Ideas for Merc Mechanic Going Core

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Piousqd#0073 wrote:
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I disagree. If you're already farming/buying normal gear for mercs, buying merc-exclusive gear is hardly any different. And it keeps GGG from dropping a nerf nuke on the entire game to account for how busted they are.

The other option is just prevent you from gearing them at all. If you want mercs with good gear, you need to find them out in the wild and recruit. Mercs with default equipment are hardly as strong as ones you properly upgrade.


I liked someone's suggestion about just putting caps on the merc's stats. Such as limiting resistance to -100, etc


That would still be broken OP. Add Perquil's Toe and you're still going to see massive damage numbers you wouldn't get without the mercs.

No, disabled gearing or merc-exclusive equipment is the best way to prevent ridiculous builds and the resulting nerf nuke GGG will bring.
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley
Last edited by Pizzarugi#6258 on Aug 7, 2025, 2:45:24 PM
I think there are only two possible ways for mercs to go core without some major issues:

1) Exactly what Pizza said: you cannot equip "normal" items onto mercs. They have their own class of items and bases and mods and everything. This could actually be pretty darn cool and could help solve other issues listed later in the post. Heist League was actually pretty popular in part because of this customization model. And the entire new class of gear wasn't really a pain at all.

2) Re-work EVERY SINGLE UNIQUE (and some rare mods) adding a new condition that says "Can be used on Merc". This would be rather cumbersome to do, and upkeep.

There are simply no other possible solutions (imo) within the current itemization of the game.


And this is just the BASE changes that would need to be made. The fact that each merc comes with an aura and a curse is already way too much power creep. That makes it, before any gearing considerations, a supercharged AG already. Instead, maybe remove the curse / aura from the BASE mercenary and add them to "mercenary chase uniques/mods" (at a lesser power). Again, inspiration from Heist league. The only other league where we basically had mercenaries.
Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Aug 7, 2025, 3:02:42 PM
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Piousqd#0073 wrote:

I was thinking of an interview with Devs where they talked about how players had been asking for them since the beginning and how they have always wanted to implement them, but just hadnt figured out how to do it


Didn't see that...but clearly they still haven't figured out how to do it hehe.
Starting anew....with PoE 2
You know, the Heist NPCs should have been our mercs.

So, probably add them w/ a but of cookie-cutter stuff skills. Then for gear, use the "heist gear" slots they already have. Create unique items for the slots and expand on the affix list for them. That'll solve stuff like Doryani.
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Piousqd#0073 wrote:

I was thinking of an interview with Devs where they talked about how players had been asking for them since the beginning and how they have always wanted to implement them, but just hadnt figured out how to do it


Didn't see that...but clearly they still haven't figured out how to do it hehe.


Was the ziggyd interview w/ mark and jonathan, that came out with the release reveal.

https://youtu.be/caeh4G_WhH8?si=zQlz5Ll5TuThGL5Q&t=127

Heres a link to the YT video, with it clipped to start at around 2 mins when he mentioned it.
“Freedom is what we do with what is done to us.”
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Chrom#5652 wrote:
You know, the Heist NPCs should have been our mercs.

So, probably add them w/ a but of cookie-cutter stuff skills. Then for gear, use the "heist gear" slots they already have. Create unique items for the slots and expand on the affix list for them. That'll solve stuff like Doryani.


and the mercs will be stored in the Rogue Harbor, with everyones mercs all hanging out together, creating a lovely lag party.
“Freedom is what we do with what is done to us.”
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Piousqd#0073 wrote:

and the mercs will be stored in the Rogue Harbor, with everyones mercs all hanging out together, creating a lovely lag party.


No, they can go in our H/O just like every other NPC.
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Piousqd#0073 wrote:
2. Remove the Doryani's interaction somehow
Probably a change to doryani's itself, as we want mercs to be able to continue providing meaningful support from their equipped item effects

Given how much of an OP power creep it would be to have them in the core game, assuming they actually go core at all which I hope doesn't happen, I'd rather a complete rework of their equipment system to only accept merc exclusive gear. It would be similar to Heist, and GGG would have complete control over how strong it is.


The more I think about it, the more merc-only items make sense.

You thinking a full suit or lower levels of Itemization like heist specifically?

I'd love to see the mechanic go core, with some fixes to make it more sane.

I do think the idea of having a better selection/more slots and adjusting their AI sounds pretty slick.
My thoughts on this, copied from a different thread and cleaned up:

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I don't hate the general concept of mercs in core, but they would have to be so significantly different from their current incarnation that I would honestly prefer if they didn't.

Here's what changes Mercenaries need, at an absolute bare minimum, to go into core:

1 - They can't use player equipment. There's just no way around balancing this one; you could give them a 100% less damage modifier and they're still insanely overpowered as an aura/buff/MF mule.

2 - TAKE OFF WHATEVER MAGICAL SOURCE OF LESS DAMAGE TAKEN THEY HAVE FOR GODS' SAKE. This is something I genuinely can't believe didn't happen hours into the league; high level mercs just can't die, to anything. They can tank Maven memory game slams and searing exarch nukes and who knows what else, even when their stats indicate that they definitely shouldn't be able to survive. They've got some magical plot armor defense going on which seems to scale with their level, and it needs to go away.

3 - There needs to be some kind of opportunity cost for every time you use a mercenary. I don't care what it is, there are so many different options here, but it needs to exist. Right now, you would never not take a mercenary into a map with you. You would never consider not using one on any build. That sucks: it's boring and it's bad game design.
The doryanis issue is actually very easy to fix, just make it so -200 lightning res actually matters to them. It only doesn't right now because they have totally bullshit stats to compensate for the fact its hard to code them to have reasonable survivability without just slapping on reduced damage taken.

There will be more elegant solutions though and if they devote the time to it they will find them but resists in general basically don't matter for mercs a majority of the time and that makes a mockery of the gear system.

Infact thinking about it all of their gear is a mockery, you could give them all uniques without any regard for the actual stats and they wouldn't die until crazy degens or high modded T17s.

Edit: also see the post above is hitting on the same issue lol
Last edited by Draegnarrr#2823 on Aug 11, 2025, 1:06:40 PM

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