So, an idea my boyfriend and I had - he's playing with Julan too and has had some slight trouble with Julan dying slightly easily. I've had similar issues on occasion and I have a suggestion to make Julan's defeat in combat not completely screw over the player: if he gets to low health, would it be possible for him to Almsivi Intervention away and meet the player at the Ald Skar? That way, it wouldn't have the unbalancing effects inherent in a companion with essentially infinite HP - the player still would have plenty of incentive to actually fight rather than send a companion to do anything - but not force the player to reload a save when a companion with imperfect AI (especially noticeable when the player casts a lot of ranged spells, and Julan charges in front of them) falls in battle.
Is this possible? I think it'd be a fantastic addition.
I've spent a LOT of game-time trying to suss an optimal approach to combat with Julan, and what I've found is this:
- If I give him the combat option to do whatever he wants, he will almost always use magic (I let him summon clannfears when we are killing mudcrabs, just because...). :clap:
- If I let him choose between melee and ranged weapons, he will almost always switch to a blade and play tank, no matter how little sense that makes.
- If I tell him to use his ranged weapons, he's a good boy and does what he's told, and will even make decisions on which of his bows to use and what is the proper ammo, depending on the enemy (i.e. he will
always change from his crossbow to the Bonebiter Bow of Dead Ashlander Guy when we face werewolves, b/c I give him silver arrows but no silver bolts). My Julan and my main character are both best with ranged weapons, and he will ALWAYS stay just to one side and slightly behind her in combat, using a bow, IF he has a clear shot at the foe of the moment and IF he has appropriate ammo. As soon as either condition is no longer met, he charges the opponent (though he doesn't always switch to a blade, for some impenetrable Julan-esque reason).
Additionally,
- Telling him not to fight to keep him out of a battle generally results in him grumbling for a few moments, followed by him going melee, no matter what his prior combat instructions were. If I don't want his help in a fight or concentrating on keeping him alive will be a distraction (such as a truly brutal boss fight, like Gedna Relvel, for example), I always tell him to wait, rather than telling him not to fight. It's much easier to call him into a battle than it is to extricate him from one.
The other reason is one of character: Julan has a thing about Not Running From Fights (physical ones, anyway), even ones he can't win, and are pretty much idiotic suicide. So while it may be annoying when he gets himself pasted to the floor by a dremora, it's hardly out of character. He kicks up a fuss every time I suggest he might teleport out. Some sort of warrior pride thing - or sheer bloody-mindedness, more like. You know how he gets. I think with casting ranged spells, you just have to be careful - as you would in real life! That's why I didn't give Julan any!
My character "fell in love" with Julan the day she/we watched him, half dead, half nekkid, and with all his equipment broken, beating a Golden Saint to death with his tiny fists... my favorite spontaneous Julan moment ever, in fact. :wub:
And aside from how out of character it would be for Julan to cut and run, having to retrieve him from the Ald Skar every time he bleeds a little is also problematic for roleplay purposes. Some of use use teleportation/intervention as sparingly as possible, after all, and it's a REALLY long walk from Dagon Fel to Ald'ruhn, for example.
~tsm