- Joined
- Aug 23, 2014
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- 208
Also, I am aware of the perceived usefullness of the mercenaries. Keep in mind that these mercs are designed after the holy trinity principle and that the healing AI for the shaman merc was designed for lategame content, in which it is important that the merc starts healing even on slight losses of health. I tried to hit a compromise in the design here, by giving the shaman merc a pretty large mana pool in early levels to compensate for it's over-aggressive healing without artificially reducing the treshold in which he starts healing for endgame purposes.
The Sorceress merc will receive a buff in future designs. I am aware that it is currently the least useful mercenary.
It sounds like a thing that can be modified in the future. So why not discuss it?
You can say "hey, mercs are okay, why do you want to change them?".
And answer is: "more gameplay depth". But let's get down to details.
Merc layout | |
Main Ability | Talent |
Secondary Ability | Healing Potion |
Hirer Ability | Mana Potion |
Secondary Ability - AoE / debuff / self buff / situational spell. Medium/high cooldown.
Hirer Ability - special ability used only for mercenary owner. Buff or situational spell.
Talent - enhances one ability.
Healing Potion - restores 75% of mercenary HP. Cooldown: 2 minutes. Used when HP below 25%.
Mana Potion - restores 50% of mercenary MP. Cooldown: 5 minutes. Used when MP below 25%.
At this point you can think "Hey, he want to make mercs OP with potions". Well, it will buff them, but i hope they still will be worse than human player.
It's hard to keep eyes on mercenary HP, especially in massive battles. Usually mercs and pets are healed by Shaman or Nymph. With HP potion this will add a chance to survive lag / missclick / AI 'error' for mercenaries.
Also it's not a secret that Shaman can not heal same level bossfights, he will just run OOM. With MP potion parties without dedicated heal will receive a chance to kill bosses, if Tank and DPS are good.
It's hard to keep eyes on mercenary HP, especially in massive battles. Usually mercs and pets are healed by Shaman or Nymph. With HP potion this will add a chance to survive lag / missclick / AI 'error' for mercenaries.
Also it's not a secret that Shaman can not heal same level bossfights, he will just run OOM. With MP potion parties without dedicated heal will receive a chance to kill bosses, if Tank and DPS are good.
Hirer Ability will make some mercenaries more preferable for some classes on one side.
And on another side it will add choice "merc stats will be higher with player A, but player B will receive more benefits from Hirer Ability" for 2+ player groups.
Talent just affects one ability to add more depth for mercenary role.
All mercs have HP/MP potions. Well, you know, it's a shame that experienced mercenary doesn't use any potions in battles.
This will help with random damage spikes and caster's OOM during fight.
Mercenaries 2.0 list
Information are inside tables to reduce clutter:- Role of the mercenary (and armor type)
- Main ability (Ability activation triggers are inside parenthesis)
- Secondary ability
- Hirer ability
- Talent
- Best hirer's role for bonus
Tarosh Bloodborn
An orcish shaman from the eastern tribes.
R | Healer (Cloth) |
M | Heal (if friend have < 75% HP) |
S | Nature's Blessing (if friend have < 25% HP) |
H | Dispel Magic (if hirer have dispellable debuff) |
T | 'Heal' now also replenishes 1% of max MP to the target healed. |
B | Universal |
Elyssa Ravencrest
An elvish enchantress.
R | AoE DPS (Cloth) |
M | Fireball |
S | Incinerate (casted right after Fireball if not on cooldown) |
H | Fire Shield (if hirer got aggro) |
T | 'Fire Shield' also increases armor of the target by 20%. |
B | Tank / Melee DPS |
Vale Sivil
A human warrior.
R | Tank (Mail) |
M | Shield Slam (waits for 25%+ castbar fill if target have MP pool) |
S | Demoralizing Shout (if at least one enemy inside AoE) |
H | Taunt (if hirer got aggro) |
T | Decreases cooldown of 'Hateful Strike' and 'Shield Slam' by 25%. |
B | Caster DPS / Melee DPS / Ranged DPS |
Sle'Var Darkhand
A skilled lancer.
Armor type changed to leather (total armor reduced twice).
R | Ranged DPS (Leather) |
M | Feline Reflexes |
S | Berserker Rage (if mercenary in the battle mode, skip if already active) |
H | Ensnare (if hirer got aggro) |
T | Increases duration of 'Ensnare' by 6 seconds. |
B | Tank / Healer |
Shantriss NEW!
An elvish travelling bard.
Have runner (watcher?) model.
R | Melee DPS (Leather) |
M | Coup De Grace (waits for 75%+ castbar fill if target have MP pool) |
S | Embrittling Acid |
H | Inspire (if hirer's MP < 50%) |
T | 'Embrittling Acid' also reduces all resistances of the target by 10%. |
B | Universal |
Theodore Coldwatch NEW!
A human sorcerer.
Have HumanMage model.
R | Caster DPS (Cloth) |
M | Lightning Charge |
S | Water Globes (casted before lightning) |
H | Frost Cage (if hirer got aggro) |
T | 'Water Globes' is now an instant cast ability with a cooldown of 15 seconds. |
B | Healer / Ranged DPS / Caster DPS |
P.S. We all understand that this is not main priority thing.
But maybe mercenaries system could be better? What do you think?
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