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Mod suggestion: Companion can not die, but can not attack


antiqwiz
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Hello DE :highfive:

I want to suggest an unique mod that you can/should implement in the future : Defensor 

This mod could change our companion behavior to deffensive, so they stay near us, can not attack (use weapons), but can not die, until player dies!

They could use abilities! (glitch warning)

Hope one day I can equip this mod, like I saw my loadout change button (idea) at Navigation screen! :wink:

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I wish there was a way to disable their fighting AI. I always play Inaros to avoid my cat dying in Kuva floods. You can't 1v1 a level 100 Kuva guardian cat, stop trying. I wish I could play other frames that have good survivability, but having my cat die every 20 seconds is way too annoying. For those reasons, it does seem kind of powerful to be honest. Both of those things are positives in my eyes. 

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That seems pretty useless, if we're talking about dogs/cats, they can be revived, sentinels on the other hand once they die, their gone.... A way of reviving sentinels would be most welcome from my part, instead of that Defensor mod.

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1 hour ago, antiqwiz said:

They could use abilities! (glitch warning)

The damage the Sentinels put out is negligible. Their value is entirely in their precepts. That they couldn't attack is not a selling point of allowing them to use their abilities unfettered.

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44 минуты назад, Gaxxian сказал:

OP af

^ this. Installing this proposed mod and I can throw away 4 survival mods. Not that I'll have much to put in in that case, still seems like an overkill.

I can see the frustration of constantly reviving a cat in high level mission, cause at a certain level enemies just one-shot the poor thing or cause AI can't handle pathfinding and keeps standing in giant ball of fire on lower level missions. I would prefer for beasts/moas to have invulnerability period of couple of seconds after revive, just like our warframes do. And that needs to ba baseline, not a mod. 

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1 hour ago, antiqwiz said:

This mod could change our companion behavior to deffensive, so they stay near us, can not attack (use weapons), but can not die, until player dies!

They could use abilities! (glitch warning)

So if I put this on a sentinel what happens when it uses sacrifice to revive us?  Does it die like the mod says or stay alive?

What about abilities like "fatal attraction" that deal damage?
or Vaporize?  Its undeniably an attack but is an ability vs actually shooting its gun.
Where do you draw the line?

Beyond that though, this would be OP as hek.
After all now I can run a charm smeeta and nothing else.
Or an odomedic, or guardian, or medi-ray, or shield charger and enjoy the free health/shields without having to worry ever.

The strength in companions isn't their attacks.  Far from it.  Their strength is their support precepts, and having an invincible companion that is constantly healing you, or providing crits, or other benefits with absolutley zero down time and zero risk of them dieing, eg free benefits and mods?  that is just wholly unneeded power-creep.

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You are right! I just want an universal companion mod like "Reawaken" for long term missions or hard missions. 
But could be a blueprint (maybe arbiration C reward) for our gearslot, which need to craft and we can use it for revive our companions!

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36 minutes ago, antiqwiz said:

You are right! I just want an universal companion mod like "Reawaken" for long term missions or hard missions. 
But could be a blueprint (maybe arbiration C reward) for our gearslot, which need to craft and we can use it for revive our companions!

Same could honestly be said on when is D.E. just going to give us a universal vaccuum, since the whole, just giving us fetch mod is kind of a patchwork joke for beast pets. Plus honestly lets not have D.E. cram more `patch work fixes` into the `hard mode content`, what needs to happen is actual true Quality of life improvements to many things in the game, especially give pets alot more survivability, since i would rather just like how in mabinogi, i could just summon my pets via a menu or thru hotkey bindings and did not have any restrictions except only able to have one out at a time but using them to semi-stun lock a strong enemy was helpful when i was busy charging a nuke like Fireball or Ice Spear or needed to apply a bunch of bandages to heal wound damage because said enemy just happen to have ridiculous wound damage on top of absurdly high raw damage. Reason im talking about that? They could be USED for something that actually benefit then some op as heck buff they can chunk out, rather pets be more like D.Dog from MGSV Phantom pain then what is basically optional `protect your escort target who cant even defend themselves` type of crap.

So lets be honest, before D.E. considers cramming a mod in to `make our pets able to actually live thru stuff but become just an ability slave`, they need to first buff pets in general so said mod`s trade off is a actual trade off then just another Adaptation mod except being 10 times more broken. Since i would not be amazed if D.E. ends up going back and tweaking said mod to maybe reduce ability effects by 30~50% what they normally do to `balance things out`.

Edited by Avienas
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Honestly, I'm sick of companions getting OS and not be able to do anything. Stupid sentinels being destroyed easily and impossible to bring back, and idiotic pets getting chain-downed cause they don't even have a god damn invincibility period for when they get rezed. Often staying immobile and letting everyone and their mother fire at him. I'm willing to entirely forget about damage forever if a mod like this appears. Or basically anything that will let companions actually survive in high levels.

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This is why I almost exclusively use Dijn in endless missions. In an arbitration, I give Helios no more than 10 mins. And I surely not going to sit here and keep reviving the pets.

As for the OP suggestion, the whole point of companions is their utilities, not their damage. As an overall design, instead of having a mod, just make them indestructible, and adjust the utility and damage accordingly. I think that will be much better than what we currently have. 

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On 2019-10-01 at 12:05 PM, antiqwiz said:

change our companion behavior to deffensive, so they stay near us, can not attack (use weapons)

Indeed rn the best use for companions is buffing ourselves. Having them running around after random enemies gets in the way. Specially for Sahasa kubrows... Which run around attacking enemies instead of digging energy/ammo/etc.

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I'm still of the opinion that Sentinels should respawn infinitely, but on a timer with Regeneration mods reducing that timer. I'd say 2 minutes respawn timer unmodded, 90 seconds with Regen, 60 seconds with Primed Regen. That still gives us reason to guard them but doesn't just take away our loot detection and loot vacuum just because a Zealot showed up and AoEd my Carrier to death.

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5 hours ago, Steel_Rook said:

I'm still of the opinion that Sentinels should respawn infinitely, but on a timer with Regeneration mods reducing that timer. I'd say 2 minutes respawn timer unmodded, 90 seconds with Regen, 60 seconds with Primed Regen. That still gives us reason to guard them but doesn't just take away our loot detection and loot vacuum just because a Zealot showed up and AoEd my Carrier to death.

I really like this idea.

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hace 5 horas, Steel_Rook dijo:

I'm still of the opinion that Sentinels should respawn infinitely, but on a timer with Regeneration mods reducing that timer. I'd say 2 minutes respawn timer unmodded, 90 seconds with Regen, 60 seconds with Primed Regen. That still gives us reason to guard them but doesn't just take away our loot detection and loot vacuum just because a Zealot showed up and AoEd my Carrier to death.

You can use Djinn 😛

I do it because of that xD

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1 hour ago, Gaxxian said:

You can use Djinn

No, please, I don't like Djinn... the ugly little naked flesh twig... root? whateveritis. I like Helios and Oxylus (never touch Wyrm - pointless, though I like how it looks sorta, Shade - pathetic stealth always failing when actually needed, Deth Cube doing pitiful damage and rarely providing its energy orb drops - we'll see about Deth Cube Prime, or Carrier - I melee 99% of the time, and hate guns, so no benefit in ammo bonuses)

Besides, the universal revive timer with reduced cooldown with mods is a really elegant way of integrating that, and preventing my intentional suicides just to revive my sentinels - like, really? that's the only way to bring that thing back, when pets can just be revived like other players? Technology dies, but pets can be revived like nothing... right... at least create a Repair Station gear item (that can be interacted with by other party members as well, to revive their sentinels too.)

 

I think the original intent behind Sentinels dying, was to prevent players from having an AFK kill-bot farmer who can kill anything in low level missions while you walk away and make a sandwich. If Sentinels get a mod that prevents them from dying, but also prevents them from attacking, that accomplishes the same goal without the likely unintentional downsides in endless missions or boss fights, where AoE damage eventually ends in their lives early on (my sentinel rarely makes it through Eidolon fights, for instance - even when I'm Oberon with a healing aura active.)

 

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Kubrow, Kavat, Helminth, and Moa can all be revived. Sentinels can't.

I only see one problem here, besides the previous pets needing Inaros or an invis frame to survive without constant deaths, at what I consider fun levels of content. 

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On 2019-10-01 at 1:06 PM, ZarTham said:

That seems pretty useless, if we're talking about dogs/cats, they can be revived, sentinels on the other hand once they die, their gone.... A way of reviving sentinels would be most welcome from my part, instead of that Defensor mod.

This and many other suggestions are just a way to ask for univac without the devs actually putting it.

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8 hours ago, Gaxxian said:

You can use Djinn 😛 I do it because of that xD

Well, I would if I didn't absolutely hate the #*!%ing thing 🙂 More to the point, though - I feel that Sentinels being limited by "lives" as they are now is a poor fit for the rest of the game. Limiting them by cooldown should be punishing enough to serve as disincentive without risking permanently removing quality of life from a mission.

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Very powerful mod suggestion. I don't hate it, but its very strong. Most sentinels barely attack anyways. This is basically just "Your sentinel can't die", which then opens up about half the mods you put on your sentinel to begin with to keep it alive (redirection,steel fiber, vitality, etc). Probably won't ever see a mod like this introduced.

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