Caligamy_ESO wrote: »Overall I feel like each consecutive companion release was better than the last but I would love to see ZoS stray away from the class format we're stuck to.. give us the Vampire and Werewolf a ton of people in the community want, a Dwemer tinkerer who uses automatons, a psijic mage... go a little crazy with it.
Give me a companion with a GPT core and eleenlabs voice and I would be happy. Companions and NPCS are all flat and immersion-breaking.
Cooperharley wrote: »Just like most things in ESO, companions are becoming unimaginative and formulaic.
Update the SYSTEM and CAPABILITIES of them - adding more numbers to the group of companions we have now doesn’t cut it. We need an actual UPDATE
Before the release of 2nd Khajiit companion I'd be inclined to say that we are bound to get two companions of three remaining playable races - so Nord, Orc or Bosmer. Given the 2024 year involved Bosmer a lot it seemed like great time for a Bosmer companion. But we've got Altmer and Khajiit - neither linked to the year. I think it's fair to assume that at least one new companion will be of missing three races. Hopefully both are, but we can't be sure.
HazierBlue wrote: »I think we have more than enough companions in the game already.
colossalvoids wrote: »Sorry, I'm probably part of a minority, but please no more new companions. Take a break for a while and in the meantime, pleaes add something different to the game.
Everyone is entitled to their own opinion, but I don't understand why some people say that there are already "enough" companions and that this is a reason why ZOS shouldn't add more. I mean, I can also say, "please no more trials, please no more group dungeons, there are already more than enough." I'm not interested in trials in the slightest, but I completely understand if other players like to have something new here every now and then. It's the same with companions. It's not necessarily about having this or that role already filled, it's about a new story, a new partner for RP, etc.
Some of us want other content getting attention as have exactly zero use cases for current companions. People are paying for ESO plus and expansions and want their money to go into something the have interest in, so voicing opinions is definitely an option here. You surely can have no use cases for pve content for example but that's still meat and bones of the game you like it or not, whilst companions aren't and we don't expect them to add forever, same at tot for example.
Even that aside I'd guess most people would want not more companions, but better companions and the feature to be more fleshed out overall instead. Especially if you're mentioning rp, currently it's insanely underwhelming in that department them being shallow as ordinary Skyrim merc imo.
tomofhyrule wrote: »but I don’t think werewolf would work that well since the Companion’s ultimate is the last skill they unlock and they’d need to be in human form to use the weapon/guild skills. If anything, they might just have a temporary werewolf transformation like the Bone Colossus ult for necros and leave it at that, maybe allowing you to do “claw swipes” in human form.
Erickson9610 wrote: »tomofhyrule wrote: »but I don’t think werewolf would work that well since the Companion’s ultimate is the last skill they unlock and they’d need to be in human form to use the weapon/guild skills. If anything, they might just have a temporary werewolf transformation like the Bone Colossus ult for necros and leave it at that, maybe allowing you to do “claw swipes” in human form.
Here's a mockup I made a while back of two different approaches one could take for facilitating the transformation:
The left side has the Companion's Werewolf ultimate be a 2nd Ultimate in a different skill line, allowing the player to pick between their Class Ultimate or their Werewolf Ultimate.
The right side has the Companion's transformation be a Passive Ability. In the thread where I discuss this mockup, I say that the Companion might automatically transform when below a certain Health threshold (like certain werewolf NPCs do) or whenever the player themselves uses Werewolf Transformation.
In either case, Werewolf is a separate bar and needs 5 skills rather than 3 to fill it. A Companion will never use Werewolf skills in human form, and obviously we want this Companion to still have a Class and human form abilities, so they shouldn't automatically transform when combat starts. Further, this won't affect the Justice System at all, because Zerith-var's illegal Necromancer ability does not, either.
tomofhyrule wrote: »Erickson9610 wrote: »tomofhyrule wrote: »but I don’t think werewolf would work that well since the Companion’s ultimate is the last skill they unlock and they’d need to be in human form to use the weapon/guild skills. If anything, they might just have a temporary werewolf transformation like the Bone Colossus ult for necros and leave it at that, maybe allowing you to do “claw swipes” in human form.
Here's a mockup I made a while back of two different approaches one could take for facilitating the transformation:
The left side has the Companion's Werewolf ultimate be a 2nd Ultimate in a different skill line, allowing the player to pick between their Class Ultimate or their Werewolf Ultimate.
The right side has the Companion's transformation be a Passive Ability. In the thread where I discuss this mockup, I say that the Companion might automatically transform when below a certain Health threshold (like certain werewolf NPCs do) or whenever the player themselves uses Werewolf Transformation.
In either case, Werewolf is a separate bar and needs 5 skills rather than 3 to fill it. A Companion will never use Werewolf skills in human form, and obviously we want this Companion to still have a Class and human form abilities, so they shouldn't automatically transform when combat starts. Further, this won't affect the Justice System at all, because Zerith-var's illegal Necromancer ability does not, either.
But that’s the point.
A werewolf Companion would need a significant rework from Companion mechanics to function. They wouldn’t be able to just do the standard “Take three player skills, modify the effects a bit, and done.”
And we all know how well ZOS treats werewolves in the first place…
Let’s face it - if they were going to put a lot of dev time into making werewolves, there’s a lot they could do for playable characters (Grimoires, Skill Styles, etc.) instead of giving all of that dev time to one-out-of-ten+ Companions that 90% of players would not use.
i d prefer "better Companions", rather than "more Companions".
technically eight are already enough (quick and bolstered tanks, quick and soothing healers, DDs: bow, staff, dw, and 2h melee)
why not to:
- add more RP options like romancing, make theirs personalities to unfold
- add more dialogue lines and more complex brunching dialogues with many different options and plots
- add Companions a little brain not move into and then stand in bosses AoE
or am i asking too much, @ZOS ?
please, seriously improve existing Companions, rather than adding new not much different ones.
Also, please, add them bags (at least for the spare change of Companions' gear). I miss Lydia so bad. She has sworn to carry all my burdens. And She did! Unlike some lazy slackers..