HoloNet Links #219
Emerging out of the Rakghoul tunnels and shaking off the remnants of the plague. How was your experience with the recent outbreak? Did many of you acquire the companion connected with the Rakghouls? I am liking the interaction meeting companions throughout the galaxy. Some of the gathering quests seem a bit overdone. I would like more quests tailored to the companions and having them help on the missions. What are your thoughts on the companion quests through the Alliance?
Time to make the Jump…
- Upcoming CRR Livestreams
Our next livestream will be this Sunday, November 22nd, at 5pm EDT / 2pm PDT. We will be talking about our thoughts on the new expansion and a special guest, Andrew aka SWTOR Economics will be joining us.
Plus, we will announce the winners of the Audio Clip Contest! Please stop by and join us as we discuss hot topics, maybe enjoy a cool refreshing beverage and of course experience all kinds of fun. See you there!
Corellian Run Radio would again like to thank all those who attended, watched, and followed our Twitch channel. Please remember to join Heather and Jason live every other Sunday on the Corellian Run Radio Twitch channel. If you have been attending the livestream or maybe you haven’t yet, either way mark your calendars to be there live. See you next episode.
- Dev notes
If you haven’t 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 wasn’t 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, let’s talk about some of the specifics here:
- There isn’t 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 companion’s 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.
That is a very long post explaining what many of you have heard concerning the “nerf” to companions. Till it went live many, including myself, did not know how severe the patch to reduce companions healing and power.
As you can read from the above post, the reduction was not a flat percent to healing or power. From the post and how gameplay has been going for me, healing and damage is down a bit, but if you keep increasing your influence with your companions it tends to bring it closer to where it was before the patch. The one area that I did notice was the significant drop in health points companions have. It does make things a bit more challenging on the weekly heroics for example, but definitely still doable for the solo player. I would make sure to have your influence to over 20, at least. Not necessary, but it does make the experience go much better with you and your companion. Another thing to think for heroics and Star Fortress heroics is group with one more player. It makes the quests go faster and you can earn some social points etc.
I know there is some serious emotions in-play because of this change to companions. I admit I did not want them to reduce my companion’s healing or power, but it is killing things like open world PVP (it is a thing shocking I know), and even planetary commanders. The things with these two things were having player companions take a dominant role. In fact, a guildmate of mine, to test his level 50 influence companion by attacking Republic Base security and droids, by some well managed pulls he was able to clear all the frontline guards and have a clean shot to the Republic Commander. Yes, that is impressive, but should a single player be able to do that? I would say the answer would be a pretty clear no.
None of us like change in a game or real life. The “fix” to companions tend to worry us about how much of a change it will be rather than admitting the need for it. As long as BioWare keeps an eyes on this change and make minor adjustments if needed. How has your experience been since the patch? Please tell us your thoughts on the patch in the comment section below.
*BioWare is asking for your input and experiences in the expansion since the latest update for companions. Please follow this SWTOR forum link to leave your input for BioWare.*
Star Wars Community News & Events
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11/03 Episode 156: Hot KotKE w/ Heather & Jason – podcast
11/06 HoloNet Links #217 by Jason Taylor
11/13 HoloNet Links #218 by Jason Taylor
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- SWTOR music video
This week’s SWTOR music video is from another guild. The guild is named Order of Draki, and RP guild located on the Harbinger server. The video makes great use of ingame cutscenes. The cutscenes are made up of almost entirely from the new expansion, Knights of the Fallen Empire. The video is titled “We Fight Together.” The theme of “together” is intertwined throughout the entire video. The concept is what guilds are all about; taking on any task big or small with help from members in the guild. The writing and editing are two things that truly standout. The one thing that makes the video top notch is the voice acting. Epic Dark Spanky voiced the music video for the Order of Draki. If you would like to learn more about this guild, be sure to go to their website.
Please let us know if you have a particular link, story, video, or blog related to SWTOR we would love to hear about it! You can send those to us here at Corellian Run Radio and we can place it in a future article. Just email us the links and/or the details for the event at firstname.lastname@example.org, or you can also leave any link suggestions in the comments below, or in Corellian Run Radio’s Facebook group. See you next week!