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Companions long standing issue


Lead_Codpiece

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Companions basic abilities shouldn't take mod slots - 3 abilities + Vacuum/Fetch + Health mod + Armor mod + Pack Leader/Primed Regen- 7 slots taken by mandatory mods.  Where am I supposed to place 4 elemental mods, Bite, Maul, mecha overdrive etc, crit-link etc.

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I have often wondered about this as well. I'm not quite sure why companions don't just have an unequippable, moddable melee weapon that can use pet specific mods. I suppose this may partly be because there aren't enough mods available to companions to warrant such a change, but I agree it is weird that we have to forego utility to make our pets moderately competent offensively (this may be a stretch...).

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30 minutes ago, Lead_Codpiece said:

Companions basic abilities shouldn't take mod slots - 3 abilities + Vacuum/Fetch + Health mod + Armor mod + Pack Leader/Primed Regen- 7 slots taken by mandatory mods.  Where am I supposed to place 4 elemental mods, Bite, Maul, mecha overdrive etc, crit-link etc.

More specifically its the "beast" pet having this problem. Sentinel, Moa, Hound all have their own weapons. 

Not sure why DE hasn't update beast pets, or even do entire pet rework to better categorize companions.

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55 minutes ago, Godmode_Ash said:

More specifically its the "beast" pet having this problem. Sentinel, Moa, Hound all have their own weapons. 

Not sure why DE hasn't update beast pets, or even do entire pet rework to better categorize companions.

there is a companions 2.0 somewhere on the to do list but new war seems to take president to it

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