Companion Improvements

serlexington

New member
Joined
24/04/2016
Messages
1
Ive been playing the Ranged Rogue build with Griss as my tank Companion. I've noticed a few companion fixes that would make gameplay work better.

1. Companions should run to enemies after your first arrow hits them.

I have Griss set to "attack everything in sight", but when I shoot an enemy with my bow she will not attack them until the enemy is right in front of me attacking me. Sometimes if she's behind me, she won't be able to walk through me to get to the enemy and she just stands there while I get my face beaten. This leads to point #2......

2. Companions should be able to run through you and vice versa (no companion collision).

I drop a trap, shoot the enemy and proceed to run backwards. The plan is that Griss will intercept the enemy and tank it while I shoot, and if she dies or doesn't aggro the enemy (which happens sometimes), the enemy will hit the trap and be slowed. The problem is that I run away and Griss gets stuck on me and I push her away from the enemy and she never goes in to attack. I have to change direction, and because you run slower vertically than horizontally, I slow down and the enemies catch me and the whole pull is messy.

These two changes would make the Archers gameplay much better, and will probably benefit Mage once it is released.

The other change to Rogue Archer gameplay I would suggest that is not companion related: Have the Trap skill place the trap in front of you rather than on you. From a realism perspective, You wouldn't set a trap at your feet, you'd set it in front of you. From a gameplay perspective, currently you have to get to the maximum bow range, drop the trap, shoot, turn and run a few steps and then shoot the slowed enemy. Or you have to get in a bit closer, take the chance to aggro the enemy, drop the trap and then move back to Max range and shoot. It all feels a bit clunky and could use a rework.

Thanks David for making an excellent game and for taking the time to read this post. Can't wait for the full release!

PS. Animal companion advanced skill would be badass ;)
 

Alan_SP

Staff member
Administrator
Joined
11/01/2016
Messages
2,009
First thing could be a bug, but it needs to be decided by David. That's why I moved it to support from feedback.

Second thing, in my opinion we all, including companions and monsters should be "real persons", i.e. have real mass and shouldn't be "empty space".
 

feldon

Loreseeker
Joined
18/04/2016
Messages
1,352
The first part is an ongoing issue with how agro works in-game. My guess is your companions agro is not associated with the players. That's why it takes the monster entering Gris' agro range until she will respond. Each update, David gets the system closer to being more enhanced, so it'll get there.

Second part has been discussed by David, and 'passing' through a person takes away from the game's goal of realism. This will not be implemented unless something major changes.

Trap setting location is a new one. You have valid reasoning, and I'm sure our more archer-centric players can weigh in better than I.
 

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