Mercenaries saved casual players.
" Because 1% hate casual players. |
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" Wrote about this a few pages ago (or maybe another mercenary thread), won't rehash. Tons of crucial differences between "party play" and "mercenary play" but the main ones are simply that its much much harder to pull off than empy and co make it look in videos. It's also significantly more expensive to build, run, and maintain a team of REAL players versus bots. There's also the fact that, and I think I might have said this in this thread too, the power is NOT just for solo players......because party play ALSO gets the mercs. This does nothing to bring the two "closer together", which is frankly what should happen across this game. Instead it brings them further apart, with parties now able to also have each of their own mercs and actually getting FAR MORE benefit from mercenaries than a solo player, exacerbating all the regular complaints that exist from party play. To math it out: Solo player gets merc and ends up being equivalent to sort of 1.5 players Group players EACH get a merc, gaining +3 players for a total of 9 players. The group that ALREADY benefits from additional players have also received 6x the benefit from the mechanic vs. solo players. I'd still be against them even if they were restricted to be only usable while you weren't partied....but that would be an excellent restriction put on them should they attempt to make them core. If you think its only a "few" broken interactions....you simply haven't done enough research. There certainly are a few POPULAR broken interactions, but there are tons and tons of broken interactions with mercenaries across many archetypes of builds, and power creep through the freaking roof across the board. Starting anew....with PoE 2 Last edited by cowmoo275#3095 on Aug 13, 2025, 7:31:26 PM
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" has absolutely nothing to do with hating casual players....and everything to do with actually understanding the scope of the game damage they bring to the table. Starting anew....with PoE 2
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" Let's feign there hasn't been a war between 1% and casual players on this forum since forever. Last edited by Chavolatra#3732 on Aug 13, 2025, 8:01:27 PM
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" There wasnt one. 1% couldnt care less You are projecting, thats all |
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" Tbh it sounds like you're just salty about the merc mechanic. Quite frankly you can balance anything with enough time and effort if we're being realistic and staying within the confines of reality. ★ Forum Threads ★
★ Unlock Sandwraith Kill Tracker #3461595 ★ ★ Deli Music Off #3450767 ★ ★ Bestiary QOL #3380585 ★ ★ Challenge (22) Equipped Elites 3804128 ★ |
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" This....exactly. Sure, there are some people that like and want the game to be harder and harder. But they are actually very few and far between, and mostly don't think about anyone else. There is no concentrated effort of people trying to keep 99% of the playerbase from playing the game and enjoying themselves lol. Starting anew....with PoE 2
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Mercenaries is the first league where I actually play PoE seriously, and I haven't used mercs themselves at all after the first (or second) act.
But they tend to contain really well-rolled stuff that helped me tremendously with the campaign, in addition to also giving me 2 divines in Act 6 and a lot of chaos now that I'm mapping. I certainly expect the mercenary mechanic to be nerfed next league. |
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" Unsure what you mean by salty but I do regard 3.26 as the WORST League Mechanic and Atlas Implementation since Modern PoE (3.0). How are we still doing the same boring Atlas for 3.5 years? This thing feels like it needs some kind of shakeup. Its far too stale and this game is all about change. The currency themselves are named after Alchemists/Allegorists. The Mercenary Mechanic is a PoE 2 Rogue Exile ported into PoE 1... its not exciting - its incredibly bland. Same thing goes with PoE 2 - it currently has no new League Mechanics exclusive to itself which makes it incredibly stale also. Youtube - PartTimeExile
www.youtube.com/@PartTimeExile "Remember, youre the best." |
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i found mercs fun...it should go core
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