if it's just a minor footnote in their overall story, such as a passing comment about when they became cursed. To do this, I believe that we shouldn't be allowed to bite our existing Companions, and that we shouldn't be allowed to cure future cursed Companions.
As I mentioned above, it's really easy to make a Vampire Companion compared to making a Werewolf Companion. It's just a new skill line and a skin — there's no reason to make 5 brand new Vampire skills for Companions only to fill in their Class skill lines.
Unfortunately, Werewolf Companions would take more time to get just right. If they were to have a separate skill line from their Class, like players do, then when and how would they transform without removing their ability to use their human form?
I don't really think it would be too difficult for ZOS to come up with extra werewolf (or vampire) skills. The current companion class skills aren't all copies of player skills from those classes, are they? (To be honest, I don't pay that much attention to them or to "builds" in general.)
KaosWarMonk wrote: »Doesn't need to be always. Make it like a lot of the existing skills, ie when companion health < 30% (or whatever) use transform to WW, else fight with class skills. Add a long cool down, like 3 or 5 or 10 minutes and it's only going to fire sometimes.
I'd like to see ZOS focusing on improving the game rather than creating companions and time sinks like ToT.
PvP is virtually orphaned by ZOS and we're getting half the PvE content annually that we used to get...for the same expense I might add. We're paying the same and getting less.
I would like to see the ability to create our own companion from scratch like we do with our characters. This would include appearance, class, and race.
I prefer ZOS allow us to craft companion items and give companions more attention. Right now they are a mess and only players with millions can equip purple stuff because they are disgusting expensive in players market.
DenverRalphy wrote: »I want to see them move away from character classes, and introduce companions that fill non-combat roles.
Like a Prospector and his Mule, that has some added inventory space while he's out. Minor skills that buff health/stam regen, extends food/drink duration, etc.. And his perk gives a bump to harvesting Ore Nodes / Jewel Seams.