Follower feedback/suggestion

How would you guys feel about followers if; when playing solo you could have all 3 followers active to make a group of 4.

If when playing as a duo or 2 player group, there could be 2 active followers to make a group of 4.

So on and so forth. A group of three players in a game could have 1 active follower to make a group of 4.

And of course a group of 4 would have no active follower.

2 Likes

Nope, only one follower at a time. 3 is totally an overkill, especially with the Emanate system. You’re wandering to save the world, not trying to recruit a guild.

1 Like

The one man army might be fun, if it is not to OP. You get a lot of utility with the new system. Lets test it to see if one with the new items is good enough…
And I dont like the followers with more players, from 2 players and up you already have enough bonus I think compared to solo.

1 Like

Followers don’t do any real damage. Even with this huge buff, it’s more about giving them the ability to give you more passive abilities through them.

As it stands one follower is enough, because 1/2 of the new slots are still pointless. The only major slot change that matters on the followers with “emanate” is the bracer slot. Having “Nems” fulltime is massive and stacked with a passive FoT is game changing.

As far as other NEW slots, equipping “Cain’s” or “Sages” set is nice, but not terribly impactful. Nothing else will matter at all.

The new skill buffs are enough to make it interesting, but that just helps you determine which flavor of follower you will chose.

TLDR: The new follower changes are really just giving everyone a free Nems, FoT, and cheat death for all solo players. Only one follower is needed.

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Yeah having all my followers active at once is one of the major things i would like to see happen.

Being able to equip our followers fully was also something i’ve wanted for a long time, so we’re half way to the perfect follower situation.

I’ve made the suggestion to allow us to use all followers at once many times in ptr forums and such, and many people have likely made the suggestion before me as well

The concern now would be Emanation making them far too powerful, but i think this could easily be tempered by having a cap on how many emanations you can have active, a reduction in their effect, or simply to just have it so you can only have 1 “main” follower that provides the Emanations, then your other 2 followers that tag along simply only have the legendaries effecting themselves

Either way i would LOVE to see it

1 Player - 3 Followers

2 Player - 1 Follower each

3 Player - 1 Person can have an active follower

1 Like

But they won’t be doing anything. So… why?

Neither of these two other suggestions will happen because it will break the game.

Because it would be… fun?

When campaign was the end-game my fav parts used to be when i’d get the double follower combo in act 1 and 2, sure they didn’t really do anything impactful, but i enjoyed the banter and having them around

Not really, no it wouldn’t break the game. If they game were to register them as players, depending on actual group size adding 1-3 followers. The difficulty of the game would adjust as well as if it was 1 player or 4 player, also adding the experience//group buffs as if it was 4 players as the added followers would register as players. It would remain balanced.

The new follower skills do some enhanced damage/CC… It might be a good buff to have them all now…

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:grimacing: To each is own I guess. I turn the dialog in the game off so I don’t have to listen to them squabble about in town.

If the game registered them as players YOU would get wrecked, because the followers don’t do any real damage.

Then I would want to play a healer.

I have played games like this before.
One ARPG that was playable as a group ARPG with role distribution, and very well, was Dungeons Siege 1 and 2.

It was a lot of fun and I played as a pure healer with a pet as tank/DD as additional group help.
It went great. The NPCs had backround to impart and seemed like real heroes. You could take them over if you wanted to and it was a mix of RPG feeling and ARPG battling with a nice story.

So Diablo 3 is not designed for this, but in principle I am very receptive to such APRG group games in Isometric view, especially if the RPG is also emphasized and it is not just a brain AFK atomic throwing on weak NPC.
Through the role distribution that you can also mix from only DDler or Supporter, Healers and Tanks etc., this is quite fun and cool.
In Dungeon Siege you could have up to 6 people in your party… That was quite a lot, if you had taught the all still a Petskill^^

So in short, in general, this is nice and there are far too rare. Whether that fits in D3 hmm…

2 Likes

Mmm. They’ll do a good bit more than you think with this patch revamp. You are right in the matter of it won’t be as much as fully kitted players with multipliers. But the intent of them registering as a player is more or less for the multiplayer group XP bonus.

Not enough to matter. I’ll be floored if a Follower can kill a single monster post patch in a gr 60+.

I have been advocating that for a while now.

Groupers will whine, but that is just their sense of entitlement coming out.

One ARPG that was playable as a group ARPG with role distribution, and very well, was Dungeons Siege 1 and 2.

These were the best. I would be so keen for them to be remastered. I keep trying to find any new games that have a similar feel. Can’t really find one though.

Would be happy to have this in D3. Could just make it so that the follower that you hire is the only one that can emanate and all of the cheat death abilities share a cool down.

2 Likes

I also enjoyed it and still enjoy playing DS2, even if it is visually subterranean.

I always enjoyed playing the healer part. I would have liked it if my own people didn’t always take damage so drastically. It made healing so incredibly stressful, but it was still cool :wink:
A little slower damage input, would have been perfect.

But I miss those kind of games too. Group ARPGs as single player really have something, especially if you emphasize the RPG well too.
There are far too few games like that.

If I remember the old Fallout parts 1 and 2 and if I imagine such a hard RPG world then as a real-time game quite also as Scifi and the braked ARPG version in isometric view with a group etc…

That would be something… should actually, well implemented hit like a bomb and would have a lot of potential to be expanded over time.
Could be made as a future ARPG shooter so as Starcraft universe, or as a dark fantasy game like DS2 was just.

I would buy both and love it :wink:

Much deep RPG with ARPG parrt as group game in iso sight.
This is what I call modernization and progress of and from old titles into the present time.
Of course, also in a fairly open world like Fallout 2 was. Tunnel games are rather not so tingly ^^

Might as well do something like this:

https://i.ibb.co/mHnvYn8/Enchantress-2-0.jpg

Also made this suggestion a year ago…

Asheara’s Vestments set redesigned:

Asheara’s Vestments

Set Bonuses:

  • Each time your follower deals damage your damage taken is reduced by 5% up to 25% and your followers benefit from your equipped legendary gems (2 pieces)
  • Your follower benefits and gains 100% more from your paragon points. Followers also gain access to all skills and their cooldown is reduced by 50%. (3 pieces)
  • Gain all followers at once and increase their max damage by 10,000%. Each time a follower hits an enemy you deal 7500% increased damage for 5 seconds. You can have one follower to fight by your side when in a party and the damage boost is lowered to 1000% for your follower and 750% for you. (4 pieces)

I also had a more detailed idea how to improve followers back in 2019:

I also had a more detailed idea how to improve followers back in 2019

Asheara’s Vestments set redesigned:

Asheara’s Vestments

Set Bonuses:

  • Each time your follower deals damage your damage taken is reduced by 5% up to 25% and your followers benefit from your equipped legendary gems (2 pieces)
  • Your follower benefits and gains 100% more from your paragon points. Followers also gain access to all skills and their cooldown reduced by 50%. (3 pieces)
  • Gain all followers at once and increase their max damage by 10000%. Each time a follower hits an enemy you deal 7500% increased damage for 5 seconds. You can have one follower to fight by your side when in a party and the damage boost is lowered to 1000% for your follower and 750% for you. (4 pieces)

You can now fully benefit of all the follower only legendary item bonus if you equip the invulnerability item, the other two legendary items for followers would be either removed from loot pool or redesigned. From now on you play with ONE follower in parties with other players and with 3 at once when solo. A belt and bracers would be added to the set items, so you benefit from both your 6 pieces set and the Asheara set when playing solo.
All the damage boosts are additive not multiplicative. This set is intended for players who prefer playing solo rather than playing in groups and benefits both you and your followers.

Followers would also benefit from equipped set items (set rings, set amulet + ring or weapon + shield sets).

All followers now got additional 4 skills (4 per follower - 4 for Templar, 4 for Enchantress, 4 for Scoundrel). Followers had 12 skills instead of 8 in alpha or beta of Diablo 3. Here’s proof:

asdclan.files.wordpress.com/2011/05/followers.jpg

All followers skills got buffed or slightly changed:

The Templar:

Heal: Heals you, or the Templar for 386,224 Life. Your allies are healed for 193,112 Life.
Cooldown: 20 seconds

Intervene: Taunts enemies within 20 yards of you for 5 seconds when you are under attack.
Cooldown: 10 seconds

Intimidate: Enemy units are slowed by 80% for 5 seconds when they hit the Templar or are hit by the Templar. Does not stack with other slows.
Passive

Loyalty: Regenerates 12,874 Life per second for you and the Templar.
Passive

Charge: Charges a target, dealing 840% damage as Physical and stunning all enemies within 12 yards for 5 seconds. Stunned enemies receive 10% more damage.
Cooldown: 10 seconds

Onslaught: Delivers a massive blow to an enemy for 2400% damage as Physical. If the enemy dies from the blow you and your allies gain 25% increased movement speed for 5 seconds.
Cooldown: 10 seconds

Guardian: When an ally is low on health, the Templar will charge enemies near them, knocking them back and healing the ally for 364,766 Life.
Cooldown: 20 seconds

Inspire: Increase primary resource generation for the player. Mana: +14 per second. Arcane Power: +2.8 per second. Hatred: +2 per second. Wrath: +2.2 per second. Fury: +20% generated. Spirit: +20% generated
Essence: +20% generated. Reduces all your resource cost by 10%.
Passive

9th skill
10th skill
11th skill
12th skill

The Enchantress:

The Enchantress can now equip 1h-Wands and Sources too.

Charm: Charms an enemy to fight for you for 10 seconds. Every charmed enemy deals 75% of your total damage per hit.
Cooldown: 25 seconds

Forceful Push: Summon an Arcane explosion 8 yards around an enemy, dealing 1230% damage as Arcane and knocking back all monsters caught within it. Knocked enemies receive 5% more damage.
Cooldown: 6 seconds

Powered Armor: Buffs you, your allies and the Enchantress, increasing Armor by 10% and slowing melee attackers by 60% for 2 seconds.
Passive

Reflect Missiles: Buffs you, your allies and the Enchantress, reducing damage from ranged attacks by 15%.
Passive

Disorient: Cast a flash of light in an area, causing enemies to be disoriented for 3 seconds.
Cooldown: 8 seconds

Erosion: Conjures a pool of energy that deals 6600% damage as Arcane over 10 seconds. Affected enemies will also take 6% increased damage.
Cooldown: 25 seconds

Focused Mind: Gain a 40 yard aura that increases attack speed for you, your allies and the Enchantress by 6%.
Passive

Mass Hex: Lob a bulb of magical energy that hexes enemies in an area into chickens for 8 seconds.
Cooldown: 24 seconds

9th skill
10th skill
11th skill
12th skill

The Scoundrel:

The Scoundrel can now also equip two Hand Crossbows at once or one with a quiver.

Crippling Shot: Ranged attack that deals 560% weapon damage and slows the target by 80% for 6 seconds. Slowed enemies receive 5% increased damage.
Cooldown: 5 seconds

Poison Bolts: Ranged attack which instantly deals 1280% weapon damage, and inflicts 2400% weapon damage as Poison over 3 seconds.
Cooldown: 5 seconds

Dirty Fighting: Blinds enemies in front of the Scoundrel for 3 seconds.
Cooldown: 8 seconds

Vanish: The Scoundrel vanishes in a cloud of smoke when injured, reappearing after 4 seconds. While vanished, he will heal for 268,211 Life and you will receive 75% less damage when hit for 2 seconds.
Cooldown: 20 seconds

Multi Shot: The Scoundrel’s ranged attacks have a 75% chance to fire 3 bolts at a time. When activated, releases 3 bolts hitting for 660% weapon damage each.
Passive / Cooldown: 8 seconds

Powered Shot: Powerful ranged attack dealing 1530% weapon damage as Arcane within 10 yards around the target, stunning all affected enemies for 2 seconds.
Cooldown: 8 seconds

Anatomy: Increases Critical Hit Chance by 5.0% for the Scoundrel and his allies.
Passive

Hysteria: Whenever you or the Scoundrel strike a critical hit you both will go into hysterics, increasing damage dealt by 10% for 5 seconds.
Passive

9th skill
10th skill
11th skill
12th skill

Never had a chance to play alpha or beta of Diablo 3 so I can’t tell what the other skill were…

Oculus ring redesigned to increase Followers usefulness.


Oculus Ring

NEW Legendary Bonus (effect): - redesigned

Increases your followers attack speed by 25% and all damage by 5000% when playing solo and by 5% and all damage by 500% when in a party. While equipped by a follower an area of focused power is created on your location which increases your damage by 70-85% everytime your follower kills an enemy.

The duration of the circle would be 5 seconds. The damage boosts in is lower in parties to prevent too much “power creep”…


Azurewrath

NEW Legendary Bonus (effect): - redesigned

Deal 600-750% more cold damage (additive and benefits cold skills and weapons with cold damage as well) and have a 25.0%-30.0% Chance to release a freezing mist that freezes for 3 seconds enemies in 25 yard radius and deals 850%-1000% cold damage every second. While equipped by a follower your chance to freeze is increased to 40%, but the damage done by freezing mist damage is lowered to 220%-250% cold damage every second.

You’ll still get 10.0%-15.0% Chance to Freeze on Hit (lowered from 20.0%-25.0%), but you won’t get Cold skills deam more damage, because it’s already in the legendary bonus (effect). This could be an example of a weapon that not only benefits you, but also your follower.

All these changes would greatly benefit players who enjoy playing solo rather than in parties and would lower the gap between solo and group in greater rifts.

I even made image suggestions on how to improve followers.

Here’s Two versions:

https://i.ibb.co/zrHsVyP/NEW-ENCHANTRESS.png

https://i.ibb.co/mHnvYn8/Enchantress-2-0.jpg

That would be interesting. In a similar vein, maybe a follower could equip Asheara’s but it would only call up one more follower. Wearing the set would reduce the overkill of the followers getting all the emanates as you’d have to choose between Asheara’s and other items. Haven’t thought it through though.

So Kinda like your own Crew - Necros, WDs and even the Monk’s Inna’s, DH’s Sentry, and Wizards Hydra builds rely heavily on minions on the field actively working with and for you - it is not much of a stretch to consider the set of 3 followers as constant companions in solo gameplay. It definitely would change scope of solo gameplay quite a bit and you would have to gear each one up.

But it definitely make the Ashera’s Set obsolete.

I wouldn’t mind using this for a Crusader build. All players benefit from extra bodies on the field as evidenced by the Necro’s horde of minions.