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Worried About Companion System?

  • PrimusNephilim
    PrimusNephilim
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    I just hope they don't get in the way of vendors or anything else like the Warden's bears or the Sorcerer's twilights do.
  • zaria
    zaria
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    Nah, companions won't replace players
    Lysette wrote: »
    Sarannah wrote: »
    Not worried at all. No AI compares to actual human beings. But this does give solo players the option to remain solo, even in dungeons. And to have the companions compensate for their characters shortcomings. (assuming we can use companions in dungeons)

    I do wonder why only two companions. I would assume three: Tank, healer, and DPS.

    No AI can compare to a human?- I guess you are not informed about what modern AI is capable of.

    https://www.youtube.com/watch?v=tfb6aEUMC04
    You are talking about an real AI, these things take serious hardware to run.

    Expect something a bit smarter than combat pets. And that is that they will be used for.
    However don't expect them to stay out of stupid, now you might order them to follow close and then move them out of it and they will be excellent buff bots.

    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • zaria
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    Nah, companions won't replace players
    Uvi_AUT wrote: »
    Other. I am kinda curios to see if they make Overlandcontent harder again. That way if we dont use the companions, maybe the enemies wont die in a Global Cooldown. I am looking forward to something like that.
    That is an good idea, some of the newer quest main bosses is set up like this, they don't reset if you die as the npc helpers keep them up and yes this will enable stronger overland enemies.


    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Zorgon_The_Revenged
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    I am a bit worried too
    Because Bastion and Mary sound like names you would use for a tank and a healer in the early design/alpha stages of a project.

    The weirdness when your trial group starts late, because your tank was spending some "alone time" with his support NPC and didn't realise the time.

    Unless ZOS turn it up to 11 and gives them unique talk and dungeon specific combat AI, a story mode for dungeons isn't coming. As someone who loves the challenge of soloing dungeons, an AI companion won't help me much and won't magically let some one solo them if they had no chance before.
  • caperb
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    I am a bit worried too
    I don't want around 3 extra companions in dungeons or 7 to 9 extra in trials because they suddenly became a DPS requirement.

    My Sorc uses pets, but a couple of pets per instance is enough, we don't need multiple for each players.

    Worried that they will replace support roles? Nah not really.
  • Atheriskendra
    Atheriskendra
    Soul Shriven
    I am a bit worried too
    Companions won't be able to deal with mechanics properly. Seen to many warden bears humping dragon legs.
    I just hope people leave their companions at home when they go shopping, or there will be waiting lines at every vendor and crafting station. Cities should have an iron ring and bowl of water at the gates... and maybe a guard with a squeeky toy.
  • Klad
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    Klad wrote: »
    I am worried primarily for two reasons.

    First, I do not want to see 50 identical companions everywhere I go.

    I don't think you'll be seeing any at all. ZoS has some decent phasing technology, this will also eliminate toolbags trying to block quest givers in game.

    Bang-up job they did with bears and flappy birds in that regard.

    While I agree it is too soon to go all Chicken Little, I'm not to optimistic about how this will all work out.

    Hey you make a valid point....still the road that ESO is taking is a long one..I am cautiously optimistic
  • Jaimeh
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    I don't know how they will work yet, and since I haven't played the previous games which had these feature, I have no idea what they entail. It looks to me that it will be more of an RP feature with the potential to monetize in the CS in the future (appearance, etc) than a combat aid that could replace an actual player, but even if so, people who like to play solo will benefit from it, and people who like to group or do things on their own, won't use them. I hope there will be an option to hide them on the UI though.
  • MerguezMan
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    Nah, companions won't replace players
    Well ... Have you ever run a dungeon with several of those summon magsorcs ?

    That's 2 constant pets plus 1 or 2 pets from sets. Up to 12 summoned combat pets in a 4-man group dungeon, and on top of that you may have 4 non-combat pets, and 4 bankers/merchants that players forgot to disable.

    That's up to 60 damn combat and non-combat pets/summons/followers in Trials. 1 more or less per player won't change much to the deep mess it can be to target an actual ennemy in such situation.

    I took away the bear on my warden as it was annoying and constantly in my field of view. I absolutely refuse to use pets on my sorcerer for the same reasons. My non-combat pets are chosen by the smallest, non-flying ones, when I equip one at all.

    I really doubt the upcoming "companions" would have a very different AI than our current pets. Yes, you would be able to define some settings as to which stats they have and skills they might use, but it doesn't mean they would place themselves correctly, or even act at a faster rate than other AIs ingame.

    But I could be wrong. Time will tell soon enough.
  • LalMirchi
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    Nah, companions won't replace players
    There are several models to look at.

    Earlier TES games have had companions.

    Fallout-4 has a rather good implementation from the same stable.

    The concept will stand or fall on the interactions that the companions have with their surroundings; In battle or without.
  • Lysette
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    Nah, companions won't replace players
    zaria wrote: »
    Lysette wrote: »
    Sarannah wrote: »
    Not worried at all. No AI compares to actual human beings. But this does give solo players the option to remain solo, even in dungeons. And to have the companions compensate for their characters shortcomings. (assuming we can use companions in dungeons)

    I do wonder why only two companions. I would assume three: Tank, healer, and DPS.

    No AI can compare to a human?- I guess you are not informed about what modern AI is capable of.

    https://www.youtube.com/watch?v=tfb6aEUMC04
    You are talking about an real AI, these things take serious hardware to run.

    Expect something a bit smarter than combat pets. And that is that they will be used for.
    However don't expect them to stay out of stupid, now you might order them to follow close and then move them out of it and they will be excellent buff bots.

    Yeah, I know how much is required for such an AI - I just wanted to point out, that the statement an AI couldn't match a human isn't correct.

    As for the companions, I expect them to be like those in Fallout New Vegas or Fallout 4 - they can be helpful, but as well occasionally just blow it. With own likes and dislikes they might not always behave like expected. (e.g. Piper likes to sit down, whenever I paused for a moment. We were approaching a raider camp and I paused for a moment in order to observe - and what does Piper do?- She walked straight into the raider camp to sit down on a chair - and blew it).

    If I'd engage with this system, it will be for their personality (likes/dislikes/conversation) and their personal story.
    Edited by Lysette on January 29, 2021 12:01AM
  • Shootsfoot
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    If they make this an all-DD game, then I'm off to find another game.
  • iksde
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    I am a bit worried too
    remember Lydia from Skyrim? xD
  • bmnoble
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    Nah, companions won't replace players
    I am more worried they will be as dumb as the Sorcs pets or the Warden bear, do you really think something like that can take over healing or tanking.

    So long as the companions don't take up a group slot I don't think there will be any real issue.
  • Kalik_Gold
    Kalik_Gold
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    Nah, companions won't replace players
    People have mentioned Star Wars having companions, but I have never played it. Hope it is similar to Everquest mercenaries.

    . Edit links
    Edited by Kalik_Gold on January 29, 2021 2:37AM
    Main Character:
    Ras Kalik a Redguard Templar, the Vestige

    PvP Pure-class:
    Goliath of Hammerfell a Redguard Dragonknight
    Jux Blackheart a Redguard Nightblade
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: Subclassed or Specialty
    Movárth Piquine a Nord Vampiric Necromancer (Tank)
    Voa a Priest of Sep a Redguard* Necromancer (Healer)
    Tsar af-Bomba a Redguard Vampiric Nightblade (Bomber)
    Two-Big-Horns an Argonian Arcanist /Sorcerer
    Uri Ice-Heart the Twin a Nord Vampiric Warden (Ice-Theme)

    PvE:
    Cinan Tharn an Imperial Dragonknight (Tank)
    Herzog Zwei the Genesis an Akavari* Templar (Healer)
    Bates Vesuius of Dawnstar an Redguard** Dragonknight (Raid Damage) --- Name change needed

    PvE: Specialty
    Tyrus Septim an Imperial Sorcerer (Dungeon Damage)
    Tav'i at-Shinji a Redguard** Warden (Arenas)
    Lucky Hunch the Gambler - a Redguard Nightblade (Thief)

    Leveling...
    Styx of Akatosh a Goblin*** Arcanist --- Race change needed
    Zenovia at-Tura a Redguard** Lycan Sorcerer
    Yesi af-Kalik a Redguard Templar
    ======
    Passives of another race used:
    *Breton
    **Imperial
    ***Argonian




    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant
  • Sheridan
    Sheridan
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    Honestly I don't care even if companions will be able to replace characters.
  • volkeswagon
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    Nah, companions won't replace players
    If they fight anything like the NPC's in quests then you have nothing to worry about. They would probably be more like combat pets.
  • volkeswagon
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    Nah, companions won't replace players
    Is this were they bring in the two person mounts we heard about last fall?
  • SeaGtGruff
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    I wanted to vote that companions won't replace real players, but then that's kind of the point-- that players who can't, or don't want to, play with other players can use companions as substitutes for real players. But I don't think companions are going to make real players superfluous.
    I've fought mudcrabs more fearsome than me!
  • volkeswagon
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    Nah, companions won't replace players
    I hope there are khajiit companions so I can stand and applaud its existence
  • TheImperfect
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    I'm not worried even slightly. I think people who like to group and socialise will still do that. Those who like companions will use them, those that don't just won't. In a group with some who like and some who don't then group dynamics will decide.
    I think they will be great and if there are issues with how they function then they will probably be tweaked to function better. I'm guessing that they have gone through a fair bit of testing.
  • Iccotak
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    Nah, companions won't replace players
    Seems to me that Companions are mainly for overland content and for easing players into dungeons - NOT to fully replace players as people will always be more effective and they want to encourage people to socialize which Lambert did say was a part of the reason behind the feature.

    This I laid out here: https://forums.elderscrollsonline.com/en/discussion/559462/companions-a-breakdown-of-the-new-feature-by-rich-lambert/p1
    Lambert says the idea behind Companions is to allow solo players and small groups to take on dungeons without worrying about becoming overwhelmed. As a solo player myself, I bluntly asked Lambert what took so long for something like that to be added.

    "I think we've learned a lot over the years. And one of the main, recurring themes that we've heard from players, especially our more hardcore Elder Scrolls people, is people are scary. And there's some content that they aren't necessarily comfortable within a large group, but they would do with a couple of close, trusted friends. And so the beauty of this system and one of my hopes is, you know, you and a buddy could go and do four-player dungeons because you have two companions to help you out."

    Another benefit to the upcoming Companion system, Lambert hopes, is that it'll give folks the confidence to take on tougher dungeons, thereby getting the chance to mingle and engage more with the ESO community.

    "It will help players, A: develop stronger social ties in-game with their companions, but also, B: help them kind-of edge a little bit more into some of the group content and meeting other players potentially, which is really exciting to me, because that's where the magic of MMO happens, you know, meeting other people and talking with them and developing those really close social ties."
  • Anonx31st
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    I am a bit worried too
    If ZOS allows companions in dungeon groups that are made with the LFG tool, then not only will que times be ruined, but now you could be kicked and easily replaced with their companions by strangers.
  • Sylvermynx
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    First, I'm not really interested in companions. Every game I've ever played which provided something similar.... well, it sucked big time. They're always in the way, I can't sneak because they're useless at that, lots of other downsides.

    Second, I'm waiting until my friend who's seriously thrilled with the idea uses them - and yes, her report will be honest as we have a YEARS long IRL relationship (I'm the editor for her books) and she simply won't pretend to something that isn't true - so if they're klutzy, klungy and useless she'll tell me. If they aren't she'll tell me that as well.

    But the bottom line is, I would never expect this system to help solo players accomplish content they can't solo already. Therefore, this is something the devs are "pretend bone-throwing" - for what purpose I have no idea unless it's to shut up those of us (well, not me particularly, though I have agreed with posters who wanted to see story mode) who were pushing for story mode dungeons.

    Yes - I would love story mode with no rewards, no skyshards.... But companions aren't probably going to help with that. So *shrug*. It's nothing I'm likely to bother with.
  • stevenyaub16_ESO
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    Nah. And I don't mind them substituting players. Most people like OP don't have friends so what's the difference replacing a person with a bit when there's rarely any communication anyway?
  • parpin
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    I am a bit worried too
    i said this in another post and i am saying this here again:

    this bad news for new players, below level 50 players.
    i run normal dungeons almost every day and i can solo them myself so i get a lot of low level players who just tag along to get exp and loot, i do not really care about their dps, they help to kill things faster but i am not rely on them, i am basically very help full to them, helping them clear dungeon fast and get exp and loot.

    this is how i leveled up my alts by doing normal dungeon and many veteran players helped me level up fast, they also did not care about my performance.
    now imagine some toxic or troll simply kicking low level players and replace them with npc, that would suck for every one including zos, some of them are even new players to mmo genre, and see toxicity they might quit, customer lost bad for every one.
    like i said normal dungeons were good place to level up and learn the game as you go for new players, it was also good for veteran players to get some easy gold.
    but with companion coming, i do not know man. also veteran players might start running with their companion rather than helping new players coz companion dps is higher than those newbies.
    i do not have good feeling about this.
  • DreadDaedroth
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    I'm not worried about them replacing players but worried about the grind to level them up, the grind to get specific gear as they can't use normal sets.
  • remosito
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    I am a bit worried too
    first look reports do seem to indicate better usability as tanks/healers than dps.

    anyway. not worried THAT much them replacing my tanks for mid and up difficulty group content.

    But dps getting halfway decent tank/heal support for solo/duoing stuff. while they will be rather useless as dps companions for us tanks/healers for solo/duo

    ShutYerTrap (selectively mute NPC dialogues (stuga, companions); displayleads (antiquity leads location); UndauntedPledgeQueuer (small daily undaunted dungeon queuer window)
  • TwinLamps
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    I'm not worried about companions replacing players.
    I'm worried there is not any initiative for anyone but RP community to get these to begin with.
    From what we have been told these have:
    -separate gear
    -separate traits
    Making them grindy and heavy on stash space, if you need to collect various gear for each.
    What they cant do:
    -boost your carry slots
    -be used to trigger press plates in dungeons
    The last one made me not care for them at all, since last shred of usefulness for me is lost.
    I dont want to play house with some NPC where we cant even share gear, just to be called "Naughty boy" for pickpocketing random beggars in Davon's Watch.
    There simply isnt any real benefit from these, outside RP.
    And I dont mind RP at all, just saying its not enough to justify the effort needed to invest for a feature that does not help you in end game at all.

    I hoped these would at least be more like Diablo 3 followers, with really unique buffs that have real impact on solo play.
    Awake, but at what cost
  • perfiction
    perfiction
    ✭✭✭✭✭
    Nah, companions won't replace players
    Look at all humanoid mobs in the game - all they can do is to stand still inside your AOE, attack random targets with LAs and use one spell every few seconds. I think companions will be pretty much as dumb as them. Hopefully we'll be able to command them (in similar way to command pet), but that doesn't help too much.

    Not worried at all, they will be useful mainly for lower level/casual players who can't find a group to do public dungeons or world bossess. They may be slight help for high CP players grinding WBs for gear (even stupid AI tank can taunt the boss, so you can focus on dealing damage instead of dodging/blocking) or soloing normal base game dungeons to collect stickerbook gear.
    Edited by perfiction on April 16, 2021 8:46AM
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