I'm ~25hrs in and just finished Welkin's Reach so I've fought 2(?) realm bosses now and numerous spawns of Bound. I find it frustrating that my follower is pretty much useless in combat. Despite there being two of us to choose from, enemies will agro the player almost exclusively. Despite having a better weapon than I, my follower would take a week to kill something by himself in most cases.
It would be helpful if enemies would target players and companions with equal priority and then reassess as the combat evolves. A close target should always be a priority over a distant target that hasn't hurt them yet. Sure, the crack of a rifle should trigger a reassessment but not a guaranteed re-targeting and not 100% of the enemies. Further, an enemy that turns to chase another target should provoke and attack of opportunity.
I found the beetle fight at the end of Weklin's particularly frustrating, not fun. It didn't take me long to figure out the puzzle aspect. The problem was that the beetle would land on top of me, pin me, prevent me from healing, hurt me again so I'm almost dead before I could hobble away and hit the heal spell. I spent 80% of the fight just running and spamming my heal spell and hoping to recover enough stamina to heal again before the beetle slammed me again. I could not pause long enough to revive my companion because the beetle doesn't have that much downtime unless the starts align.
Had my companion been able to draw some of the agro and stay alive long enough to hold it, that could've been a fun fight. Worth noting that I play on easy mode! I dread to think what it'd be like on higher!
Summary: If companions were able to contribute more equally in combat by dealing some damage and holding agro off the player, it would be greatly appreciated. To do that, I suspect there might need to be some changes to the mob AI.
Category Tags | Recruitable NPCs (Companions), Combat |
Mode | Online |
Sentiment | Feature Request |