I haven’t got the expansion as of yet and I broke into torment 3 Sunday and slowly getting stronger hoping to make it to t4 eventually. I’m strictly a solo player and I feel like my chain lightening sorcerer is the best toon I ever had considering the damage nerfs that have taken place over the months.
I remember having a merc was a staple in D3 and came with the game I believe needing no expansion to access them and I always felt they added a decent buff depending my build.
So are mercenaries worth it? Will the 2 I’d be allotted bolster my sorc enough to make a difference ?
Mercenaries do not change the game in a major way (crossing Torment tiers).
Mercs do give you added QoL. You can get a nice defensive buff and things that crowd control enemies. They will not directly help your DPS but do help in other ways.
Edit: @Jemuzu you are correct…I forgot about some of the direct DPS buffs.
This is not true. Some skill effects and passives give multiplicable damage buffs for short durations. Others add things like Attack Speed for slightly longer durations. Nothing game changing, but it can help.
The only decent thing they do is allow you to see enemies on the mini-map. And that’s just one of them. Otherwise their impact is negligible.
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Wouldn’t be as helpful as you’d think. Especially if your merc never actually gets to hit the enemies because of how fast you’re clearing.
Varyana does have the attack speed perk, that increases the more enemies you kill, up to a cap.
Subo helps you see enemies and material nodes on the map, very helpful.
Raheir is great for some added defense and mitigation.
Aldkin is a double edged sword, he can help your DPS a little, but also drains your resource when he goes super-saiyan.
Depending on the merc they can also provide vulnerable, stuns, slows, Crit, etc. I think of them as having a zero DPS support like in D3 groups, but less useful. They’re nice to have, but you definitely wouldn’t notice much if they were gone. Except for Subo, his ability to let you see enemies on the map is amazing.
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I’m switching to subo I didn’t know he did that with the map. One armed man you’re going home you freaked me out anyway.
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Yea Subo is great in the pits. It’s kind of like a map hack. You can’t see the map, but you can see clumps of enemies and then if there’s nothing beyond them, you know it’s a dead end. Also really nice in the undercity too. He’s useful anywhere really.
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I would use Subo if he had no other ability than the map.
Subo is great for the pit and undercity. The other mercs are second class. I hope they don’t nerf Subo’s map ability.
Merc provide some passive like DR, armor, fortification and attack speed. It benefits you depends on your build, like fortification benefit overpower build. There is one Mercenarie called Sobo is the most useful for farming as it provides you a map hack ability The runes give you some passive attack, max life and also a lot of utility.
The utility is helpful, the difference is like you travel with your own car or use public transport.
Well its not like a massive boost, but Subos map hack is hard to live without now.
no.
i am also an axial chain lightning sorc. while Subo provides enemy dots on the minimap to help with strategizing especially in the Undercity, the rest of the mercs, including Subo, seem to just be shooting the empty air.
Judging by the comments above, the answer is Yes and directly. And did you think Blizzard had something optional in the add-on? As we see, their promise to develop the main game in parallel with the add-ons is an empty phrase. The first add-on came out and they simply forgot about the base game since they took money for it, and twice as much as they themselves estimate (now that’s how much the game and add-on cost together). With all this, the base game not only remained dull, but also unbalanced and primitive.
I have only been playing with VoH for 2 weeks. I was already in Torment 4 before (both Eternal and Seasonal). The mercenaries or even the Runes didn’t make much difference for me. I haven’t seen any noticeable improvement for my builds. As already said, Subo’s ability to let you see the enemies on the minimap is a nice QoL.
To put it simply. Every second event takes place on the territory of the add-on, which is not available to players who do not have the add-on. Although seasonal themes, hellish onslaughts, bosses outside the dungeons are a counter to the base game (in theory).
That is, coupled with bonuses to characteristics from mercenaries, they cut 50% of the experience for players who have not purchased the add-on, not to mention the fact that runes are only available with the add-on.
In terms of overall balance, then mercenaries, runes and common dungeons should not give anything useful.
In any case, Blizzard are still scammers.
I did half of the season without VoH and honestly, now that I have it, I can say that I wasn’t missing much. There are a bunch of stuff coming with the Xpac but nothing game changing. Maybe that will be different next season but for now, the base game is enough.
The biggest problem I had before VoH was the RNG Mythic crafting system.
For me, the difference is obvious.
By saying that it doesn’t affect much, you don’t deny that there is an influence. You just say that it doesn’t affect the game, or you ignore the influence, or you don’t pay attention.
For example, the OP of the spiritborn affects the primus. And this is an indisputable fact.
Sure, you can’t play SB without VoH. Obviously, I wasn’t and I am not planning on doing it, at least not this season.
To reply to the OP, I was just pointing out that I didn’t notice any significant change for my builds when playing without and with the additions of VoH.