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Ranged companions fixed!!!


Pirana's Avatar


Pirana
07.17.2019 , 09:41 AM | #11
Quote: Originally Posted by FlameYOL View Post
You also had to micro-manage them since they wouldn't move which made some encounters quite pesky.
Yeah, that comment made almost no sense, you had to micromanage them more before the fix.
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michaelcshow's Avatar


michaelcshow
07.18.2019 , 04:29 AM | #12
How low our standards have become. "Half the companions for every player in the game are no longer broken! After only 8 months! Go Devs!"

xordevoreaux's Avatar


xordevoreaux
07.18.2019 , 06:21 PM | #13
If ranged companions are fixed, does that mean they're deranged?
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foxmob's Avatar


foxmob
07.18.2019 , 06:58 PM | #14
Quote: Originally Posted by xordevoreaux View Post
If ranged companions are fixed, does that mean they're deranged?
it means they're less likely to hump your leg or piss on your carpet.
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ufarax's Avatar


ufarax
07.18.2019 , 07:08 PM | #15
Fixed this is my opinion of the fix. .................................................. .................................................. .................................................. .................................................. .................................................. .......................................

I am leveling my Consular the story is meh nut I like the DPS. Enter the companion fix, I like to stand at max range as a sage, early levles 30 , later 35 meters or is it feet. I download the patch and bring my sage to Belsavis heroics, I hang back at max range activate force quake and my companion run to the enemy, I think about 15 meters/feet from the enemy. That ruins the emersion, I find I let my companion die just to teach it a lesson.

I remember 1.0 when you could toggle all your companion abilities on and off, I will not unsub but this is a complete mess. And the white knights are defending the fix. Wait a minute I got it "this is a surprise new mechanic". I would say more but I just just,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, ,,,

Rolodome's Avatar


Rolodome
07.18.2019 , 08:13 PM | #16
Quote: Originally Posted by ufarax View Post
Fixed this is my opinion of the fix. .................................................. .................................................. .................................................. .................................................. .................................................. .......................................

I am leveling my Consular the story is meh nut I like the DPS. Enter the companion fix, I like to stand at max range as a sage, early levles 30 , later 35 meters or is it feet. I download the patch and bring my sage to Belsavis heroics, I hang back at max range activate force quake and my companion run to the enemy, I think about 15 meters/feet from the enemy. That ruins the emersion, I find I let my companion die just to teach it a lesson.

I remember 1.0 when you could toggle all your companion abilities on and off, I will not unsub but this is a complete mess. And the white knights are defending the fix. Wait a minute I got it "this is a surprise new mechanic". I would say more but I just just,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, ,,,
Like the other guy complaining about this, it sounds like what you want is a Stay command. Which again, I think is a reasonable feature to ask for. Companions getting stuck in place was a buggy mess, it wasn't a feature.

In the mean time, you could put your companion on passive if you want to prevent them from attacking until you decide they should start. If I'm reading right what it is you're wanting to have happen.
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Phazonfreak's Avatar


Phazonfreak
07.19.2019 , 12:26 AM | #17
Quote: Originally Posted by ufarax View Post
Fixed this is my opinion of the fix. .................................................. .................................................. .................................................. .................................................. .................................................. .......................................

I am leveling my Consular the story is meh nut I like the DPS. Enter the companion fix, I like to stand at max range as a sage, early levles 30 , later 35 meters or is it feet. I download the patch and bring my sage to Belsavis heroics, I hang back at max range activate force quake and my companion run to the enemy, I think about 15 meters/feet from the enemy. That ruins the emersion, I find I let my companion die just to teach it a lesson.

I remember 1.0 when you could toggle all your companion abilities on and off, I will not unsub but this is a complete mess. And the white knights are defending the fix. Wait a minute I got it "this is a surprise new mechanic". I would say more but I just just,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, ,,,
I'm not trying to be a white knight, I genuinly don't understand the issue since I don't have any problems with them dying due to their general overpoweredness in all roles. If you talk breaking the immersion that one I could understand.

We are talking about ranged companions here and if I attack enemies as a ranged character the companion simply walks in range of the enemies so he can actually use his abilites and starts attacking and healing depending on the role. The only instance he "runs" into the enemies is if he is in tank role, but then he is supposed to draw the aggro from the enemies. Same mechanic for the melee companions, they have to run into the enemy groups in order to use their abilities.

A stay command would "fix" the issue you have with them walking in enemy range, but then the companion would just stand there doing nothing if he is in dps or tank stance.

IoNonSoEVero's Avatar


IoNonSoEVero
07.19.2019 , 02:02 AM | #18
I'm scratching my head about the complaints now. It's a good thing they fixed this. Was it really better when they stood too far away, stared into space and died?

As far as I remember the ranged companions always did come close if they were healing. It's just back to the way it was before.

Mubrak's Avatar


Mubrak
07.19.2019 , 03:20 AM | #19
Quote: Originally Posted by IoNonSoEVero View Post
IAs far as I remember the ranged companions always did come close if they were healing. It's just back to the way it was before.
Ranged healers used to stand still and heal you until you were out of range or they lost sight of you, then they attacked the boss. Only when the boss also moved out of their range did they follow the boss, and if you were lucky, they came close enough to notice you were half dead and resumed healing.

The bug prevented them from moving at all, the fix now has them go close to the boss as soon as they lose sight of you. So it's a bit different than it used to be a year ago, but IMO it makes sense when a dedicated healer's priority is moving to a place where they can heal, instead of dpsing until you come back in range.

Now they just need to move out of AOE, then they behave almost like you would expect from a player.
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IoNonSoEVero's Avatar


IoNonSoEVero
07.19.2019 , 03:46 AM | #20
Quote: Originally Posted by Mubrak View Post

Now they just need to move out of AOE, then they behave almost like you would expect from a player.
That's where commands to tell them to move (while still healing).or stay might come in handy, if they were ever able to add them.