Attorneyatlawl wrote: »SilverBride wrote: »It is supposed to increase immersion and make the world feel more dangerous, which in turn makes it less efficient to level.
No, it's supposed to make the game harder, not nerf your xp gains. They just need to amp up the xp bonus properly. They tried to do so but set it too low.
joshisanonymous wrote: »For the people saying "don't use companions" or "the mode is no different than running around with no armor", you're all ignoring the fact that higher difficulties also give you bonuses to gold and experience. This isn't just about making your character weak purely for the sake of a challenge. Importantly, if the experience bonus applies to your companion's experience -- which I presume is does -- then you are very much incentivized to use a companion while playing on the harder difficulties.
I levelled werewolf yesterday on my youngest sorc. I thought seasoned difficulty having extra exp would be helpful. It is not. The extra exp is negated by mobs dying slower.
Eg
Adventurer I kill 45 mobs in a minute for 1700ish exp each 76500 exp a minute
Seasoned I kill 30 mobs a minute for 2000ish xp each 60000 exp a minute
If you're levelling and you want efficiency, difficulty mode is not useful
spartaxoxo wrote: »joshisanonymous wrote: »For the people saying "don't use companions" or "the mode is no different than running around with no armor", you're all ignoring the fact that higher difficulties also give you bonuses to gold and experience. This isn't just about making your character weak purely for the sake of a challenge. Importantly, if the experience bonus applies to your companion's experience -- which I presume is does -- then you are very much incentivized to use a companion while playing on the harder difficulties.
The companions experience points are not impacted by the gear they wear or class you build them as. Their power level is modular. By default they are weak in overland.
They are also intended to be able to help with more than just overland, such as in the infinite archive. They are already fairly weak and niche use case. They do not need nerfs.
joshisanonymous wrote: »spartaxoxo wrote: »joshisanonymous wrote: »For the people saying "don't use companions" or "the mode is no different than running around with no armor", you're all ignoring the fact that higher difficulties also give you bonuses to gold and experience. This isn't just about making your character weak purely for the sake of a challenge. Importantly, if the experience bonus applies to your companion's experience -- which I presume is does -- then you are very much incentivized to use a companion while playing on the harder difficulties.
The companions experience points are not impacted by the gear they wear or class you build them as. Their power level is modular. By default they are weak in overland.
They are also intended to be able to help with more than just overland, such as in the infinite archive. They are already fairly weak and niche use case. They do not need nerfs.
What? Challenge modes don't apply to infinite archive. We're also not talking about just making companions weaker at all times regardless of challenge mode settings. This is just about scaling them the same way your character is scaled, in which case, if you don't want your companion to be weaker, then don't use a higher difficulty setting.
joshisanonymous wrote: »spartaxoxo wrote: »joshisanonymous wrote: »For the people saying "don't use companions" or "the mode is no different than running around with no armor", you're all ignoring the fact that higher difficulties also give you bonuses to gold and experience. This isn't just about making your character weak purely for the sake of a challenge. Importantly, if the experience bonus applies to your companion's experience -- which I presume is does -- then you are very much incentivized to use a companion while playing on the harder difficulties.
The companions experience points are not impacted by the gear they wear or class you build them as. Their power level is modular. By default they are weak in overland.
They are also intended to be able to help with more than just overland, such as in the infinite archive. They are already fairly weak and niche use case. They do not need nerfs.
What? Challenge modes don't apply to infinite archive. We're also not talking about just making companions weaker at all times regardless of challenge mode settings. This is just about scaling them the same way your character is scaled, in which case, if you don't want your companion to be weaker, then don't use a higher difficulty setting.
But you already have the choice to limit the strength of your companions by changing their build to be less powerful. Why not just do that and leave players who like stronger companions to enjoy them? It takes seconds to quickly change around a companion's skills.joshisanonymous wrote: »What? Challenge modes don't apply to infinite archive. We're also not talking about just making companions weaker at all times regardless of challenge mode settings. This is just about scaling them the same way your character is scaled, in which case, if you don't want your companion to be weaker, then don't use a higher difficulty setting.
SilverBride wrote: »Attorneyatlawl wrote: »SilverBride wrote: »It is supposed to increase immersion and make the world feel more dangerous, which in turn makes it less efficient to level.
No, it's supposed to make the game harder, not nerf your xp gains. They just need to amp up the xp bonus properly. They tried to do so but set it too low.
Immersion was the reason most often given in the pinned overland thread. Not wanting enemies to be defeated in 2 seconds. Making fights take longer does make it take longer to gain experience. Giving more experience just cancels that out.
We're paying for the game, let us play with companions (a part of that game) who are scaled properly with the difficulty we selected - it's really not that deep.
katanagirl1 wrote: »I’m totally surprised anyone who uses the difficulty setting would even admit to using companions. Every comment I have seen on here about companions from those who thought the game was too easy before was that companions were a waste of dev resources. Now that increased difficulty is here they are too overpowered but necessary? This is why people can be against these “optional” additions to the game, it’s like once they are implemented, then there are a bunch of other things that are also added to the list of must-have features for this one thing. It’s never enough and no one is ever happy regardless of what they do.
Nerfing companions would be taking something away from us whether we use increased difficulty or not.
The problem is, as has already been pointed out - if your character is playing as a support, you wouldn't want your companion doing less damage than they do. Players use companions while they're training characters, and challenge difficulty gives the option to get additional experience if you're okay with the increased difficulty. But if a character is only level 30, a weaker companion is just going to be annoying if you're trying to gain experience. For trained characters, I'm delighted that companions can kick rear at last! It makes up for all the years when they've died at the mere sight of a boss. There is no logical reason why I'd support a companion nerf when they can already be modified to weaken them.Attorneyatlawl wrote: »Not sure what's so hard about this either, @SkillzMFG. The point of challenge difficulties is to make it so the game is harder while still being able to use your customized gear, skills, build, etc. Companions are just part of that and therefore should be debuffed like the player is on challenge modes.
Attorneyatlawl wrote: »SilverBride wrote: »It is supposed to increase immersion and make the world feel more dangerous, which in turn makes it less efficient to level.
No, it's supposed to make the game harder, not nerf your xp gains. They just need to amp up the xp bonus properly. They tried to do so but set it too low.
BretonMage wrote: »Necrotech_Master wrote: »BretonMage wrote: »This. A thousand times this^^^ My companion tank is still dying to DLC WBs and dragons just on seasoned overland difficulty. I can't imagine how useless they'd be with the adjusted difficulty.Necrotech_Master wrote: »if they had to take the penalties, they would be about as useful as a floor mat (example being the night market where companions go to die lol)Swap out all their DPS or healing skills with ONLY their self-healing skills. Change their gear to bolstered or vigorous. Give them white quality gear.the solution "don't use companions" is genius. How did I not think about this?
its NOT a solution. Its an rpg, I want to play with companions, but they should NOT be stronger than the player, ever.
even if you gave a companion 0 skills or only buff/heal skills, they still do a fair amount of dmg from just light attacking constantly (i think their light attack on its own is around 3500-4500 dmg without crits and constitutes a good bit of their dps), you would have to functionally give them no weapon either, i dont know how much unarmed dmg they do but that would be about the smallest dmg possible they could do besides being dead or despawned lol
Yeah unarmed damage would be the least damage, I'd imagine.
I did try replacing my tank Azandar's weapons with a white quality sword and he did 2822 damage on light attack, and with a white quality lightning staff, it was 3190. He has no damage boosting passives or skills, being geared primarily for survival.
There was another thread moreover where someone mentioned that the quickened trait reduced their DPS even more by making their skills fire more often, so that's something else to consider.
Necrotech_Master wrote: »Attorneyatlawl wrote: »SilverBride wrote: »It is supposed to increase immersion and make the world feel more dangerous, which in turn makes it less efficient to level.
No, it's supposed to make the game harder, not nerf your xp gains. They just need to amp up the xp bonus properly. They tried to do so but set it too low.
the challenge difficulties dont nerf your xp, and in fact give you double (+100%) on vestige difficulty
the problem with, and likely reason they wont increase it, is because its too easy to game the system
if you have a 2 person group, one person could play on adventurer and faceroll everything, while the 2nd person plays on vestige and gets a +100% xp bonus for doing almost nothing
Necrotech_Master wrote: »Attorneyatlawl wrote: »SilverBride wrote: »It is supposed to increase immersion and make the world feel more dangerous, which in turn makes it less efficient to level.
No, it's supposed to make the game harder, not nerf your xp gains. They just need to amp up the xp bonus properly. They tried to do so but set it too low.
the challenge difficulties dont nerf your xp, and in fact give you double (+100%) on vestige difficulty
the problem with, and likely reason they wont increase it, is because its too easy to game the system
if you have a 2 person group, one person could play on adventurer and faceroll everything, while the 2nd person plays on vestige and gets a +100% xp bonus for doing almost nothing
Why would someone looking for a challenge need a companion in the first place? Personally I think the game would be better without them all together anyway, but why would people wanting a challenge also want a companion?
Attorneyatlawl wrote: »Necrotech_Master wrote: »Attorneyatlawl wrote: »SilverBride wrote: »It is supposed to increase immersion and make the world feel more dangerous, which in turn makes it less efficient to level.
No, it's supposed to make the game harder, not nerf your xp gains. They just need to amp up the xp bonus properly. They tried to do so but set it too low.
the challenge difficulties dont nerf your xp, and in fact give you double (+100%) on vestige difficulty
the problem with, and likely reason they wont increase it, is because its too easy to game the system
if you have a 2 person group, one person could play on adventurer and faceroll everything, while the 2nd person plays on vestige and gets a +100% xp bonus for doing almost nothing
It's nerfing your xp per hour as mobs take 5x+ as long to kill due to the reduced damage you deal to them and and the 7x damage they deal to you requiring you to kill even more slowly to boot. Only getting 2x xp for that is an obvious slowdown. Please stop being so disingenuous.
Necrotech_Master wrote: »Attorneyatlawl wrote: »Necrotech_Master wrote: »Attorneyatlawl wrote: »SilverBride wrote: »It is supposed to increase immersion and make the world feel more dangerous, which in turn makes it less efficient to level.
No, it's supposed to make the game harder, not nerf your xp gains. They just need to amp up the xp bonus properly. They tried to do so but set it too low.
the challenge difficulties dont nerf your xp, and in fact give you double (+100%) on vestige difficulty
the problem with, and likely reason they wont increase it, is because its too easy to game the system
if you have a 2 person group, one person could play on adventurer and faceroll everything, while the 2nd person plays on vestige and gets a +100% xp bonus for doing almost nothing
It's nerfing your xp per hour as mobs take 5x+ as long to kill due to the reduced damage you deal to them and and the 7x damage they deal to you requiring you to kill even more slowly to boot. Only getting 2x xp for that is an obvious slowdown. Please stop being so disingenuous.
if you partner with someone who is on adventurer difficulty while your on vestige, they will still be mowing down the mobs like knife through butter while your raking in the xp as long as your grouped
so in that scenario you are getting +100% xp and still killing the mobs just as fast (or potentially faster if your on a tank and pulling mobs in while your adventurer difficulty partner does all the killing) as if you would just soloing on adventurer
thats not being disingenuous, thats basic math and knowing how the game works and using it to your advantage
joshisanonymous wrote: »joshisanonymous wrote: »For the people saying "don't use companions" or "the mode is no different than running around with no armor", you're all ignoring the fact that higher difficulties also give you bonuses to gold and experience. This isn't just about making your character weak purely for the sake of a challenge. Importantly, if the experience bonus applies to your companion's experience -- which I presume is does -- then you are very much incentivized to use a companion while playing on the harder difficulties.
I levelled werewolf yesterday on my youngest sorc. I thought seasoned difficulty having extra exp would be helpful. It is not. The extra exp is negated by mobs dying slower.
Eg
Adventurer I kill 45 mobs in a minute for 1700ish exp each 76500 exp a minute
Seasoned I kill 30 mobs a minute for 2000ish xp each 60000 exp a minute
If you're levelling and you want efficiency, difficulty mode is not useful
Whether it's as efficient as playing on adventurer is besides the point. You still get XP, and you still get bonus XP for the higher difficulty. Maybe I jenjoy fighting that's not 100% mindless and I also want to XP my companion. I shouldn't have to choose one or the other.
Besides, you're talking about killing 30 mobs a minute (i.e., 2 seconds per mob) on seasoned with a brand new character. People talking about the difference in XP rates like this are really overblowing things. The main difference I see with my character on vestige is that I can be killed by big attacks rather than that I have to spend a lot more time chunking down mobs' health. Kills are still relatively fast, just not risk-free.