

We have seen this happen after KOTFE with a number of companions. Now that any Companion can fill any role, BioWare no longer has to endure situations where they can’t allow serious consequences to befall certain Companions, just because it might leave a player with no other Companion that can fill a given role. All of my companions can play that role.īeyond lowering barriers, though, this change is also extremely important for storytelling purposes. My favorite Doc is not “the medic” in my team. All companions lose a bit of their identity this way. Of course, there are downsides from a role-playing point of view. Now nothing stops you to play with your favorite companion and still have them fill the role you need them to. This change is huge in terms of addressing the first goal of removing Companion usage barriers. When a Companion’s combat role is changed, their ability bar will fully swap out for their updated role’s abilities. The combat role can be changed at any time (provided you are not currently in combat) by right clicking on their portrait, and selecting a new role.

When summoned, a Companion’s portrait will display an icon signifying their current combat role.
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With the release of Game Update 4.0, all Companion characters are able to switch between all three primary combat roles. They may approve or disapprove and react in their own way when they hear or see you do something.īioWare wanted to come up with a solution that made sure the Companion system has both the versatility, and expandability necessary to keep up with your desires to have bolder, more meaningful choice options, as well as to fully utilize the incredible storytelling potential of Knights of the Fallen Empire’s episodic narrative. One of our biggest design goals with the new Companions system is to try and eliminate as much as possible the artificial barriers that prevent you from playing with the Companions you want, when you want, and how you want.Ĭompanions also behave differently while active during a cinematic cutscene. This is a companion that’s brimming with backstory and is involved in numerous events around the Galaxy leading up to his meeting with the Jedi Knight and coming their companion. However, I’ve always wanted to play with Lord Scourge. I am lucky I liked his personality and I didn’t mind spending the majority of my time with him. This was causing trouble and forcing players to only use one or two specific companions, because of the way they performed next to their own characters.Īn example would be me on my Sentinel and the companion Doc – Doc was originally a healer and has saved my a** countless of times in tough situations.

Everyone had their own set of abilities and was only able to fulfill one role. The original way companions worked in SWTOR was very limiting. Why BioWare changed the Companions System You first experience it after completing Chapter 9. Most of this is done via Alliance Alerts, part of the Alliance System in SWTOR, which was introduced with KOTFE, update 4.0. You will also encounter and have the opportunity to recruit companions from other classes’ stories and brand new characters as well. Major changes to how Companions play after 4.0Īfter the events of Knights of the Fallen Empire digital expansion, you lose nearly all of your classic Class Companions and have to play through various storylines to see them return to you. The New UI: Companions & Contacts Window.Companion Inherent Tradeskill Bonuses Removed.Influence Directly Increases Companion Power.What is Influence and how it works in SWTOR.Companion Gear is purely for Aesthetics.Why BioWare changed the Companions System.Major changes to how Companions play after 4.0.
