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Predict max dps of the Companions

  • Grandesdar
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    Why would they be so low? They could do 50k and still be half of a good player. If they’re intended to make soloing as a tank or healer less painful then they’d have to be at least equal to a mediocre DPS.

    Are you saying 50k DPS is mediocre? Total DPS of most pug groups on consoles is much less than that.
    Besides I'm not gonna recruit a companion who puts out more damage than I ever had. There is no fun in it.

    On another note, I believe people are missing the point of companions. It's more about RPG than it's about MMO side of things. There will be a very vocal and annoyed group of players when the chapter launches.
    Edited by Grandesdar on April 2, 2021 11:53AM
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  • AlnilamE
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    Probably about 5k.

    They need to be good enough to help clear normal dungeons solo or duo. That's all.
    The Moot Councillor
  • Nestor
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    I would rather them not do DPS of any significance. The best in quest companions the game has partnered me with Heal or Draw Aggro. The ones that do DPS tend to get in my way and do not really contribute to the fight.
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  • ThorianB
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    Anything more than 5k will cause problems in overland questing and for players with poor DPS. I can't really see ZOS making companions preferable to random human teammates.

    My actual prediction is around 2k.

    They are actually meant to give people the option of not having a random teammate to do content. I would say they will probably be able to reach 10 to15k max dps
  • ThorianB
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    Grandesdar wrote: »
    Why would they be so low? They could do 50k and still be half of a good player. If they’re intended to make soloing as a tank or healer less painful then they’d have to be at least equal to a mediocre DPS.

    Are you saying 50k DPS is mediocre? Total DPS of most pug groups on consoles is much less than that.
    Besides I'm not gonna recruit a companion who puts out more damage than I ever had. There is no fun in it.

    On another note, I believe people are missing the point of companions. It's more about RPG than it's about MMO side of things. There will be a very vocal and annoyed group of players when the chapter launches.

    Actually, the point of companions is so that players don't have to group with others to do content and so that the number of real players needed to do content can be reduced. It is not about RPing. House guests are about RPing. Companions are suppose to be a viable replacement for a group member, at least that is what is being pushed in the official streams.
  • Seraphayel
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    ThorianB wrote: »
    Grandesdar wrote: »
    Why would they be so low? They could do 50k and still be half of a good player. If they’re intended to make soloing as a tank or healer less painful then they’d have to be at least equal to a mediocre DPS.

    Are you saying 50k DPS is mediocre? Total DPS of most pug groups on consoles is much less than that.
    Besides I'm not gonna recruit a companion who puts out more damage than I ever had. There is no fun in it.

    On another note, I believe people are missing the point of companions. It's more about RPG than it's about MMO side of things. There will be a very vocal and annoyed group of players when the chapter launches.

    Actually, the point of companions is so that players don't have to group with others to do content and so that the number of real players needed to do content can be reduced. It is not about RPing. House guests are about RPing. Companions are suppose to be a viable replacement for a group member, at least that is what is being pushed in the official streams.

    Not necessarily in dungeon or trial content though. They might work there, but they might not be useful there. A companion alone could pretty much solo most of the solo PvE content anyway because the level of skill needed for that is incredibly low.
    Edited by Seraphayel on April 2, 2021 12:54PM
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  • Odovacar
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    This is going to be the big question for sure. I feel they should be in line with around 15-20K. They could be even more formidable if they will be able to light attack in between skills...
  • Seraphayel
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    Odovacar wrote: »
    This is going to be the big question for sure. I feel they should be in line with around 15-20K. They could be even more formidable if they will be able to light attack in between skills...

    How would this even make sense in overland content? Your companion would do everything for you with those numbers. You can just passively stand there, with 15-20k DPS usual mobs are twoshots. Stronger mobs will be dead in 5-8 seconds. Bosses will be dead within 1 minute - and all of that without you, the player, even doing anything.
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  • Finedaible
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    They didn't give any new info really. Either companions will be extremely basic (akin to the quest NPCs already in-game), or that was a very early dev build with most features missing. I hope it is the latter.

    In my opinion companion effectiveness will largely depend on whether or not they can equip armor sets and benefit from their effects, but I find this possibility unlikely due to performances issues. In the video they showed I only saw a few slots for weapons. They didn't say if companions could be brought to 4-man dungeons, but judging by experience in other games AI never mixes well with mechanics so I'm guessing they wouldn't be useful there in any case.
  • Odovacar
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    Seraphayel wrote: »
    Odovacar wrote: »
    This is going to be the big question for sure. I feel they should be in line with around 15-20K. They could be even more formidable if they will be able to light attack in between skills...

    How would this even make sense in overland content? Your companion would do everything for you with those numbers. You can just passively stand there, with 15-20k DPS usual mobs are twoshots. Stronger mobs will be dead in 5-8 seconds. Bosses will be dead within 1 minute - and all of that without you, the player, even doing anything.

    I can agree. 15k+ is more than likely an overshot guess but then again its so tough to really know how powerful they will actually be. You know ZOS when they release new chapter updates the new sets, classes are always over tuned.

    Also, personally if I'm troving through overland with my future companion I'll opt for a tank role anyhow. Regardless, I'm quite excited to learn more details from the PC players once this hits PTS.
  • emilyhyoyeon
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    Finedaible wrote: »
    They didn't say if companions could be brought to 4-man dungeons, but judging by experience in other games AI never mixes well with mechanics so I'm guessing they wouldn't be useful there in any case.

    They confirmed companions can go everywhere except for PVP and solo arenas, so they can go in 4 man content
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  • Jayroo
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    They most likely want companions to help sell dlc and 5k dps isn't enough for anything other than MAYBE normal dungeons which can be solo'd

    so with that in mind I'd imagine about 15k not above 20k
    Edited by Jayroo on April 2, 2021 1:40PM
  • Reverb
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    Why would they be so low? They could do 50k and still be half of a good player. If they’re intended to make soloing as a tank or healer less painful then they’d have to be at least equal to a mediocre DPS.

    50k is half of a good player’s dps, but twice (or more) that of the average dungeon pug.
    Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you. ~Friedrich Nietzsche
  • jaws343
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    I most likely won't use them for DPS. More likely for a taunt and healing. But I think 10K is likely to be the limit. Any higher and they pretty much do everything for you. And even 10K is probably too much.

    From the stream, I saw skills that did like 2K damage with an 8s cooldown. Everything seemed level 1, so maybe that scales up. But that sounds like a reasonable spot to put damage at.

    I really do think the utility aspect of the companions is going to be far more valuable than the dps.
  • Elsonso
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    Nestor wrote: »
    I would rather them not do DPS of any significance. The best in quest companions the game has partnered me with Heal or Draw Aggro. The ones that do DPS tend to get in my way and do not really contribute to the fight.

    Yes. This is the role that I want to task them with. They can either keep the mobs off me, or heal me when they try to stomp me. I can do my own damage, thank you.

    I expect that they will be limited by cooldowns and rotation limitations to the point where the main thing they will contribute is to look fabulous while I dispatch the monsters.
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  • Matthros
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    It would be great if you can give them crafting surveys and treasure maps and they go out and get them for you.
  • lolo_01b16_ESO
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    As far as I'm aware, you can put regular gear on companions. And some proc sets have proc conditions that are so easy even the dumbest AI can proc them. So I guess we can push our companions above 20k dps.
  • Seraphayel
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    You really think companions can wear proc sets? This would be the most overkill they could possibly do with them.

    I know there was an equipment tab, but it didn’t show what kind of equipment we can give them. And who wants to farm another set of a set you’re already wearing and have maxed out?
    Edited by Seraphayel on April 2, 2021 3:15PM
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • Casul
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    I am not super familiar with the system. But if I can throw relequen and aegis caller on them then I'm getting at least 10k off it. So hopefully more once abilities are taken into consideration.
    PvP needs more love.
  • jaws343
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    Seraphayel wrote: »
    You really think companions can wear proc sets? This would be the most overkill they could possibly do with them.

    I know there was an equipment tab, but it didn’t show what kind of equipment we can give them. And who wants to farm another set of an set you’re already wearing and have maxed out?

    If it were possible, I would gladly use transmutes to reconstruct sets I've already logged for a companion. No need to refarm anything. The Set Collection does all of the work.
  • the1andonlyskwex
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    ThorianB wrote: »
    Anything more than 5k will cause problems in overland questing and for players with poor DPS. I can't really see ZOS making companions preferable to random human teammates.

    My actual prediction is around 2k.

    They are actually meant to give people the option of not having a random teammate to do content. I would say they will probably be able to reach 10 to15k max dps

    The point is to make it easier to find groups to do content. If companions do more DPS than random PuG players, they'll wind up making it harder for those players to find groups. In other words, ZOS doesn't want people asking: "Why would I ever queue for a PuG if I would be better off just soloing or duoing a dungeon with companion NPCs?"

    If ZOS gets the balance right, companions will be worse than pretty much any human player, which means less than 5k DPS. I could see companions being a little bit better as healers or tanks, but that's mostly because so many humans that queue for those roles aren't actually trying to do the role. Having companions be decent healers or tanks is also less destructive to the overall queue economy because there are already shortages of humans queueing for those roles.
  • AyaDark
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    Use skills on priority is the same DPS rotation by the way.
  • CableBomb
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    Won't be using them for DPS. Maaaaaaaaybe as occasional Tank. I'd guess very low, like around 5 - 10K max.
  • AyaDark
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    We have no information yet, but if it can spam LA + Snipe, 40 k on 3kk dummy is possible if all other works like on 1500 + cp character.
    Edited by AyaDark on April 2, 2021 3:52PM
  • Agenericname
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    Seraphayel wrote: »
    ThorianB wrote: »
    Grandesdar wrote: »
    Why would they be so low? They could do 50k and still be half of a good player. If they’re intended to make soloing as a tank or healer less painful then they’d have to be at least equal to a mediocre DPS.

    Are you saying 50k DPS is mediocre? Total DPS of most pug groups on consoles is much less than that.
    Besides I'm not gonna recruit a companion who puts out more damage than I ever had. There is no fun in it.

    On another note, I believe people are missing the point of companions. It's more about RPG than it's about MMO side of things. There will be a very vocal and annoyed group of players when the chapter launches.

    Actually, the point of companions is so that players don't have to group with others to do content and so that the number of real players needed to do content can be reduced. It is not about RPing. House guests are about RPing. Companions are suppose to be a viable replacement for a group member, at least that is what is being pushed in the official streams.

    Not necessarily in dungeon or trial content though. They might work there, but they might not be useful there. A companion alone could pretty much solo most of the solo PvE content anyway because the level of skill needed for that is incredibly low.

    They did actually cite dungeons as one of the reason why theyre bringing them on. It was part of the live stream when first announced if I remember. I dont disagree about them having limited use in dungeons though.

    I doubt very seriously that they could be used effectively in most vet DLCs and even some base game dungeons. There are typically decisions that need to be made, sometimes on the move, that will make a human player more advantageous. SCP HM for example, even if the companion were immune to the breath, would they block the beam? Sigil phase in MHK, or any of the fights in MHK where the design is more of a controlled burn with burst damage at times. The first mini boss in Vault of Madness. Will they stop attacking? Neither will PUGs so I suppose thats a wash.

    I think they'll be useful for casual players or solo players who want to run content at their own pace and the damage will likely reflect that.
  • f047ys3v3n
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    Realistically, if a companion does 10k and doesn't stand in red and die, your taking it over a PUG aren't you. The median pug seems to be a 5k affair with a high chance of dying every given fight. Since most of the point of dungeon finder is to incentivize good players to carry poor ones though their pledges or completion on other dungeons I really doubt they will be putting in a system that disincentivizes that.

    My expectation is companions will do 5k and will not self heal at all. I expect the tanks to hold agro and be quite tanky but not self heal.

    Would be nice if you could que with a buddy each having a companion and then despawn them when the rando normal starts to get +10%xp for the run. Not sure if ZOS will see that coming and stop it LOL.
    I am currently worried for the future of ESO. Population seems like it is in free fall and the cancellation of the North America in-person gathering feels very much like pulling the plug. Kudos on fixing the in-game economy though. Clearly whatever gold shenanigans were happening the last couple years are fixed.
  • Seraphayel
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    I think they'll be useful for casual players or solo players who want to run content at their own pace and the damage will likely reflect that.

    Yeah and this should be pretty much their main use in my opinion. They could add some inventory slots for you on top of that and work like walking mannequins for your costumes, but that’s it.
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  • starlizard70ub17_ESO
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    Hopefully better than a class pet

    I think we have to think of them as the same as sorc/warden/necro pets, but classless. I wouldn't expect any more then that.
    "We have found a cave, but I don't think there are warm fires and friendly faces inside."
  • Seraphayel
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    f047ys3v3n wrote: »
    Realistically, if a companion does 10k and doesn't stand in red and die, your taking it over a PUG aren't you. The median pug seems to be a 5k affair with a high chance of dying every given fight. Since most of the point of dungeon finder is to incentivize good players to carry poor ones though their pledges or completion on other dungeons I really doubt they will be putting in a system that disincentivizes that.

    My expectation is companions will do 5k and will not self heal at all. I expect the tanks to hold agro and be quite tanky but not self heal.

    Would be nice if you could que with a buddy each having a companion and then despawn them when the rando normal starts to get +10%xp for the run. Not sure if ZOS will see that coming and stop it LOL.

    Companions can self heal, we already saw an example in the stream on Tuesday. You have to equip the self healing skill though.
    _______

    By the way: I hope they add an option to the dungeon finder that prevents from getting queued with people that are using their companion for the group finder. I don’t want to join pug groups where there’s a companion (think about it: you queue your companion as a tank and yourself as a healer when none of you is that and you’re both DPS - fun times ahead).
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  • starlizard70ub17_ESO
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    Nestor wrote: »
    I would rather them not do DPS of any significance. The best in quest companions the game has partnered me with Heal or Draw Aggro. The ones that do DPS tend to get in my way and do not really contribute to the fight.

    I agree, I don't really care about their dps. I'll do the companion quests for the achievement, but unless one of the companions is a good healer, I'm not dragging them around with me.
    Edited by starlizard70ub17_ESO on April 2, 2021 4:33PM
    "We have found a cave, but I don't think there are warm fires and friendly faces inside."
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