Originally Posted by acatlas
I mentioned before companions are a great way to change up the story having companions replace different companions depending on what route you took. Like Minthra vs will. Kagha vs Helsin ect. Depending what route you wanted to take there are plenty of ways to diversify those options and plenty of options present even in just the beginning aspect of the game.

Mercs though are a big interesting point for people who do want to develop a fully fleshed out party however I do think the 6 character system sits better for this as it allows you to min max your party fitting in 1-2 companions to fill niche roles while still keeping a party build closer to a design setup for a power player you may desire.

@CJMPinger there are plenty of companion options for them to expand all the way up to 1 companion from each of the 12 base classes getting most in the beginning of the game the others could easily be worked in shortly after.

Minthra vs Shadowheart
Helsin vs Kahga

There are plenty of ways to mix and match those characters with story plots to make for a story that fits for the party that people want. While keeping companions suited to fit the group in the way they feel they would like. There are plenty of great ways they could tie in different choices affecting companions leaving or joining into the same story arch. Creating interesting ways the game could be replayed to a different story arch / conclusion based on actions. Would but a final product much further off as you would need to kind of do a different ending somewhat for each character based on how you played out the story. But to an extent that could be left on the edge giving them time to toy with that more down the road. However that division in how parties / characters group join and play out creates inpact in choices ect. Also having characters have there own conclusive story line and unique traits that make them in someways better than the options you have from character creation for npcs also can impact this like for example by Asterion having a bite attack / vampire like powers in some ways makes him slightly better than a mercenary character while not being built to a players design. Doing similar things for all the characters gives them a unique flavor and a reason to choose them over a merc designed character. There are dozens of ways they can play with that interaction.

Mm, I think Non-Origin companions also serve as a great opportunity for choice. I actually really want the option to have Halsin stay and lead his circle and we bring Khaga with us to give her some redemption and also because she is just as competent of a druid as Halsin is. With Minthara, I'd actually like to straight up recruit her but we have to convince Wyll to stay, like how in datamining it shows we may have to convince Shadowheart and Laezel to not murder eachother. I do think it should be possible but a genuine challenge to have every companion in the game recruited, because there should be clear conflicts and ideological differences, but with the Origin companions you have a common goal and there is a clear greater good that perhaps even some evil characters would aid because The Absolute is messing with their ambitions or plans.
Though my ideal is 13 Origin companions, one for each class. And then Non-Origin companions added on. One for each subclass is a pipe dream in pure numbers, but a large amount would allow us the chance to really play around with party composition and give feedback on every class and subclass.
Edit: Also I wouldn't frontload non-origin companions, I think they should be found throughout most of the game, or at least the first two or three Acts (depending on how many there are) and I'd spread them out, give them their own requirements for joining, etc etc. Shoving em all into Act One would feel a bit unnatural and could be overwhelming past the 12 Origin companions.

Last edited by CJMPinger; 29/06/21 01:21 AM.