Worhtless NPCs
Overall I think the NPC’s are balanced per each mission, in the Save Logan or Zojja mission my NPC were doing the heavy lifting, I was pretty much out of combat/trying to heal. But yes in the mission you specify Rhytlock is just for show/lore/fun.
Curious Guardian with thorns leading a (Kodan) Sanctuary unit. https://gw2efficiency.com/c/Beàt
The NPC’s are the same as they have been in every story instance since the game launched. Why now, four years later, are some people complaining about them?
At least Rytlock doesn’t fall over at the drop of a hat, like most NPCs. It’d be nice if they could hold aggro in some fashion, so it’s not a constant 5v1 battle in many of the story instances.
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632
They’re not there to help, they’re there to be a background providing context for the significance of the player’s character within the narrative.
Consider any aid they give as an unexpected bonus.
~EW
Rytlock was a kitten. My mesmer clones (not phantasms) did more dps
In Buried Insight you just need to trigger to start of encounters and go afk as the NPCs complete everything. Makes that long thing bearable at least.
I agree with the OP – I don’t understand why Anet makes the rest of my Guild so useless except at rezzing (sometimes). If the instance is supposed to be solo’d by my character, then don’t bother with the NPCs. It just makes what are supposed to be Heroic characters into something laughable. Rytlock came back from the dead for heaven’s sake! With new “powerful” magic!!! And yet he is downed at the drop of a hat (in the first episode in Taimi’s secret room against the chak).
I don’t understand why the devs want these heroes to be pathetic.
(edited by Djinn.9245)
Rytlock came back from the dead for heaven’s sake!
he didn’t die lol. his magic sword fell into the Mists in an experiment-gone-awry and he jumped in after because it’s a magic sword, after all.
The NPC’s are the same as they have been in every story instance since the game launched. Why now, four years later, are some people complaining about them?
That is not completly correct. Most of the NPC’s in the Personal Story wont deal much damage (in fact, no damage after all). But there are some exceptions (Sayeh al’ Rajihd for example). However, in Heart of Thorns nearly all NPC’s deal moderate damage including the members of Dragon’s Watch while playing the Story.
The NPC’s behavior in the latest part of the Living Story is strange. Rytlock deals absolutely no damage. However, in the last chapter , you can observe how Marjory and Caithe are dealing with some Mordrem – and they did well.
https://www.youtube.com/watch?v=ghA_efMiWkg
I think the NPC’s are working how they are supposed to. If they dealt more damage then they do now, people could basically afk the instances and just move their char when they needed to, if they were that patient, as it would take time. The NPC’s are mainly there to provide certain dialogues, lore, etc. They are not meant to really help in the fighting very much, it’s not like gw1 where you could chose your heroes, and they could do all the fighting for you. Most of the story play is meant to be soloable, and for the most part, they are.
Honestly the only game I can think of with truly awesome independent friendly ai was x-wing alliance. I mean these guys would finish entire missions while my joystick went crazy and i went off flying around getting lost…..it really made you feel like you were just 1 person amongst a ‘team’. You arent the only hero that does miracles every mission….you are just a normal person with normal powers. It was awesome, I loved it. So refreshing compared to the current “YOU HAVE TO DO EVERYTHING AND NOBODY CAN DO ANY OF IT FOR YOU” single player experiences.
Srsly tho rytlock just kept dying over and over in alot of the HoT story content…..worthless npc. I mean at least logan and other npc would buff you back in the day….rytlock and the others make me laugh. I mean why are they even there if I’m doing all the world….makes the story seem dumb and the characters unworthy. Didn’t help that even in the cutscenes the npc are shown as about as worthless as they are ingame…yet the dialogue and everything indicates that they are actually insanely strong (as strong as you or more). Its dumb.
The NPC’s are the same as they have been in every story instance since the game launched. Why now, four years later, are some people complaining about them?
Cause its been stupid for 4 years and enough is enough were tired of dealing with it.
The Tiny Yuno Sniper of Ebay [EBAY]
(edited by Cerby.1069)
I concur with the op, looking back at how GW1 henchmen worked. Every henchman had a uniqe role that assisted you in exploration, story completion, etc. The npcs in this sequel seems more like wallflowers in combat.
Well if people want the NPC’s buffed then the enemies in the story instances should be buffed to make up for it. You get your NPC’s that “do something” and the story instances won’t be one a faceroll where the player won’t have to do anything.
The side characters in video games and movies generally are on the weaker side so that the protagonist can shine a bit brighter. We’re also the head of the group so it sort of makes sense we’d have to do the majority of the lifting. I think the npcs have done some pretty rad stuff outside of combat and I think that’s where we should be putting our focus, especially the 16 year old asura puppet master.
Maybe the NPC should be fighting ghosts. Enemies that are purely a cosmetic presence. That way it would look like there are more enemies, and the NPCs look more active
The side characters in video games and movies generally are on the weaker side so that the protagonist can shine a bit brighter. We’re also the head of the group so it sort of makes sense we’d have to do the majority of the lifting. I think the npcs have done some pretty rad stuff outside of combat and I think that’s where we should be putting our focus, especially the 16 year old asura puppet master.
If they don’t want the NPCs to be good fighters (Rytlock?!!) then don’t put them in the fights. Putting them in the fights where they end up looking like idiots is worse than them not being there at all. Put in one non-fighter to rez you who can’t be killed and that’s that.
(edited by Djinn.9245)
At least the NPCs are not as bad as they have been sometimes. For example, last season Rytlock and some other Charr were building a device against ghosts during a battle (they were pretty much useless in fighting them). Not only did the device not help but it hindered me. Instead of going ‘oops, our bad’ and shut it down they just let it be.
Theres really no differance in outcome to being helped by an NPC than being helped by another player.
The monsters that you are fighting dont get buffed if there are 2 players fighting them, so I cant see any problem in having NPCs who can actually help rather than being there just for show.
If the NPC is really useless, how about players being able to give NPCs better gear just on a temporary basis for the duration of the fights.
Theres really no differance in outcome to being helped by an NPC than being helped by another player.
The monsters that you are fighting dont get buffed if there are 2 players fighting them, so I cant see any problem in having NPCs who can actually help rather than being there just for show.
If the NPC is really useless, how about players being able to give NPCs better gear just on a temporary basis for the duration of the fights.
There is because not everyone wants the game nerfed even more so that the content is more of a faceroll than it already is currently.
Theres really no differance in outcome to being helped by an NPC than being helped by another player.
The monsters that you are fighting dont get buffed if there are 2 players fighting them, so I cant see any problem in having NPCs who can actually help rather than being there just for show.
If the NPC is really useless, how about players being able to give NPCs better gear just on a temporary basis for the duration of the fights.There is because not everyone wants the game nerfed even more so that the content is more of a faceroll than it already is currently.
And yet not everyone agrees that the content is “faceroll easy” either. You lack perspective.
I didn’t have any problems/deaths beating the content, but I run with high survivability, so I can understand if other players, especially on squishier classes, have trouble with some of the fights.
I can also understand that it’s a bit insulting and frustrating to have these “legendary” individuals flail around and do nothing in combat. It’s bad for immersion, theme, and feel of the story. Not to say that NPCs ought to be able to finish battles and objectives, but they shouldn’t be worthless, either.
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632
Theres really no differance in outcome to being helped by an NPC than being helped by another player.
The monsters that you are fighting dont get buffed if there are 2 players fighting them, so I cant see any problem in having NPCs who can actually help rather than being there just for show.
If the NPC is really useless, how about players being able to give NPCs better gear just on a temporary basis for the duration of the fights.There is because not everyone wants the game nerfed even more so that the content is more of a faceroll than it already is currently.
And yet not everyone agrees that the content is “faceroll easy” either. You lack perspective.
I didn’t have any problems/deaths beating the content, but I run with high survivability, so I can understand if other players, especially on squishier classes, have trouble with some of the fights.
I can also understand that it’s a bit insulting and frustrating to have these “legendary” individuals flail around and do nothing in combat. It’s bad for immersion, theme, and feel of the story. Not to say that NPCs ought to be able to finish battles and objectives, but they shouldn’t be worthless, either.
Not everyone is great at games but that’s no reason to nerf a game further just because they struggle. All it does is make it less challenging for everyone else. In many games, as a player progresses, it gets more challenging.
The NPC’s are here as part of the story and not to carry the players although a certain NPC at the end of the last instance in the recent LS can do just that. I do not see how the combat effectiveness of a NPC has any bearing on immersion.
Theres really no differance in outcome to being helped by an NPC than being helped by another player.
The monsters that you are fighting dont get buffed if there are 2 players fighting them, so I cant see any problem in having NPCs who can actually help rather than being there just for show.
If the NPC is really useless, how about players being able to give NPCs better gear just on a temporary basis for the duration of the fights.There is because not everyone wants the game nerfed even more so that the content is more of a faceroll than it already is currently.
And yet not everyone agrees that the content is “faceroll easy” either. You lack perspective.
I didn’t have any problems/deaths beating the content, but I run with high survivability, so I can understand if other players, especially on squishier classes, have trouble with some of the fights.
I can also understand that it’s a bit insulting and frustrating to have these “legendary” individuals flail around and do nothing in combat. It’s bad for immersion, theme, and feel of the story. Not to say that NPCs ought to be able to finish battles and objectives, but they shouldn’t be worthless, either.
Not everyone is great at games but that’s no reason to nerf a game further just because they struggle. All it does is make it less challenging for everyone else. In many games, as a player progresses, it gets more challenging.
The NPC’s are here as part of the story and not to carry the players although a certain NPC at the end of the last instance in the recent LS can do just that. I do not see how the combat effectiveness of a NPC has any bearing on immersion.
on that argument, how immersive is it to see these “great heroes” lying around dead or just standing around doing nothing while you’re the one doing it all?
Theres really no differance in outcome to being helped by an NPC than being helped by another player.
The monsters that you are fighting dont get buffed if there are 2 players fighting them, so I cant see any problem in having NPCs who can actually help rather than being there just for show.
If the NPC is really useless, how about players being able to give NPCs better gear just on a temporary basis for the duration of the fights.There is because not everyone wants the game nerfed even more so that the content is more of a faceroll than it already is currently.
And yet not everyone agrees that the content is “faceroll easy” either. You lack perspective.
I didn’t have any problems/deaths beating the content, but I run with high survivability, so I can understand if other players, especially on squishier classes, have trouble with some of the fights.
I can also understand that it’s a bit insulting and frustrating to have these “legendary” individuals flail around and do nothing in combat. It’s bad for immersion, theme, and feel of the story. Not to say that NPCs ought to be able to finish battles and objectives, but they shouldn’t be worthless, either.
Not everyone is great at games but that’s no reason to nerf a game further just because they struggle. All it does is make it less challenging for everyone else. In many games, as a player progresses, it gets more challenging.
The NPC’s are here as part of the story and not to carry the players although a certain NPC at the end of the last instance in the recent LS can do just that. I do not see how the combat effectiveness of a NPC has any bearing on immersion.
on that argument, how immersive is it to see these “great heroes” lying around dead or just standing around doing nothing while you’re the one doing it all?
How immersive is it for players, as great heroes as well, to be able to simply “restart” a fight in a story instance if they die or able to WP if the same occurs in the open world? I haven’t seen any NPC’s just “standing around” so if you have then I would report it as a bug.
Theres really no differance in outcome to being helped by an NPC than being helped by another player.
The monsters that you are fighting dont get buffed if there are 2 players fighting them, so I cant see any problem in having NPCs who can actually help rather than being there just for show.
If the NPC is really useless, how about players being able to give NPCs better gear just on a temporary basis for the duration of the fights.There is because not everyone wants the game nerfed even more so that the content is more of a faceroll than it already is currently.
And yet not everyone agrees that the content is “faceroll easy” either. You lack perspective.
I didn’t have any problems/deaths beating the content, but I run with high survivability, so I can understand if other players, especially on squishier classes, have trouble with some of the fights.
I can also understand that it’s a bit insulting and frustrating to have these “legendary” individuals flail around and do nothing in combat. It’s bad for immersion, theme, and feel of the story. Not to say that NPCs ought to be able to finish battles and objectives, but they shouldn’t be worthless, either.
Not everyone is great at games but that’s no reason to nerf a game further just because they struggle. All it does is make it less challenging for everyone else. In many games, as a player progresses, it gets more challenging.
The NPC’s are here as part of the story and not to carry the players although a certain NPC at the end of the last instance in the recent LS can do just that. I do not see how the combat effectiveness of a NPC has any bearing on immersion.
on that argument, how immersive is it to see these “great heroes” lying around dead or just standing around doing nothing while you’re the one doing it all?
How immersive is it for players, as great heroes as well, to be able to simply “restart” a fight in a story instance if they die or able to WP if the same occurs in the open world? I haven’t seen any NPC’s just “standing around” so if you have then I would report it as a bug.
Restarts are a MECHANIC, not a character that is part of an important story, that has attributes like being a great fighter.
Theres really no differance in outcome to being helped by an NPC than being helped by another player.
The monsters that you are fighting dont get buffed if there are 2 players fighting them, so I cant see any problem in having NPCs who can actually help rather than being there just for show.
If the NPC is really useless, how about players being able to give NPCs better gear just on a temporary basis for the duration of the fights.There is because not everyone wants the game nerfed even more so that the content is more of a faceroll than it already is currently.
And yet not everyone agrees that the content is “faceroll easy” either. You lack perspective.
I didn’t have any problems/deaths beating the content, but I run with high survivability, so I can understand if other players, especially on squishier classes, have trouble with some of the fights.
I can also understand that it’s a bit insulting and frustrating to have these “legendary” individuals flail around and do nothing in combat. It’s bad for immersion, theme, and feel of the story. Not to say that NPCs ought to be able to finish battles and objectives, but they shouldn’t be worthless, either.
Not everyone is great at games but that’s no reason to nerf a game further just because they struggle. All it does is make it less challenging for everyone else. In many games, as a player progresses, it gets more challenging.
The NPC’s are here as part of the story and not to carry the players although a certain NPC at the end of the last instance in the recent LS can do just that. I do not see how the combat effectiveness of a NPC has any bearing on immersion.
on that argument, how immersive is it to see these “great heroes” lying around dead or just standing around doing nothing while you’re the one doing it all?
How immersive is it for players, as great heroes as well, to be able to simply “restart” a fight in a story instance if they die or able to WP if the same occurs in the open world? I haven’t seen any NPC’s just “standing around” so if you have then I would report it as a bug.
Restarts are a MECHANIC, not a character that is part of an important story, that has attributes like being a great fighter.
Well being able to “restart” breaks immersion. Immersion was only brought into this discussion as its one of those loaded terms people use to gain support for their arguments. If you want the NPC’s to actually doing something on a similar level as that of the player then Anet needs to up the difficulty of the story instances.
Theres really no differance in outcome to being helped by an NPC than being helped by another player.
The monsters that you are fighting dont get buffed if there are 2 players fighting them, so I cant see any problem in having NPCs who can actually help rather than being there just for show.
If the NPC is really useless, how about players being able to give NPCs better gear just on a temporary basis for the duration of the fights.There is because not everyone wants the game nerfed even more so that the content is more of a faceroll than it already is currently.
And yet not everyone agrees that the content is “faceroll easy” either. You lack perspective.
I didn’t have any problems/deaths beating the content, but I run with high survivability, so I can understand if other players, especially on squishier classes, have trouble with some of the fights.
I can also understand that it’s a bit insulting and frustrating to have these “legendary” individuals flail around and do nothing in combat. It’s bad for immersion, theme, and feel of the story. Not to say that NPCs ought to be able to finish battles and objectives, but they shouldn’t be worthless, either.
Not everyone is great at games but that’s no reason to nerf a game further just because they struggle. All it does is make it less challenging for everyone else. In many games, as a player progresses, it gets more challenging.
The NPC’s are here as part of the story and not to carry the players although a certain NPC at the end of the last instance in the recent LS can do just that. I do not see how the combat effectiveness of a NPC has any bearing on immersion.
on that argument, how immersive is it to see these “great heroes” lying around dead or just standing around doing nothing while you’re the one doing it all?
How immersive is it for players, as great heroes as well, to be able to simply “restart” a fight in a story instance if they die or able to WP if the same occurs in the open world? I haven’t seen any NPC’s just “standing around” so if you have then I would report it as a bug.
Restarts are a MECHANIC, not a character that is part of an important story, that has attributes like being a great fighter.
Well being able to “restart” breaks immersion. Immersion was only brought into this discussion as its one of those loaded terms people use to gain support for their arguments. If you want the NPC’s to actually doing something on a similar level as that of the player then Anet needs to up the difficulty of the story instances.
I don’t recall anyone asking for the NPCs to do “something on a similar level as that of the player”. Perhaps you could find me a link to that request. What I have seen are requests that the NPCs not be WORTHLESS. There is a very large scale between Worthless and doing as much as the PC.
Theres really no differance in outcome to being helped by an NPC than being helped by another player.
The monsters that you are fighting dont get buffed if there are 2 players fighting them, so I cant see any problem in having NPCs who can actually help rather than being there just for show.
If the NPC is really useless, how about players being able to give NPCs better gear just on a temporary basis for the duration of the fights.There is because not everyone wants the game nerfed even more so that the content is more of a faceroll than it already is currently.
And yet not everyone agrees that the content is “faceroll easy” either. You lack perspective.
I didn’t have any problems/deaths beating the content, but I run with high survivability, so I can understand if other players, especially on squishier classes, have trouble with some of the fights.
I can also understand that it’s a bit insulting and frustrating to have these “legendary” individuals flail around and do nothing in combat. It’s bad for immersion, theme, and feel of the story. Not to say that NPCs ought to be able to finish battles and objectives, but they shouldn’t be worthless, either.
Not everyone is great at games but that’s no reason to nerf a game further just because they struggle. All it does is make it less challenging for everyone else. In many games, as a player progresses, it gets more challenging.
The NPC’s are here as part of the story and not to carry the players although a certain NPC at the end of the last instance in the recent LS can do just that. I do not see how the combat effectiveness of a NPC has any bearing on immersion.
on that argument, how immersive is it to see these “great heroes” lying around dead or just standing around doing nothing while you’re the one doing it all?
How immersive is it for players, as great heroes as well, to be able to simply “restart” a fight in a story instance if they die or able to WP if the same occurs in the open world? I haven’t seen any NPC’s just “standing around” so if you have then I would report it as a bug.
Restarts are a MECHANIC, not a character that is part of an important story, that has attributes like being a great fighter.
Well being able to “restart” breaks immersion. Immersion was only brought into this discussion as its one of those loaded terms people use to gain support for their arguments. If you want the NPC’s to actually doing something on a similar level as that of the player then Anet needs to up the difficulty of the story instances.
I don’t recall anyone asking for the NPCs to do “something on a similar level as that of the player”. Perhaps you could find me a link to that request. What I have seen are requests that the NPCs not be WORTHLESS. There is a very large scale between Worthless and doing as much as the PC.
What’s your definition of not being “worthless”? The thing is that the story instances are balanced around the player contributing the majority of the damage. If you want that to change then either the player’s damage needs to be reduced or the instance’s difficulty needs to be increased to compensate.
or the instance’s difficulty needs to be increased to compensate.
That’s not a bad thing, honestly. It leaves room for more epic-feeling fights where the player must balance his end of a fight while supporting his allies. Or vice versa, being able to go full-bore damage because the allies do something useful like giving boons and holding aggro.
It’s almost as if that’d allow for more complexity in combat design.
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632
If story instances are balanced around the player doing most of the damage, then having additional players helping you in s story has to be banned.
You seem to have a problem with an NPC helping, but no problem with other players helping.
Whats the differance?
If story instances are balanced around the player doing most of the damage, then having additional players helping you in s story has to be banned.
You seem to have a problem with an NPC helping, but no problem with other players helping.
Whats the differance?
I agree. If people want story instances to be really challenging so that the NPCs helping would make it too easy for them, make an option to “turn off NPC help”. If that was chosen the NPCs could do like they do now.
I would love to see the option to either choose which npc accompanies us or which of a small set of builds we would like an assigned npc to run. Then increase difficulty a bit.
A player who has difficulty doing enough damage would then choose a dps npc while one who struggles with survivability might choose an npc based around support.
If story instances are balanced around the player doing most of the damage, then having additional players helping you in s story has to be banned.
You seem to have a problem with an NPC helping, but no problem with other players helping.
Whats the differance?
If you can’t tell the difference between a fictional character and a friend, then MMOs might not be the best type of game for you. :/
~EW
If story instances are balanced around the player doing most of the damage, then having additional players helping you in s story has to be banned.
You seem to have a problem with an NPC helping, but no problem with other players helping.
Whats the differance?If you can’t tell the difference between a fictional character and a friend, then MMOs might not be the best type of game for you. :/
~EW
It seems you aren’t understanding his point: he is responding to someone saying that if the NPCs provided real help the instances would be too easy. Yet we can make the instance easier by grouping with other players. If Anet didn’t want the instances to be easier, they wouldn’t allow us to play them in a group.
If story instances are balanced around the player doing most of the damage, then having additional players helping you in s story has to be banned.
You seem to have a problem with an NPC helping, but no problem with other players helping.
Whats the differance?If you can’t tell the difference between a fictional character and a friend, then MMOs might not be the best type of game for you. :/
~EW
It seems you aren’t understanding his point: he is responding to someone saying that if the NPCs provided real help the instances would be too easy. Yet we can make the instance easier by grouping with other players. If Anet didn’t want the instances to be easier, they wouldn’t allow us to play them in a group.
Why not just nerf everything to have the HP of an ambient then? Buffing the NPC’s would give those that want to play solo no challenge. If people want to do the story instances easily then they can just group up with other players. This way everyone has a choice.
If story instances are balanced around the player doing most of the damage, then having additional players helping you in s story has to be banned.
You seem to have a problem with an NPC helping, but no problem with other players helping.
Whats the differance?If you can’t tell the difference between a fictional character and a friend, then MMOs might not be the best type of game for you. :/
~EW
It seems you aren’t understanding his point: he is responding to someone saying that if the NPCs provided real help the instances would be too easy. Yet we can make the instance easier by grouping with other players. If Anet didn’t want the instances to be easier, they wouldn’t allow us to play them in a group.
Why not just nerf everything to have the HP of an ambient then? Buffing the NPC’s would give those that want to play solo no challenge. If people want to do the story instances easily then they can just group up with other players. This way everyone has a choice.
First, resorting to extremes like “nerf everything to have the HP of an ambient” makes taking your post seriously very difficult.
I, and many of the players who find these instances too difficult DO play solo. And many people can’t “just group up”. Some people play at off hours or have other reasons why they can’t group.
The story that is the game’s foundation should be accessible to every player. As it is right now, I have not finished a single storyline in this whole game because the fights are too difficult. Is that fair for a player who has been playing for 4 years?
If Anet wants to provide more challenging content, they can provide content besides the main story.
(edited by Djinn.9245)
If story instances are balanced around the player doing most of the damage, then having additional players helping you in s story has to be banned.
You seem to have a problem with an NPC helping, but no problem with other players helping.
Whats the differance?If you can’t tell the difference between a fictional character and a friend, then MMOs might not be the best type of game for you. :/
~EW
It seems you aren’t understanding his point: he is responding to someone saying that if the NPCs provided real help the instances would be too easy. Yet we can make the instance easier by grouping with other players. If Anet didn’t want the instances to be easier, they wouldn’t allow us to play them in a group.
Why not just nerf everything to have the HP of an ambient then? Buffing the NPC’s would give those that want to play solo no challenge. If people want to do the story instances easily then they can just group up with other players. This way everyone has a choice.
First, resorting to extremes like “nerf everything to have the HP of an ambient” makes taking your post seriously very difficult.
I, and many of the players who find these instances too difficult DO play solo. And many people can’t “just group up”. Some people play at off hours or have other reasons why they can’t group.
The story that is the game’s foundation should be accessible to every player. As it is right now, I have not finished a single storyline in this whole game because the fights are too difficult. Is that fair for a player who has been playing for 4 years?
If Anet wants to provide more challenging content, they can provide content besides the main story.
It would be the same impact if the NPC’s were allowed to be more effective without buffing the enemies in the instances to compensate. A player would be able to plow through them solo as if they were ambients.
Then if there are players that find these instances too difficult, they can all team up. You all have that option. A group is not that difficult to get even during off hours. You don’t even need a full group. There’s absolutely no reason to nerf the instances so that everyone else that wants some form of a challenge to lose that. Difficulty should not be set to the lowest denominator.
The story is accessible to every player. It can be completed in greens using terrible builds. Having everything catered around those those that have a very low skill level will just take away from everyone else in the game. If someone truly cannot beat an instance, then they can team up with others.
I’m not against NPC’s being given the ability to contribute more so long as the enemies are made more difficult to compensate.
(edited by Ayrilana.1396)
Let me put it this way Destiny’s Edge was useless always dying constantly but they tried.
do not know how much damage they did just knew they died a lot.
Now Dragons Watch may not do much damage it may be equal or less than Destiny’s Edge again I don’t Know. One thing that sets them apart is Dragons Watch does not die they keep fighting on to let you do the damage to the main monsters. Dragons Watch are suppose to support you not do your damage for you.
On top of that Dragons Watch Characters will also rez you. I would rather have them taking some of the monsters keeping them busy while I whittle them down to nothing than worry about how much dps they have.
i see 4 solutions to this 1. get rid of them 2. allow the player to kill them 3. make it so they can at least be a bit useful 4. do nothing to them which is most likely going to be the answer always for this.
i see 4 solutions to this 1. get rid of them 2. allow the player to kill them 3. make it so they can at least be a bit useful 4. do nothing to them which is most likely going to be the answer always for this.
5. The players ignore them because they’re not there for usefulness, but for story purposes. So, instead the players eat cheesecake while they play and enjoy the narrative.
~EW
I’d be fine with the NPCs fighting for real and upping the enemies to compensate. It isn’t satisfying seeing your NPC buddies phoning it in.