Multi-Merc System

I’ve thought about a system where you can hire up to two mercenaries—like a main merc and a side/support merc.

The idea came from the fact that some mercs just never get picked. So I figured, why not give them a chance to shine, even if it’s just in a support role?

For example, let’s say I’m playing a Barbarian.

First, I hire a Might aura merc from Act 2. That’s my main merc.

Then I head over to Act 3 and pick up a Lightning merc. That one’s my support merc.

Basically, you’re adding the Act 3 merc on top of your regular Act 2 one. Now the Act 3 merc can help out a bit with AoE damage. Not a huge game-changer, but it adds some variety.

Depending on your character, you could come up with different combos too.

4 Likes

could be fun but game is already too easy as is, even playing hardcore. adding another sidekick would just make it easier.

im down… but pump the difficulty up a notch if it happens tho.

*i kinda like the idea of allowing more gear on the current merc(s) too but same idea… would make the game easier for no reason.

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For ~5 year olds, or 15 year olds? As long as it’s questionable, the game still has a chance…

Youtube short: Shape OCD Hell

Would be interesting to have 2 frenzy mercs as a pally support.

Yep… More players around pally would survive.

Just imagine the powercreep… more gear slots on Mercs mean more auras…

Infinity on every a2 merc and insight/fana on every a1 merc as example. More power creep for caster and op builds.

It sounds fun for sure, but I don’t think that it improves the game and it would make it a lot easier. Just imagine how easy the play through would be with 2 mercs…

I agree. I hope they come up with a good way to promote the less popular mercs.

Sounds cool. And you have a better chance to survive in hardcore.
Game is not that easy…
Its just that easy after you spend 50 dollar for runes or you stay alive after 2000 hours of farming.
Think about people dont have the maximum gear 5 days after new ladder begin

Just move Infinity to all weapons so A2Merc wont be must have anymore :grinning:

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That’s quite easy

Remove weapon type restriction to RW

And

A1: meditation & cleansing
A2: blessed aim & prayer
A3: conviction & salvation
A5: might & battle cry (reworked to reduce PR% instead of defence)

Ure like these devs, breaking the game rules.

Only Act2 mercs use auras

Says who?

11charactersrequired

Show me where the original devs stated that only those can use auras

Allow only Act 3 mers for support? Act 5 has several use cases. Act 1 a few. But the Act 3 …

But to be honest, I would rather see them buffed cautiously. And make them standalone at least more viable. Introduce a tailor made shield for them, increase FCR a bit and -res. The could even get auras (but with not too high lvls). I´m pretty sure, it the devs would take 2-3 days to think about, they would come up with good ideas easily.

The original idea was that it should be fine as long as merc from the same act (for example, only two Act 2 merc) don’t overlap, but I guess there could still be balance issues.

No need, there is real story

The crusades aka religious wars

Paladins as EU warriors vs Arabic warriors

The same wars, similar warriors, different sides, thats why they got Pal auras.

1 Like

I find it interesting & you got my support.

Depending on their skill set and class, almost all mercenaries are suitable. The Act 3 mercenaries are at a significant disadvantage due to their caster role and the limited number of items available to them, causing them to fall behind.
If you could give them amulets, rings, shoes, belts, and gloves, they would certainly be more useful. But for a while, an Act 3 Frost mercenary is actually quite useful for CCing enemies.
Or a Fire mercenary with maximum +skills enchanted at a high level can do quite well in Normal mode against small players with fire damage.

The Act 1 mercenary, on the other hand, is very well suited when it comes to support in the form of, for example, Insight Aura, Purify, or Thorn Aura.
Especially when a sorceress needs Insight and not Infinity, the Act 1 mercenary is the best choice, simply because she hardly ever dies due to teleporting and staying away from monsters.

The Act 2 mercenary is actually the most boring mercenary, but very useful due to his auras… but I don’t like him.
My favorite is always the Act 5 Barbarian Mercenary, followed by the Act 1 Mercenary. Only when I’m forced by the mechanics to take an Act 2 Mercenary, e.g., for a Strafezone for damage, do I take him… or because of RW like Infinity… But the guy is a sleeping pill…

An Act 5 mercenary with strong equipment is a machine and also fun…
I always prefer RW Plague, for example, or if he’s supposed to be a wall himself, then RW Grief, Last Wish COH, and helmet, depending on what you need, and let him go…

2x RW Crescent Moon was also murderously fun…

Whether I want to lug around 2 mercenaries and equip them both hmm… Depending on the class and skill level, that would certainly be helpful… But then, of course, it quickly becomes very dependent and probably favors certain classes even more than it already does.

performance in normal mode is an argument in your book? Playing below lvl 30 is tedious, since skills aren’t available / not very powerful yet, but still normal isn’t much more than a tutorial area. Game starts in hell (imo).

Uhm, on a self-wield infinity nova sorc, I would use a Prayer act 2 w/ insight and cure helm. While not as powerful as a Plague, it still helps with one of the weaknesses of a nova sorc (poison) and the triple Prayer health regen is also nice when sorc gets poisoned.
And they also hardly die since monsters die so quickly.