Erickson9610 wrote: »I hope we get more Companions that reuse player Races/Classes. I don't want anything for a Companion that players can't have — ideally, our Companions could be "recreated" on player characters.
That means "werewolf" or "vampire" Companions would still have a Class, i.e. they might be a "Dragonknight Werewolf Orc" or a "Necromancer Vampire Khajiit".
We should continue to get 2 Companions per year, and continue to get them even after we get a male and a female in every playable Race. There's a lot of stories that can be told, and their Keepsake bonuses could be worthwhile.
Necrotech_Master wrote: »Erickson9610 wrote: »I hope we get more Companions that reuse player Races/Classes. I don't want anything for a Companion that players can't have — ideally, our Companions could be "recreated" on player characters.
That means "werewolf" or "vampire" Companions would still have a Class, i.e. they might be a "Dragonknight Werewolf Orc" or a "Necromancer Vampire Khajiit".
We should continue to get 2 Companions per year, and continue to get them even after we get a male and a female in every playable Race. There's a lot of stories that can be told, and their Keepsake bonuses could be worthwhile.
technically speaking, most of the existing companion skills are not what the players have, they are watered down or altered versions of existing skills, but not anything a player can use
honestly i feel that restricting the companions to only similar stuff thats analogous to players will eventually get really stale with only 7 classes (+ possibly vamp and ww) which is only 9 combinations
we are at 6 companions now with only 3 of those options not currently used
Erickson9610 wrote: »Necrotech_Master wrote: »Erickson9610 wrote: »I hope we get more Companions that reuse player Races/Classes. I don't want anything for a Companion that players can't have — ideally, our Companions could be "recreated" on player characters.
That means "werewolf" or "vampire" Companions would still have a Class, i.e. they might be a "Dragonknight Werewolf Orc" or a "Necromancer Vampire Khajiit".
We should continue to get 2 Companions per year, and continue to get them even after we get a male and a female in every playable Race. There's a lot of stories that can be told, and their Keepsake bonuses could be worthwhile.
technically speaking, most of the existing companion skills are not what the players have, they are watered down or altered versions of existing skills, but not anything a player can use
honestly i feel that restricting the companions to only similar stuff thats analogous to players will eventually get really stale with only 7 classes (+ possibly vamp and ww) which is only 9 combinations
we are at 6 companions now with only 3 of those options not currently used
That's what I meant — every Companion skill is loosely based off of a corresponding Player skill. For example, Parallel, which grants 50 Ultimate, is based off of the Player skill Equilibrium, which spends Health to grant Magicka. The functionality is very different, but it's inspired by the Player version of the skill — only adapted to Companion combat (as Companions can't use Magicka).
I think Companion skills should always be inspired by some corresponding Player skill, but the functionality doesn't have to be (and admittedly shouldn't be) the exact same.
I don't see how the combat would get stale if Companions reused Player Classes. We would just have multiple Companions of the same Class to make builds for — and maybe one's Racial passives would be better suited for a particular build on one Companion Class than another's would be.
If ZOS has to stop making new Companion skills at some point, it's better they cover every remaining Player skill line (like the Necromancer Class skill lines, Psijic Order, Soul Magic, Assault, Support, Werewolf, Vampire, etcetera) and then all they need to do is decide which skill lines to grant future Companions. Obviously you can't make a whole Class out of individual skill lines (like Vampire or Werewolf) because there aren't enough skills to make the damage dealer/healer/tank skill lines, and Scribing Skills belong in their parent skill lines, so those can't be used to make a new Class, either.
A very simple solution is to stick to using one of the seven Classes and then add additional skill lines on top, where needed. Not every Companion would want to be able to become a Werewolf or Vampire, and not every Companion needs to be one — meaning those Companions who should have one of those curses could simply have an existing Class and then have the Vampire or Werewolf skill line also unlocked by default. Maybe one Companion was a member of the Psijic Order, or previously fought in the Alliance War, so they have those corresponding skill lines unlocked as well.
Necrotech_Master wrote: »Erickson9610 wrote: »Necrotech_Master wrote: »Erickson9610 wrote: »I hope we get more Companions that reuse player Races/Classes. I don't want anything for a Companion that players can't have — ideally, our Companions could be "recreated" on player characters.
That means "werewolf" or "vampire" Companions would still have a Class, i.e. they might be a "Dragonknight Werewolf Orc" or a "Necromancer Vampire Khajiit".
We should continue to get 2 Companions per year, and continue to get them even after we get a male and a female in every playable Race. There's a lot of stories that can be told, and their Keepsake bonuses could be worthwhile.
technically speaking, most of the existing companion skills are not what the players have, they are watered down or altered versions of existing skills, but not anything a player can use
honestly i feel that restricting the companions to only similar stuff thats analogous to players will eventually get really stale with only 7 classes (+ possibly vamp and ww) which is only 9 combinations
we are at 6 companions now with only 3 of those options not currently used
That's what I meant — every Companion skill is loosely based off of a corresponding Player skill. For example, Parallel, which grants 50 Ultimate, is based off of the Player skill Equilibrium, which spends Health to grant Magicka. The functionality is very different, but it's inspired by the Player version of the skill — only adapted to Companion combat (as Companions can't use Magicka).
I think Companion skills should always be inspired by some corresponding Player skill, but the functionality doesn't have to be (and admittedly shouldn't be) the exact same.
I don't see how the combat would get stale if Companions reused Player Classes. We would just have multiple Companions of the same Class to make builds for — and maybe one's Racial passives would be better suited for a particular build on one Companion Class than another's would be.
If ZOS has to stop making new Companion skills at some point, it's better they cover every remaining Player skill line (like the Necromancer Class skill lines, Psijic Order, Soul Magic, Assault, Support, Werewolf, Vampire, etcetera) and then all they need to do is decide which skill lines to grant future Companions. Obviously you can't make a whole Class out of individual skill lines (like Vampire or Werewolf) because there aren't enough skills to make the damage dealer/healer/tank skill lines, and Scribing Skills belong in their parent skill lines, so those can't be used to make a new Class, either.
A very simple solution is to stick to using one of the seven Classes and then add additional skill lines on top, where needed. Not every Companion would want to be able to become a Werewolf or Vampire, and not every Companion needs to be one — meaning those Companions who should have one of those curses could simply have an existing Class and then have the Vampire or Werewolf skill line also unlocked by default. Maybe one Companion was a member of the Psijic Order, or previously fought in the Alliance War, so they have those corresponding skill lines unlocked as well.
the thing is the companions have far less skills to choose from
i absolutely would not want a copy of bastian for example, his ultimate is mediocre and i didnt care for the versions of class skills he got for the most part
the companions have way less choice, even the racial bonuses on companions are borderline negligible
i would rather them have more unique options than keep repeating the classes over and over and over again, the companions personality and race are kind of extremely minor choices for me, if i had 2 companions that say were both DK, i would just take the one that was A) already geared up or B ) the one which had the more effective skills, there would be no reason to use both as they dont bring anything unique to the table
zos could easily make a vampire or ww "class" companion, purely by giving them extra skills we may not have access too, theres absolutely no reason they couldnt, we have no idea what their plans are for companions after they have covered at least one of each class
i personally would lose even more interest in companions if new companions were just further clones (as in skills) of the existing ones, im already frustrated enough with companions forcing to rerun their intro quests over and over
spartaxoxo wrote: »I think a Necromancer and a character that mostly uses scribed skills
Erickson9610 wrote: »spartaxoxo wrote: »I think a Necromancer and a character that mostly uses scribed skills
Would said Companion need to use multiple different configurations of Scribed Abilities? Many of the Grimoires we have are for the Weapon skill lines (which require that weapon type to be equipped) or they belong to skill lines which Companions have (such as Fighters Guild and Mages Guild, so those Scribed Abilities if given to a Companion would appear there).
That leaves us with Wield Soul, Soul Burst, and Trample (assuming Companions never get a Soul Magic or Assault skill line). That's not nearly enough skills to fill out an entire "Class". Maybe we should wait for the next batch of Grimoires before trying to consider how a Companion would interact with the Scribing system, if at all.
spartaxoxo wrote: »Erickson9610 wrote: »spartaxoxo wrote: »I think a Necromancer and a character that mostly uses scribed skills
Would said Companion need to use multiple different configurations of Scribed Abilities? Many of the Grimoires we have are for the Weapon skill lines (which require that weapon type to be equipped) or they belong to skill lines which Companions have (such as Fighters Guild and Mages Guild, so those Scribed Abilities if given to a Companion would appear there).
That leaves us with Wield Soul, Soul Burst, and Trample (assuming Companions never get a Soul Magic or Assault skill line). That's not nearly enough skills to fill out an entire "Class". Maybe we should wait for the next batch of Grimoires before trying to consider how a Companion would interact with the Scribing system, if at all.
I don't think it is necessary for companion skills to follow the same rules as us. Like I don't think the companions have to have a fighters guild scribed skills appear only in the fighters guild category.