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olagatonjedi

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Everything posted by olagatonjedi

  1. I agree that a companion shouldn't be able to perform better than a player, but they SHOULD be able to perform their role, at the very least. A tank that doesn't taunt isn't a tank. A healer that can't keep up with the minimum unavoidable damage isn't a healer.
  2. Even worse is that the new flashpoint is also overtuned so that companions really aren't capable of helping well enough to survive the fights if someone from the group/queue leaves.
  3. Boss 3 (the curse) is still very difficult when using a companion healer or tank. Too much damage being taken from multiple sources in the 2nd half of the fight, and even a 4000 presence healer is unable to keep up with anything longer than 90 seconds. Additionally, a tank companion does not agro the adds at all, and requires extreme micromanaging to direct it to each and every add. This is impossible considering all the other damage you need to avoid, while also trying to dps or heal. Additionally, mitigation and health levels are lacking for companion tanks.
  4. Now that the new flashpoint has been out for a decent amount of time, and I've had an opportunity to run it more than a dozen times, I feel the need to make it known that companions are essentially useless in this flashpoint. This makes it extremely difficult to continue with the flashpoint if someone leaves, disconnects, or can find anyone to join. With companion set to healer (with 4000+ presence), it is unable to keep up with any more than 90 seconds before the Mind Corruption dot becomes too much to overcome the healing needed to survive. Keep in mind, this damage output discrepancy does not even include damage from the adds, the puddles, the tentacle slams, and the Curse slams. With companion set to tank, it does not properly taunt, or turn to, any of the adds that spawn at various intervals of the fight. Even if you direct the tank companion towards one of the adds, it does not adequately taunt any of the other adds. Additionally, the nerf to companions in 6.x has left even the tank companion with inadequate levels of health and mitigation, even with 4000+ presence. As for DPS companions, I haven't tested nearly as much, because DPS role is more plentiful. Please consider either buffing companions to allow stronger or more efficient usage of their roles, or consider nerfing the Curse encounter so that it is more possible to complete with companions being used in the group. Thank you.
  5. I think I found the fix for this. It appears that the ONLY setting that needs to be changed within your old INI file is the following: LastCodeVersionRun = 1 to LastCodeVersionRun = 2 If it is anything other than 2, it will automatically implement the new 64-bit changes. Hope this helps.
  6. Give this a try in your .ini, and you'll feel like you are playing in very low settings with good brightness. [Renderer] AntiAliasingLevel = 0 AtlasQuality = 1 Buckets = 5 DYDDrawDistancePreset = 0 EnableSSAO = false GraphicsDeviceId = 7200 GraphicsQuality = 0 Height = 1080 MeshLODQuality = 0 NativeHeight = 1080 NativeWidth = 1920 ShadowMapNumCascades = 4 ShadowMapResolution = 1024 SpeedTreeDistanceScale = 1.25 TextureAnisotropy = 1 Width = 1920 AllowColorRemapping = false AllowDepthOfField = false doBlobShadows = false doShadows = false EnableBloom = false FxLightsLimit = 0 PlantDensity = 0 RefreshRate = 95 ShaderSet = 1 StaticLightsLimit = 1 TextureQuality = 4 WindowX = 0 WindowY = 0 CodeVersionChanged = false LastCodeVersionRun = 2 NewBucket = 5 AmbientNPCCount = 15 DebugAdvEnviroLighting = false DynamicLightsLimit = 0 EnableAdvEnviroLighting = false EnableDistortion = false FarClipScale = 0.1371195 LightEnvironmentShadows = false UseMinSpecShaders = true VerticalSyncState = false doOmniShadows = false HighShadowResolution = false EnableHighShadowResolution = false shadowQuality = 0 EnableDynamicShadowFiltering = false DynamicShadowFiltering = false EnableZPrepass = false EnableAccumTrails = false
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