Companion Features
What needs to change about Companions?
- Companions should able to be used as another form of storage.
- Companions should dodge roll left to right, back and fourth instead of constantly dodge rolling backwards. Companions often take aggro from the players, then pull bosses out of range resetting the fight.
- Companion gear should be able to be crafted, including crafted sets making companion builds more unique to better assist the player.
- Companion's should be able to attain the same gear from dungeons, trials the player has collected to make the companions build more diverse to better assist the players desires.
- Companion gear should be able to be upgraded by the players.
- Player's should be able to start researching companion traits for the companion gear available.
- DPS companion's should be able to consistently output 40k DPS equivalent to 40k DPS on a 3m Skeleton target dummy when the dummy has been defeated. as currently companions are far too weak, and most players do not bother with companions. Companions need to be more useful.
- Player's should have the option to create/design a companion similar to how a player creates a new character.
- Player's should also be able to choose a companions like's and dislikes based off the player's playstyle.
- Player's should have the option to change a companions default outfit as when placed in player homes, the companion is wearing the desired outfit/costume with the player's desired colors.
- Player's should be able to place hats, skins, and other player cosmetics onto companions.
I am sure that Companion damage is so low because of the fear that players might want to replace group members with their companions. So kicking some players at the start of dungeon or anything similar that leads a player removal from the group just to put a companion in.
I agree with a few of these points. Dodge rolling backwards all the time is definitely annoying. Total cosmetic control with respect to clothing and hair styles would be nice. This includes how they look if placed in homes.
Additionally, I would like the companion to mirror any kind of emote. It's so awkward to sit down at the bar while my companion stands there. So awkward. Speaking of awkward, they never dance with me. I thought they liked me?
BretonMage wrote: »I agree with the suggestions on companion storage, dodge rolling and customising their houseguest outfit.
Their gear system needs an overhaul too, but I'm not sure I really want them having the same gear as players. I would also disagree in giving them more DPS, as they need to be less effective than players or there would be almost no impetus to group up.
The only other improvement I'd suggest is to make them step out of ground AOEs, which is a mindlessly basic expectation in any game.
BretonMage wrote: »I agree with the suggestions on companion storage, dodge rolling and customising their houseguest outfit.
Their gear system needs an overhaul too, but I'm not sure I really want them having the same gear as players. I would also disagree in giving them more DPS, as they need to be less effective than players or there would be almost no impetus to group up.
The only other improvement I'd suggest is to make them step out of ground AOEs, which is a mindlessly basic expectation in any game.
Think about the part you disagree with in this aspect. You and the game developers are openly admitting that if the companions had 40k DPS, then they're better than the vast majority of the game that does do DPS, but they don't do anything to change how DPS is done or to make it better. Why should other players be forced to play with the people who aren't making an effort to get their dps where it needs to be or plainly swapping roles to something they can actually handle?
Also another issue is this. Players speed run through dungeon content, especially when farming gear. I personally do this on normal for my collection book. If I play with other players, I could raise my chance at collecting more gear for the sticker book if they're willing to part with it... However, often you will get players who often complain that you're going too fast, they will try to kick you, or they will stand there, not participate hoping that you die then get upset when you can clear without dying. Also you may get players who wants everyone to wait for them to do their quest and read all the dialogue. The companions would help them go in solo to get this done, while the companions would help my far go quicker even though I'd have no chances at extra drops.
I don't feel like companions have 40k DPS has a negative effect to the game. It may even motivate players to try harder or try different roles so that there's more tanks and healers. In addition to that, players still have to group up with other players to complete trifectas, so when it counts companions can't even be used for challenges such as trifectas.
So what negatives does stronger companions really bring to the table other than giving players more freedom to play how they want?
Companions are not find, majority of players don't use them as they don't find them useful.
Companions are not find, majority of players don't use them as they don't find them useful.
Literally 9 out of every 10 players I see out in the world have companions following them, and I spend time in every zone. I'm not sure where you're getting this idea that "majority of players don't use them, but it's wrong. Almost everyone uses companions.
Companions are not find, majority of players don't use them as they don't find them useful.
Literally 9 out of every 10 players I see out in the world have companions following them, and I spend time in every zone. I'm not sure where you're getting this idea that "majority of players don't use them, but it's wrong. Almost everyone uses companions.
Literally nine out of 10 of those players are most likely underleveled. Playing on a low level versus a character that's already reached CP change the whole dynamic now wouldn't it?
Well what you and what I see are just two different view points. It doesn't necessarily mean that any of us are wrong however... Is more common for me to see players without their companions. It's also more common for me to hear players testimonials about how they feel companions are useless. All of honest to be more common amongst the players who actually have great DPS.
Dragonredux wrote: »I'll add make them have unique statlines and abilities instead of just watered down version of a player's class.
Like for instance in terms of statlines. Bastian has the most HP like 40k at base instead of the standard 30k and Ember has the highest crit chance like 25% at base.
That being said, please for the love of god add a stat screen for them.
Also, I disagree with the choosing their likes and dislikes. They're supposed their own character you know.
I agree with a few of these points. Dodge rolling backwards all the time is definitely annoying. Total cosmetic control with respect to clothing and hair styles would be nice. This includes how they look if placed in homes.
Additionally, I would like the companion to mirror any kind of emote. It's so awkward to sit down at the bar while my companion stands there. So awkward. Speaking of awkward, they never dance with me. I thought they liked me?
Icyfire369 wrote: »I am sure that Companion damage is so low because of the fear that players might want to replace group members with their companions. So kicking some players at the start of dungeon or anything similar that leads a player removal from the group just to put a companion in.
Players do this already as soon as you want to play your own way. "Running ahead and killing mobs while the rest of us are looting? Kick."
Part of the reason I run dungeons solo and offline. So I can RP in peace with my companion and pets.
BretonMage wrote: »I agree with the suggestions on companion storage, dodge rolling and customising their houseguest outfit.
Their gear system needs an overhaul too, but I'm not sure I really want them having the same gear as players. I would also disagree in giving them more DPS, as they need to be less effective than players or there would be almost no impetus to group up.
The only other improvement I'd suggest is to make them step out of ground AOEs, which is a mindlessly basic expectation in any game.