Companions: The Good, The Bad and The Broken

When BioWare first introduced fans of Star Wars: The Old Republic to the idea of companions, it was a shock to many. "Why would I bother grouping if I already have a helper?" some asked. "Won't this trivialize solo content and make group content mind numbingly boring?" others wondered. "Now idiots will have even more reason to be loot ninjas," even more exclaimed. The truth is that the companion system, despite all its flaws, brings so many benefits to the table that I truly don't think the game would be anything close to what it is now without them. That doesn't mean everything is perfect on the minion front, however.

 


The Bad


Let's begin with what's horribly, horribly out of whack first, shall we?  Tank companions.  Everyone gets them, and everyone quickly learns just how terrible they are at actually tanking. In most situations a heavy-armor clad DPS character will actually have better survivability than a tanking companion. Things werent always this way though; for the vast majority of game testing, tanking companions had as part of their tanking stance a 40% armor buff. This allowed them to have mitigation around 40%, sometimes even up to 50%, a  far cry from the measly 20-30% mitigation they have now. Some players argued that tanking companions in those builds tanked far too well, and that healers had an inordinate advantage over other players because they had the ability to keep their companions up through anything short of an Heroic 4 quest. BioWare seemed to agree with that line of thinking, and the armor buff was removed a few weeks before launch.

The fallout was massive, and immediately apparent to anyone who had seen prior builds.  Tank companions instantly became little more than red-shirted cannon fodder and crafting helpers. This stands in stark contrast to healing and damage dealing companions, who fulfill their roles extremely well. Tanking characters backed up by a healing companion are effectively unkillable in solo and duo PvE situations. At the same time, DPS companions can output an insane amount of damage with the right equipment. I jokingly refer to my Sniper's ranged DPS companion as 'mini-me' whenever she drops a three thousand point critical shot on a target. Tanking companions by comparison are lucky to survive a fight with an Elite, and have to rest nearly every other fight at higher levels. 

That's not to say that tanking companions can't get the attention of the enemy; they do a marvelous job of holding aggro in most situations. The problem is that once every enemy in sight starts shooting at them, they crumple faster than a wet paper bag in a demolition derby.  BioWare needs to either return the flat armor buff to the Tanking stance of defense minded companions, or find some other way to significantly improve their durability, perhaps by adding a scaling armor buff with their primary stat while in tanking stance. Until that happens, most players will relegate tanking companions to the role of personal crafting assistants.



There's only one other thing that's bad about companions at present, and compared to the situation above this is really more of a "would be nice" item than an actual issue: the static nature of companion interactions. Currently, players can only speak to companions in a series of scripted conversations at specific affection and story thresholds. The end result is bursts of conversation at the beginning of every chapter, with little to no interaction throughout said chapters.

The solution to this is quite simple, and in fact is already implemented in another BioWare franchise: generic conversations. In the Mass Effect series when you speak to a companion you don't get a canned on line response, you actually get a conversation. Even if that conversation doesn't advance any plots or tell any stories, it adds to the feeling that the companion is actually a living, breathing character, and not just a robot reading lines occasionally.


The Broken


Beyond the design flaws in the current companion system, there are some technical issues that cause more problems. I can't classify these as bad for the simple fact that they're likely bugs, and not deliberately designed systems that just aren't working. Currently there are two major, and one minor, bugs with companions that, if corrected, would make a world of difference to every single player.

The first major bug deals with when your companions actually decide to get in on the action. For melee and tank classes this is a non issue; companions very handily engage the enemy once the player character is damaged in any fashion. For offensive characters, especially ranged advanced classes, companions are quite a bit more sluggish. Take the Sniper and Gunslinger for example: These mirrored ACs have it the worst of any class when it comes to companion inaction at the beginning of fights. Why? Because more than half of their attacks don't cause their companions to engage the enemy. Players have to either remember to manually activate their companion each fight, or make the conscious decision to use an ability that activates their follower, usually at a substantial DPS loss. Fixing this issue would go a long ways towards maintaining TOR's quick-paced combat.

The second major bug comes into play in the situations where a companion is disabled because of story reasons. When this happens, the crew skill system gets severely confused, and decides that up to half a player's companions are unable to be used for anything at all. It may not sound like much, but when crew missions can take an hour or more to finish, having half a player's available helpers out of commission because of a bug becomes quite aggravating.



The final bug, and it's really quite minor in comparison to how prevalent it used to be, deals with everyone's favorite landscape item: elevators. Currently there's about a 50-50 chance that when a player takes an elevator, their companion will bug out in some fashion;either by disappearing, forgetting to get off the elevator, or being flat out non-responsive until dismissed and resummoned. It's not fun to come off an elevator to find that your follower isn't doing what they need to be doing to aid you.


The Good


In spite of all the issues I've outlined above, the companion system adds a lot to The Old Republic.  On a strictly combat and mechanics level, it not only allows for an unprecedented level of soloability, but also allows players to tailor their playstyle to a given companion's abilities. The way a player chooses to approach a combat situation will end up changing dramatically depending on which companion they choose to bring to the fight.

On top of the combat contributions companions give, they are integral to what is possibly my favorite crafting system in any MMO. I realize that there are currently several major flaws in BioWare's Crew Skill design, but the framework is there to create an amazingly in-depth crafting process, and companions are right at the heart of it. There's no standing around doing nothing while you wait for 200 stacks of ore to be processed, there's no hunting for the right workbench in the middle of an absurdly crowded crafting hall, and there's no problem when you can't get your hands on the right tier of resources. All of these things are handled by your companion, which leaves time for doing whatever else you want to do in game.

Beyond the nuts and bolts, companions bring something else to The Old Republic that no other title has ever had: followers that players actually care about. These aren't faceless wolves or robots that follow you around and stab people, they're characters that players develop strong feelings for, be they feelings of affection or flat out hatred. The fact that a playerbase is so engaged in what their companions think, how they act and what they do really bodes well for future content involving these friends, allies, and sometimes even frenemies.


Conclusion


The concept of companions is, and always has been, a BioWare mainstay. From the very beginning they've supported not only their stories, but also their gameplay with these in-depth and absolutely vital followers, and The Old Republic is no exception. There are certainly issues to be resolved and bugs to be squashed with the current companion system, but the amount of good that companions are doing, and the potential good they can do in the future, is nearly unlimited.


Comments

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  • #58 Kealin

    My companion get the job most of the time and I most of the mobs any way.

  • #53 davestr1zl

    My biggest hate towards the companion system is the fact that they have set roles (dps, heals, tanks), unlike the previous system where you could buy companion kits to set their roles/abilities to whatever you wanted.

    Unless i want to stop after EVERY single fight and heal up, im literally forced to use my one and only healer companion who i doont even like... and the 2 companions that i DO actually enjoy and want to quest with is made impossible to do so because of how painful the combat becomes with them.

    They need to change it imo and allow us to set main stats, armor types, abilities, etc of the companions to whatever we want (at a price, of course)

  • #52 psduckie

    Tank companions are not terrible in and of themselves - it's how the player plays them.  On my Lightning Sorcerer, in fact, I won't solo an Elite with any companion but Khem Val!  I DPS the Elite until Khem is at about half health and then heal Khem until he is at about 80%, then repeat until the Elite is dead.

  • #51 RogueJedi86

    Oh, while we're talking about companions, there's one little feature I'd like. The ability to Inspect other players' companions. It's annoying when I'm grouped with a friend and I want to see his companion's gear to know if I have anything I can make(or that I looted) that is an upgrade for the companion. I then have to do the awkward "tell me what pair of legs he has on" conversation that takes much longer than a simple Inspection would.

  • #44 elisarion

    As a healer, I can keep Khem Val up through pretty much anything other than him standing in force storm on certain class quests. Tank companions are not worthless at all, but every other companion I have is useless because they can't keep me alive in a fight. The way I see it, you have one companion that is ideal for your build and don't try to use others. It sucks, but that's how it seems to be right now from my healer perspective. (Yes, Xalek is almost as easy to keep alive too, especially since he has all my old columi gear now).

    If you can't keep your tank alive as a healer in anything other than heroic +4, you are trying to DPS too much yourself or you don't have a clue how to heal.

  • #42 Doorofnight

    Honestly, as a Sith Juggernaut DPS Specced I didn't really find Quinn all that helpful. His heals were either downright essential for some fights or, since they are honestly not that fantastic given the fact that he does almost no DPS while in Med Watch stance, oftentimes I actually move through packs of mobs more quickly if I have Vette or Jaesa out and heal after every fight than have Quinn out and have to heal after every 3-4th fight since the fights take longer without the added DPS and he still can't keep you topped off if you move quickly between fights.

  • #46 elisarion

    Use stims, medpacs, and regen food from the cantina.

  • #36 Kraxis

    Heh, I find it a little amusing how all the healers are coming out of the walls claiming how awesome the tanks are... Well duh! Try being a ranged DPS with no healing and you will feel the pain of how the tanks are. They are not very good. There is quite simply no point in having them out when you have DPS companions that can manage it better because their DPS is that much better than the tanks' survivability.

    If you haven't already, try healing a DPS companion rather than a tank (gear being similar of course) and you will see how pointless they truly are.

    The case of Kaliyo is particularly galling. As noted on Alderaan she was piss poor, and to make matter worse, Vector started out with a defensive cooldown making him a lot better at taking damage... A DPS companion. I nearly banged my head on the desk.

    Charming... yes? http://imgur.com/r6WrI

  • #47 elisarion

    Healing a DPS companion means I can't fight nearly as many elites at once, or take on champions unless they are below my level. It's also a lot of extra stress. There is a huge difference with a tank mob. The aoe taunt is significant, and they can take a much bigger thrashing if you properly gear them. A dps companion usually can't out dps my heal threat let alone my added dps threat, and with no taunt, it means I'm dying soon because its a lot harder to heal myself taking damage than to heal a companion.

  • #38 Esras

    And I think that's exactly why us Healers are crawling out of the woodwork...  Tank Companions are not terrible.  They may be terrible, FOR DPS players, but that doesn't make them broken or terrible for EVERY class.  The original article claims that Everyone gets them, and Everyone decides they are terrible.

    It may ultimately be a case of Semantics, but stating that Tank Companions are terrible just isn't true.. they're just terrible for You.

    Last edited by Esras on 2/9/2012 5:35:09 PM
  • #49 Kraxis

    We get 1 healer... And in my class' case I didn't get it until the late 30s. Tell, when the tank can't tank and the DPS die too fast. I think I have a right to complain that I can't solo a solo quest without some insane kiting (if even possible). And yes, being Biochem allowed me even more survivability than most.

    So that '3 second' complaint is completely viable, given the fact that there is no options left. Just not for YOU.

    Once I did get my healer, I was set for the rest of the leveling. But damn, until then it was a horror to face anything that hit hard.

    Charming... yes? http://imgur.com/r6WrI

  • #45 elisarion

    That's a horrible solution. When I'm healing my tank, our combined DPS is usually pitiful. It would be way imbalanced for other classes to get an armor buff unless we got a DPS buff. Fights take a lot longer for us, we just survive through anything. DPS classes blaze through everything and cry when a boss kills them instead of dying in 3 seconds. I've fought battles with a single mob for 20-30 minutes before. If you can't win a fight with a tank, then maybe you need to pull out your healer and stock up on medpacs and try that particular fight in another way. You get 5 for a reason, not just to have 4 out crafting. Find the one that works with your strategies.

  • #40 thenewzero

    As a healer myself, I find that the DPS companions are still better than the tank companions.  They take only slightly more damage (and my first DPS companion is Light Armor).  The only issue is with aggro generation on larger groups if you're using the melee companion.  But even then, split tanking the groups actually works pretty well, and it's not hard to apply a little CC.  Unless I'm planning on soloing a Heroic 4, which is like pulling out my own teeth with my bare hands, I'm better off just using the DPS companion and healing him or her.  It only requires a little more attention (CC usage, cooldowns, slightly heavier healing).

  • #39 flem1

    Being terrible for 75% of players is terrible.

    It's true that healers with tank companions are insanely powerful already.  The solution is for the armor buff to only apply when not healed/bubbled/accompanied by a healer PC...

    Last edited by flem1 on 2/9/2012 5:52:09 PM
  • #35 McBob49

    lokin's DPS stance is EXTREMELY broken. but, oddly enough, he's the only healer with a DPS stance that does what it's meant to, instead of just healing worse

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