Darkstorne wrote: »You could even add this "party" feature as a new tab/function of the new Armory workstation, using it to select your party loadout for when you enter dungeons solo. It could also serve as a unified companion management station, where you can modify the skills and equipment of all your companions from a single menu, rather than needing to talk with them all individually.
I feel like this would solve two problems - one being the request to be able to tackle dungeons solo so we can easily play them at our own pace and finally pay attention to the story. And the second problem being one that will likely begin to arise as new companions are consistently added to the game, which is a need to unify their management and provide an overview of each of them from a good menu system, rather than through individual dialogue.
update 33 pts patch notes wrote:Companions
Increased the threshold for summoning Companions in some instanced gameplay spaces from 2 up to a maximum limit of 4 total player characters and Companions.
Companion quests can now be accepted from locations where the Companion cannot be summoned.
All 3 would stand in boss AOE until they die though. Will you run as heals?
update 33 pts patch notes wrote:Companions
Increased the threshold for summoning Companions in some instanced gameplay spaces from 2 up to a maximum limit of 4 total player characters and Companions.
Companion quests can now be accepted from locations where the Companion cannot be summoned.
This has been mostly unnoticed in the latest pts. I wonder if this will be for dungeons and 4 man arena's... Could be fun.
Yeah, for sure, I'd still like the limit for regular questing to be one, but have a tab in the armory station where you can slot companions into a party for group content situations you'd like to play solo.Good idea for players who want to play alone
Allow it only in group content though.
Probably a tanky/healy hybrid character, yeah, and spec companions mostly for damage. And while I'd love to see ZOS work on the companion AI a bit more, normal difficulty in dungeons is usually forgiving enough that three dummies (AI or playersAll 3 would stand in boss AOE until they die though. Will you run as heals?
Yeah, this is really important to highlight. ESO is in a prime position to implement this, and thanks to how much broader and better implemented the companion system is in this game than FFXIV... it shouldn't even be that much extra work to implement (though I'm just guessing there).In FFXIV, they allow players to solo dungeons with three other NPC companions... why is ESO so against it?!?
If you'd finish the dungeon with 3 companions, you'll be able to do it without them.
They're absolutely useless and nothing but an RP thing.
I'm sorry, is it 2020 again?If you'd finish the dungeon with 3 companions, you'll be able to do it without them.
They're absolutely useless and nothing but an RP thing.
update 33 pts patch notes wrote:Companions
Increased the threshold for summoning Companions in some instanced gameplay spaces from 2 up to a maximum limit of 4 total player characters and Companions.
Companion quests can now be accepted from locations where the Companion cannot be summoned.
This has been mostly unnoticed in the latest pts. I wonder if this will be for dungeons and 4 man arena's... Could be fun.
Dolphinsgal wrote: »Why play an mmo if you want to do things made for groups solo? I understand wanting to solo at times but eso is an mmo meaning multiplayer is the idea behind it. Yes, some dungeons and content made for groups can be solo'd but that's not the idea behind group content.
The basis of having different areas is so you engage in different parts of the game differently. I'm tired of pve wanting to not pvp in pvp zones but have the same rewards, pvp not wanting to switch how they go about pve and not want to pve but want pve rewards, now solo players want the same content and rewards that we've had to work as a group for and not have to group. Enough is enough is enough you have companions to choose from that make things even easier there is no need to have more than 1 out at a time.
Dolphinsgal wrote: »Why play an mmo if you want to do things made for groups solo? I understand wanting to solo at times but eso is an mmo meaning multiplayer is the idea behind it. Yes, some dungeons and content made for groups can be solo'd but that's not the idea behind group content.
The basis of having different areas is so you engage in different parts of the game differently. I'm tired of pve wanting to not pvp in pvp zones but have the same rewards, pvp not wanting to switch how they go about pve and not want to pve but want pve rewards, now solo players want the same content and rewards that we've had to work as a group for and not have to group. Enough is enough is enough you have companions to choose from that make things even easier there is no need to have more than 1 out at a time.
@Dolphinsgal I don't think anyone is saying 3 companions would make a group dungeon easier than running it with other humans, and we are just speculating about instanced group area's like dungeons and 4-player arena's.
I imagine this would be a different kind of solo content, and as you say, it would require a different way of engaging; different builds, and thinking about the synergies between companion builds. It's not about getting an easier way to grind gear, it appeals because it is a different kind of challenge.
This is all speculation right now, it could be as simple as one of the new companions recruitment quests lets you bring extra companions as a one-off gimmick, it could be a new companion only arena with leaderboards, or it could be nothing but a bug fix for rare times your companion gets desummoned. I like the idea of playing in a squad, so I like this idea.
If you'd finish the dungeon with 3 companions, you'll be able to do it without them.
They're absolutely useless and nothing but an RP thing.
phaneub17_ESO wrote: »Let's say you could take 3 companions with you, you're going to be the one healing because their heals are limited to who they can target. Most companion healing spells can only target players and themselves, they ignore pets that includes other companions. So even if you set one of the companions to be a dedicated healer, they can only heal themselves and you while completely ignoring the other two companions by your side because they are not a target priority, so they each need their own personal heals or you are the designated healer.
Sure, but I'm talking normal mode dungeons, not vet mode. The need for a dedicated healer is pretty low, as is the need for a dedicated tank. So long as you and every companion have a healing skill slotted, you'll probably have very few issues completing the content.phaneub17_ESO wrote: »Let's say you could take 3 companions with you, you're going to be the one healing because their heals are limited to who they can target. Most companion healing spells can only target players and themselves, they ignore pets that includes other companions. So even if you set one of the companions to be a dedicated healer, they can only heal themselves and you while completely ignoring the other two companions by your side because they are not a target priority, so they each need their own personal heals or you are the designated healer.
Darkstorne wrote: »Sure, but I'm talking normal mode dungeons, not vet mode. The need for a dedicated healer is pretty low, as is the need for a dedicated tank. So long as you and every companion have a healing skill slotted, you'll probably have very few issues completing the content.phaneub17_ESO wrote: »Let's say you could take 3 companions with you, you're going to be the one healing because their heals are limited to who they can target. Most companion healing spells can only target players and themselves, they ignore pets that includes other companions. So even if you set one of the companions to be a dedicated healer, they can only heal themselves and you while completely ignoring the other two companions by your side because they are not a target priority, so they each need their own personal heals or you are the designated healer.
I'm not asking for a companion party to be as operational, fast, and efficient as a player party. I just want it to be fun and viable so I don't have to choose between running a dungeon solo to enjoy the story but with a lot of pain, or in a party for a blazingly fast run but no time to stop and admire the art design, read the dialogue properly, or observe the NPCs.
If this system gets added, I'd likely only use it once per dungeon. When a new dungeon is added to the game I'd play through with companions first to soak it all in, then if I wanted to grind gear in repeat runs I'd queue for PUGs.
Again, you could find one player that also wants to enjoy the story and run with them and their companion.