What content would you like added?

Papum

Well-Known Member
Dec 6, 2023
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An ideia for Companions and npc's (the latter is facultative) to be able to be more efficient in using and priotirize their Powers usages would be to code each type of power with an priority number:
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Than you would add at the Main Combat Menu three buttons (at the e, r and t button section) +wich would be the Group Battle Stance (this would affect summons aswell, and could be visible aswell at the 'Auto', 'Take Control' and 'Manual Control' part of the battle screen), wich using would not end the players turn.:+
Defensive button;
Normal button (how the game currently plays);
Offensive button.
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+ This option would probably be better to visible within the Powers button on the main combat menu screen instead of what was suggested before as it only deals with managing the groups Powers.


Was reading the comments on the latest patch release and noticed some comments on being able to control better the PC's Summons:
("Need more love for Summoner Black Mages, at least let us control the actions of our minions or very least have them attack our last selected target! …" and "Manually controlled summons has been my #1 want for so long. Would be a total game changer for both black mages and charmers. it would be very fun just by itself and could fix some underperforming summons like the kamikaze mushroom.").

+So i tought why not add to the level 7 Perk 'Powerful Binding' the ability that adds an adittional button within the Combat Menu's 'Powers' button wich works similiarly to Mark for Death Power, but without the damage component (exclusive only for Black Mages with such an perk active).+
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Wich would allow for it to be switched between two options 'Default' (the normal enemy highest on threat) and 'Players Target' (attacks the last target attacked by the player on it's next turn) as to be able to command your Summon to attack your target-- by letting it to have an secondary invisible threat meter besides the normal enemies group overall threat mechanism, to be able to make it attack your target by having it build an secondary invisible threat upon your target (if wanting to maintain an similiar threat building battle mechanics still even for the summon).
+ As this also deals with the auto attacks of the Summon it would be better for it to appear at the Main Combat Screen.

-- And probably adding an 'Defend' button (so when necessary you could put your summon into an defending position) alongside the "two options 'Default' (the normal enemy highest on threat) and 'Players Target' (attacks the last target attacked by the player on it's next turn)".
 
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Tlatchga

Well-Known Member
Jan 9, 2018
45
57
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2 things I'd like are at-will(s) that grant you a shield, a-la Ryn's Ice shield, and access to aggressive shield powers, specifically shield bash and shield drive. I understand us not getting the at-will shield stuff until later levels- seems like a magic thing that'd make sense to be level gated, but the aggressive shield powers seem like reasonably teachable maneuvers that'd play into the "I am the wall in front of you" fantasy. There aren't a lot of smack 'em with a shield powers, and I'd like more to be in the game, but access to some of the ones in the game now would be nice.
 

Tlatchga

Well-Known Member
Jan 9, 2018
45
57
26
Another thing would be presence or sexiness scalings on more of the performance/attention based powers- as is, a lot of them seem like they should have something affected by a presence related stat, but don't. E.g. Duelist's Taunt (maybe threat generated scales?), War Hymn (can't really think of an easy one to add- maybe lower base amount that scales, and the cap adjusts to be whatever 5 stacks would be?), Warcry (threat generation scaling?), and Banshee Wail (presence scaling multiplier on the damage?).