Companions, can they ever be viable?
Posted 26 May 2013 - 08:55 AM
The survival in GW2 is hugely based on dodging/blocking/evading at the right time, especially in high level FotM where you get downed in 1 hit. I'm not 100% sure on this, but I very much doubt that the AI of companions is so highly developed as to allow them to evade attacks by themselves and I haven't noticed a dedicated player button forcing them to do so either. So in order to survive this content, I'd imagine that the minions would either need a giant attack values and/or OP skills to make up for the down-time, or enormous defense/HP to survive for long enough to boost the DPS a little bit.
It can be seen on the enemies that the AI in the game can be quite solid but I believe it would be quite a challenge to have this kind of AI assist the player without making it too imbalanced.
As I mention though, I'm not running a minion-centered build so I might be wrong on this and it's working great atm so yeah...
Posted 26 May 2013 - 09:07 AM
Making them not completely worthless in your average dungeon would be a step up though. And giving them built-in resistance to large AoEs (particularly DoT fields and one-shot wind-ups) would be a big step. If you make the bosses always prefer targeting players with these big attacks, and don't cap the # of targets boss attack can effect, it will keep minions from tanking away the challenge while still allowing them to plink away and absorb smaller hits.
Diablo 3 somewhat addressed the "easy vs. difficult" variance by making minions only take a max of X% of their health per hit, X varying on defensive stats compared to level. You would have to make sure bosses don't lock their big attacks exclusively on minions to keep that from getting out of hand though.
Posted 26 May 2013 - 09:17 AM
And fractals are terrible to accurately see how effective the AI is.
Posted 26 May 2013 - 09:39 AM
So with that in mind, I am not sure they will ever be really viable and I question how we can justify wasting resources on something that seems to be designed to be bad. Honestly, just remove the mandatory animal companion for the ranger (and give the guy a different F1) and we've solved the pet issue.
Edited by Ritualist, 26 May 2013 - 10:53 AM.
Posted 26 May 2013 - 05:19 PM
I quite enjoy it in theory, the concept of having minions do stuff for you so that you don't need to "get your hands dirty". In most RPGs, however, I stay away from companions because they can't handle stuff on their own and if I want to help, they just get in my way.
Edited by Kuskah, 26 May 2013 - 05:19 PM.
Posted 26 May 2013 - 05:38 PM
Edited by madmaxII, 26 May 2013 - 05:40 PM.
Posted 26 May 2013 - 05:42 PM
Posted 27 May 2013 - 03:02 PM
It would be nice if pets, in particular, had access to the same kind of mechanics as heroes did in GW1. Doesn't seem like it should be that far fetched, yet I doubt it will ever happen.
Posted 27 May 2013 - 03:09 PM
Edited by Featherman, 27 May 2013 - 09:46 PM.
Posted 27 May 2013 - 03:18 PM
Adding dodge can be done quite easily by giving pets an ability like aegis and should be very easy to implement. If anything I would like AI to target pets more, but rangers need better abilities to keep their pets alive in these high end areas. Maybe reduce the cool-down penalty for losing a pet in these high end areas. For me, the biggest problem with pets is their speed, pets are so damned slow, they always lag behind and take an eternity to get into the battle. In any party engagement with any mix of players, even pure melee, the pet is the LAST thing into the battle. Pets need a serious speed buff, make them run at your side (or ahead), not a mile behind and make them jump into combat. Every other player can jump/shadowstep etc into combat, but pets get there last.
Posted 27 May 2013 - 08:07 PM
The ai targets my sword and hammer all the time. They will beat on them till they are dead before they come after me unless I get too close to the battle.
Edited by Dasviidonja, 27 May 2013 - 08:09 PM.
Posted 29 May 2013 - 09:41 AM
So yes, companions can be relevant, if Anet drastically changes their approach to 'difficulty'.
Posted 31 May 2013 - 02:49 PM
Trust me, as an Engineer, this doesn't fix the issue as much as you think it does.
Posted 31 May 2013 - 03:03 PM
Posted 31 May 2013 - 11:03 PM
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