Companions For Adventuring

Yea, we have a lot of talks about pets still. We’re looking at all sorts of options for them right now and we aren’t really locked in to an option yet. We’re testing some things out internally right now but I’ll see if we can get some sort of update on the plan.

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A follow up as totems are “pets”. Are totems meant to be the huge aggro poles that they are? It would be nice if everything on screen didn’t make a B line for them the second they are summoned.

I like it when the totems pull aggro. At least the thorn totems. But I tend to use the 5-at-a-time nodes and like getting everything around them so I can wipe out the enemies with less risk.

It would be nice if storm totem didn’t with it’s lengthy cooldown but I assume I just need to learn to place it smarter.

I haven’t paid enough attention to the aggro mechanics, for all I know they’re random. I assumed that mobs went for the first thing that hit them. I know they can be distracted after that because they’ll chase me occasionally when I haven’t hit them at all and my minions are whacking them.

Well thanks man for sharing this amazing idea on …really helpful ! :slight_smile: 9Apps VidMate app VLC

Well I think Totems pull a lot of agro and this is the best way to handle it. Imgain placing a Totem and all enemys say “nay!” and move away from it. Would be fun for sure but right now the enemys kill those. I have skilled the Claw totem node in the swipe tree and those little ones are agro magnets as well. Would be strange if melee range totems simply would be ignored :D.

We can set individual agro modifiers for each different totem. I think we’ll look at making storm totem less agro happy than the others.

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We will continue to tweek the numbers on it but I’ve just made the storm totems less of agro magnets than the other totems and pets.

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No offence intended but isn’t this a bit wrong from a balancing point of view? Aren’t the storm totems very potent and should therefor be focused by enemys? Sure if they did indeed had a taunt mechanic build in, so to speak, that’s a fair move but I think it’s a bit difficult to leave the totem at a lower agro after it starts to damage enemys ^^.

This was a consideration when we made the change. It is something that we’re going to test and change still. We are planning several changes to the minion agro systems.

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and change that tree summoning unique ring, it’s a low level proc minion for a low level with high aggro draw. The tree model looks awesome though, could we get the tree fleshed out, and added in a skill tree with modifiers to the tree? maybe add a chance to summon a big tree in the spriggan form skill tree?

Thx for the replies :). I was just thinking about it and didn’t want to make a fuzz :). I think so far everything is in a good shape and after some number tweaks things will be fine. Then again I hope there will be some kind of substitute if totems will have less agro. Something like a dummy totem that shouts insults at enemys forcing them to attack it or something like that.

Oof this sounds great, would be amazing to have

this sounds so good vidmate teatv shareit

Holy thread-necro batman!

At least it’s still probably pretty accurate.

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Hey! So finally companions are added to the game? Whoo! Hyped :rofl::partying_face::partying_face:

Yes, but don’t forget, there’s only 1 node on the Wolf that makes 1 wolf not count towards the cap!
Hang on, WTF’s that node now? Or was it removed because it would be a bit confusing?

Wait, there’s a cap on Wolves? Hype is over now…

Yup, this is an in-game image:

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Made my day… Just have no answer to this. I love you Llama8! :smiling_face_with_three_hearts: