What Will Happen When The Mercenaries League Ends

bummer, all that work on them to be deleted; i feel like there could be a use for them somewhere such as campaign only for subsequent character leveling or a ruthless mode that requires certain zone progression through zone once merc defeated. hopefully some of the trath gems get some tuning to incentivize folks going for them
very nice.

Support packs next?!
“Freedom is what we do with what is done to us.”
delete mercs forever worst mechanic ever annoying to find correct one annoying to gear
Does this mean party quant will get reverted to a pre-3.26 state where we have the same value next league as we did with 6 players and 6 mercs?
Combine Heist, Settlers and the Mercenaries.
Use Rogue's Marker instead of gold for Kingsmarch (so that gold remains only for gambling with NPCs, refund points from trees and trading with players), and let mercenaries ALWAYS be in the Kingsmarch and/or The Rogue Harbour (no longer need to fight them, just talk/hire and go non lonely maps). Maybe even add some of our already familiar NPCs to the list of mercenaries.
Anyway looking forward to 3,27 and Assassin update ;)
Last edited by Vaqic#7503 on Oct 14, 2025, 10:41:18 PM
Nice
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We really love the Mercenaries mechanic overall and intend on adding it to the game in the future but they will not be added in 3.27.


Its so joever
New League news machen.
I'm going to copy/paste my comment about mercs from the other merc thread, because now that it is announced that mercs will be added to a later league and rebalanced, this may help with rebalancing them:

Here is my argument as to why they should go core:

Mercs as a scaling vector for the player
A lot of people see mercs as a way to scale the player as a bad thing. I agree. These changes can fix that -
◽Make is so mercs auras only effect themselves. (which shouldn't be a problem coding because supreme ego exists)
◽Make it so mercs warcries only effect themselves. (probably not a problem coding assuming they work similar to supreme ego - but if not possible, we know "call to arms" exists, so make it so they can waycry, but not grant buff effects)
◽Make it so mercs curses either only effect mercs damage, or make it so they cannot curse.

◽Make it so mercs "nearby enemies" are not the same as your "nearby enemies", making it so doryanis, osin, etc. only effect their own damage - or just make it so mercs cannot effect nearby enemies at all, so no one benefits from doryanis, etc.
◽Make is so mercs "nearby allies" is not the same as your own. Basically disable all gear that effects nearby allies. No crown of the tyrant, etc.

Because the player is stronger than a merc, these changes would basically disable mercs as a scaling vector for your character. You can still aurabot or linkbot to your merc, which is a fun and not overpowered way to play the game. Your auras, links, cries, curses can make your merc deal more damage, but your mercs auras, links, cries, curses will no longer benefit you.


Build that I liked, and don't want to see go:

I had an eruptor with a jugg that cast flame link to buff my merc (see infamoustank on my profile in void league). It could kill void ghosted feared, void ghosted shrinebuffed einhar exilehunter, and run all mods (struggled only with -%life on hit or +6 proj elder on valdos - merc died while flame linked to elder when he lifts up and spams projectiles. Killed my merc in under a sec and is why that char is void league after like 26 days /played). It wouldn't take long to kill those bosses. However, It could not kill regular eater of worlds in under a minute - so you know it's not overpowered, as that is very very easy to do. I ran a lot of audience with the kings, so i know it can kill his second phase in 7 to 10 seconds.
That playstyle is not overpowered, and it did not rely on any gear that effects allies. The merc did not have any curses. The merc only had infernal cry. The merc did not have any auras. I deal no damage and only cast flame link.

This was a really fun playstyle that is unique, and it would be sad to see it go.

Things that should not be nerfed:
The player counted as a "unique enemy" and "pinnacle atlas boss" when it came to the mercs eater/exarch implicits. I think this should stay how it is because it's not that strong, but allows the player to get 100% reduced reflected damage, so mercs don't instantly die as they enter a reflect map. It's a somewhat expensive investment too, just to have a reduced reflect effect that is still able to kill your merc if he is shocked (unless you invest further with essence of insanity ring). Please leave it in GGG :)

Other ways to nerf mercs that wouldn't effect the fun aura/linkbot playstyle:

Make it so players deal 10% less damage per item equipped on the merc. Or make it so players deal no damage when you have a merc, so the merc has to deal all the damage. It would still allow the fun link/aurabot solo playstyle, but no one could argue that mercs make you overpowered anymore. Surely people that badly want mercs removed from the game will accept that mercs are not overpowered if all of the above nerfs go into effect. It would still make a fun niche build playable, that i would play a lot in the future.


Extra comment that was not in my other post:
You can also strip the added quant mercs give, or just require them to take a portal. This way no one can say they are a requirement since they wouldn't add a loot benefit.
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Please when they return don't make them mandotory for every build, doriyani's mercs were just ridiculous and were basically required for every lightning build. Just disable uniques on them.


The thing is that if they remove the power of using uniques or make the merc fill some special function that is powerful then they might as well just lower the reservation cost of auras and skip the mercs altogether.

It's an awkward design, fun when it's powerful, redundant when it's not.
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Last edited by Redblade#3843 on Oct 14, 2025, 11:16:51 PM

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