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Companion Changes in 4.0.2

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EricMusco's Avatar


EricMusco
11.16.2015 , 02:19 PM | #1 Click here to go to the next staff post in this thread. Next  
Hey folks,

If you havenít yet seen the 4.0.2 patch notes, you can view them here. There are some patch notes that we wanted to highlight and talk about specifically.
  • Companion base stats have been reduced.
  • Companion damage and healing output has been reduced.

Some of you will certainly ask, why the need to nerf Companions? This is something that we definitely saw the community be divided on, and it was good for us to hear feedback from both sides. Ultimately, this decision came down to our own goals for Companions, along with data on how they were performing. What we saw in those instances is that Companions, simply put, were just way too good. Their healing and damage output could be greater than that of a very skilled player with a fully maximized character. In order for you to understand why we are making these changes, we thought it best to explain our goals for Companions in Fallen Empire.

In KotFE, with a large focus on going back to story, we wanted to make sure that all of our story content was accessible to all of our players. The power that Companions bring to the table, definitely played a part in that accessibility. Companions, from a combat perspective, should complement and provide support to your character, not overshadow them. However, in looking at how strong Companions are, we may have gone a bit too far in that direction. Simply put, while playing through much of the game, there are a lot of situations in regular combat where it is practically impossible for you to be killed if you have a healing Companion. Although this can be fun for a time, this wasnít our goal. Companions should be strong, they should fill any role you need, but they should not make your actual gameplay be overshadowed by how strong they are.

So with 4.0.2 we have brought their effectiveness down quite a bit, letís talk about some of the specifics here:
  • There isnít a flat % that healing was reduced by. Effectiveness reduction varies greatly depending on level, Influence, level sync, etc. That being said, the healer companions are still quite competitive, but they no longer trivialize content that was meant to be challenging.
  • Healing power increase by Influence level has been increased. That means that as you scale up Influence levels with a Companion they will get more powerful per level than before. This helps to offset the base healing reduction a bit as you gain influence with your companion.

We did want to make some improvements to tanking Companions:
  • We increased the threat generated by tank companions, so they should be able to hold the attention of enemy NPCs better than before.
  • We fixed an issue involving the tank companionís mass grapple ability, it will no longer pull in enemies that are out of combat.

Will your Companions feel a bit weaker than they did when KotFE launched? Yes. But believe me they will still carry their weight and fill the role you need them to in combat. All that we ask is that you log in tomorrow, and check the changes yourself. Play around with the Companions in each role and let us know your feedback. Thanks everyone.

-eric
Eric Musco | Community Manager
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AdarnVote's Avatar


AdarnVote
11.16.2015 , 02:21 PM | #2
just one question then eric:

for those of us who like to play solo like me, will I still be able to go through with my healing companion and do the weekly heroics to build our influence/alliance? because right now that's all I've got to work with solo wise.

Jadescythe's Avatar


Jadescythe
11.16.2015 , 02:23 PM | #3
I'm glad to hear that I will be the focus of the gameplay throughout the story now rather than my companion. Regardless of my agreement with you, I appreciate the post explaining the thought process. I'd like to see it a bit earlier so it doesn't seem to blow up overnight from datamining, however.
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PlacidDragon's Avatar


PlacidDragon
11.16.2015 , 02:24 PM | #4
Thanx for the explanation Eric
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ryanjakeg
11.16.2015 , 02:24 PM | #5
Has the tanking issue where armor/shield/absorb go to 0 at level 65 been fixed also? Thanks.
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Psychopyro's Avatar


Psychopyro
11.16.2015 , 02:24 PM | #6
Why no set numbers? Even scaling there has to be a set per scaled level.

But I will try, as mu sub runs out on the 22nd. However I still think as a company you need to look at QA and testing policies.

I also think that you should remove the ability to call them in TFPs and HMFPs. These are supposed to be done by 4 players sans companions. This would solve some other reported problems...
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Themanthatisi's Avatar


Themanthatisi
11.16.2015 , 02:24 PM | #7
Quote: Originally Posted by AdarnVote View Post
just one question then eric:

for those of us who like to play solo like me, will I still be able to go through with my healing companion and do the weekly heroics to build our influence/alliance? because right now that's all I've got to work with solo wise.
If you cant solo the Heroic, that is not a problem with the game, that is a problem with your play style. Do the STORY mode for solo.....

Why play a MMO? There is tons to do in this game that does not require grouping.
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Heromofo
11.16.2015 , 02:26 PM | #8
So will us solo players still be ok ?, love kotfe just don't force us to group up.
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AdarnVote's Avatar


AdarnVote
11.16.2015 , 02:26 PM | #9
Quote: Originally Posted by Themanthatisi View Post
If you cant solo the Heroic, that is not a problem with the game, that is a problem with your play style. Do the STORY mode for solo.....

Why play a MMO? There is tons to do in this game that does not require grouping.
i'm talking about the heroic 2's on the terminals.

PlacidDragon's Avatar


PlacidDragon
11.16.2015 , 02:26 PM | #10
Quote: Originally Posted by ryanjakeg View Post
Has the tanking issue where armor/shield/absorb go to 0 at level 65 been fixed also? Thanks.
Im going to guess... no. So they'll probably fold like a cheap... *cough*... when confronted by an enemy who lasts longer than 5 seconds...
CE & DDE