No, I stand not corrected. You were writing about taking Lone Wolf for yourself and letting your coop-partner recruit NPCs and afterswards give them to you, …
Was not so well read nor well written either, because I was not talking about that at all. I merely miss the option from Original Sin to have my coop partner recruit one companion for herself, while I am taking lonewolf instead of a companion.
Furthermore as I said, taking the lonewolf on companions works perfectly fine. Assuming that I wanted to exploit the system is … disheartening, give your fellow gamer's the benefit of a doubt of not being completely trying to abuse the system even when they rant in anger and frustration ;-)
The part about recruiting and distributing companions was a new paragraph and new issue, because companions can only progress their storyline when talking to the avatar who recruits them, but they can not talk to the guy who recruited them either IF they are assigned to another Avatar. That's a pure interface nuisance. And it gets worse, because their quests will not trigger either when "loaned" to another Avatar, meaning you might not even notice that there is a problem, just because one player did the recruiting.
Lastly, as I said, the balance issues about Lonewolf are irrelevant to the trouble of that design decision in multiplayer. D:OS handled this way smarter imho. Reducing the maximum companions by one. It even fits the theme of Lonewolf as the lone wolf character simply drives people away by being a bit of loner and being unrelatable.