On the Drawing Board #6: Mercenaries

Posted 4th Dec 2008 12:26 PM by Flux

Blizzard has confirmed that there will be hireable mercenaries in Diablo III, but they’ve not given any details yet. Even if they had, and at this early stage the feature is very much subject to change, and player suggestions can make a difference. So, how do you think mercs should be handled in Diablo III? Should they be removed from the game entirely, returned much as they were in Diablo II, or changed radically?

That issue is discussed and many questions and speculations regarding Diablo III mercs are asked, later in this column. First, let’s refresh our memories about Diablo II mercs, and their pros, cons, and balance issues.

Look below to read the full article, and join the conversation at the bottom of that page.

Mercenaries in Diablo II

How a player uses their mercenary is a major strategic factor in Diablo II. Mercs can be given headgear, body armor, and a weapon, and how powerful they are is greatly affected by their equipment. Most players derive a lot of benefit from their merc, but they are more beneficial to some builds than others. There are a variety of types of mercs in D2, with different strengths and weaknesses, and different mercs work best with different play styles.

That’s the theory, anyway. 

In practice, 99% of players get an Act Two merc with Might or Holy Freeze in Nightmare, and stick with him forever. Casual players don’t always use mercs, don’t often use them well, or lack the wealth (in equipment) to load up a merc in top quality gear. Rich players know how powerful mercs are and possess enough gear to turn them into killing machines. A really well-equipped and buffed merc can devastate regular and boss monsters (though all mercs have trouble with act bosses, since they suffer a damage penalty and a huge damage-taken bonus). Mercs are useful for much more than their own killing power, though. The auras they share to the group are very useful, and rich players who equip their mercs with items that grant auras can add enough bonuses to simulate a multiplayer game.

Largely as a result of the auras, those inherent to the mercs and on equipment, lots of experienced D2 players feel mercs are way overpowered. How powered they should be is open to debate, but anyone who remembers what it was like playing a Bowazon or Sorceress in D2C, before mercs with Holy Freeze were available has some appreciation for how helpful a hireable tank can be. (Most Bowazons now use Might mercs, but that’s due to other game changes (cold damage on everything, Elite bows with huge damage, etc) rather than Holy Freeze losing its effectiveness.
Part of the original game design and strategy was based on which characters could summon their own tanks. For instance, sorceresses have no tank skills, and that adds a lot of difficulty to the character. D2C sorceresses had to play fast and furious, always moving to avoid enemies and lead them into killing zones. Most of that strategy went away once sturdy hireables were introduced.

Another issue with D2 mercs is that they don’t have any cons. There’s nothing a player gives up by having a merc. They don’t siphon off some of the loot, or reduce item finds, or come with a steady gold cost, etc. They deal substantial damage, they boost magic find, they vastly increase damage or slow monsters down, they tank and let artillery characters fire at will, etc. They can lower a player’s effectiveness a bit, since we need to keep one eye on the merc’s health and one finger on shift+1234. Also, some builds have to slow down or modify their play style to keep their merc from being swarmed. But even in those instances the players obviously think the bonuses from the mercs are worth it, or they would not go to the effort to keep them alive. Plus, some mercs have really cool names. *cough*

Taking all that into account, and allowing for some disagreement over just how overpowered mercs were, how can hireables be improved in Diablo III?

Mercenaries Improved

Players have discussed this issue at length in a variety of forum threads; this one prompted many of the questions I’m asking in this column, so check it out for background detail.

1) First of all, a more basic question. Should there be mercenaries at all, in Diablo III?

As touched on above, having or not having a tank is a major strategic issue in an RPG like Diablo III.  I got to play the Wizard and the Witch Doctor at Blizzcon in October, and at least in the early going, the Witch Doctor was far easier than the Wizard, despite having much less powerful skills and less mana. Why? Because the WD had Mongrels to summon up and use as tanks. Standing behind them, my WD was able to scorch and poison monsters without taking any personal risk at all.  The wizard, despite having far more powerful spells, had to constantly run and dodge and fight while retreating, since she had no one and nothing to tank for her.

One thing that happens when there are no mercs is that players are encouraged to play with each other. A wizard, at least in the early going, will be vastly more effective and powerful when playing with a Barbarian or some other character who can tank. If there aren’t mercs, or they are weak, wizard players will have a much easier/better time playing with other players. On the other hand, this could be argued as a feature that’s almost forcing Wizards to play in a party, and is therefore denigrating the single player experience.

2) Assuming there are mercs, how powerful should they be? This is a complicated question, since it’s hard to get the balance right. Mercs were basically a novelty in D2C, since they didn’t have enough killing power or survivability, and couldn’t use auras. Then came D2X and the mudflation of items it brought along, and suddenly Mercs were invaluable.  Should mercs be just strong enough to assist players, but not so strong they can make a major difference in killing power? If they’re too weak, no one will hire them. If they’re too strong, they’re unbalancing. Another factor is the fact that strong mercs make weak character builds more viable. Players who want to experiment with non-uber, non-cookie cutter character types can put their best equipment on their merc and let him (or her) do most of the work. Would weak mercs therefore reduce character variety?

3) Speaking of balance, how can mercs be implemented so they give equivalent bonuses to all characters? Some D2 builds have little need or use for mercs. Others find them essential. This is more about the builds than the mercs, though.

4) Can there be a variety of mercs of equivalent value? The D2 team had a good idea making a different type of merc in each act, but the creativity was undone by poor balancing.

5) Should mercs have player skills? This was a clever idea when it was just Rogue mercs using Inner Sight, Iron Wolves using spells, and Barbarian mercs using Bash and Stun. It became an balance problem when the Town Guards got auras.  Besides the balance issues, does giving mercs player skills cheapen the characters? Was playing a Paladin less enjoyable or rewarding in D2X once you could get the same aura benefit from a merc? (Albeit not the best auras, such as Fanaticism or Conviction.)

6) Finally, would assessing higher costs for merc maintenance be a way to balance them? Or would it just make the rich richer? Mercs could cost gold over time, or randomly take some of the gold or items found, but this might just make poor players unable to afford them, while rich players didn’t even feel the sting. Answering this one requires some speculation, since we don’t know much about how the end game economy will operate in Diablo III. If gold is truly a valuable, useful commodity, then making mercs cost gold to operate, rather than just a one-time payment to hire, could be an important factor.

Let us know what you think about how mercs should (or should not) be implemented in Diablo III. This is an issue the D3 Team is working on right now, and your thoughts might be of value to them.



On the Drawing Board is written by Flux. These articles examine crucial game design issues and decisions in Diablo 3 by explaining the issue and presenting arguments for and against. On the Drawing Board aims to spur debate and further the conversation, rather than converting readers to one side or the other. Conversation and disagreement is encouraged. Have your say in the comments, or contact the author directly. Suggestions for future column topics are welcomed.




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Yorgo
Posted 04, Dec 2008 07:25 PM
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i like the idea of mercs, and possibly even have more than one as well. Simple commands shouting at them, such as “come here”, “help me”, or “roam” would be helpful as well, to control them a little bit.

at the same time, it seems like every class might end up as a “pet” class with these… it’s defenitely a tricky subject!

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Galtrovan
Posted 04, Dec 2008 09:45 PM
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Well… I had something to say, but got called away in middle of typing… came, back, finished up, clicked submit and, well… was unknowingly away to long and auto-logged out… and lost my wall of text

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gerbele
Posted 04, Dec 2008 10:41 PM
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I would be very dissapointed if they didn’t have mercs in D3.  Not only that, I hope they increase their role.  I would love to be able to pick (obviously on a much smaller scale) their skills and attributes.  If Blizzard does a good job and manages to make gold the main source of wealth in D3, then losing 50k everytime your merc dies may hurt a little more than what it does in D2.  I would also like if you can have multiple mercs at your disposal (but not playable at the same time).

One complaint that I had from D2 is that the Act 2 Mercs were WAY overpowerd compared to the rest.  With their Aura support, there was little reason to pick another version.  I would like to see multiple types that are well balanced for different gameplay types.

From the sound of it, with leeching and orbs greatly decreased, it seems it will be a lot tougher to keep them alive.  Plus a disadvantage may be that they steal the health orbs, which I’m fine with.

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BrotherRatcliff
Posted 05, Dec 2008 02:59 AM
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I think mercs should fall somewhere in the middle between classic and LoD. I started playing some classic hc this last ladder season (though I played lots of classic back when it was just d2) and the two biggest differences for me were the small stash and the mercs. Once I had high level chrs I started to notice the lack of runewords and baal runs but no mercs was still a big deal. Each of the two merc implementations offers vastly different play styles, and while I can’t say one is better than the other I think a balance could be struck that would be better than either of the previous incarnations.

The main thing I guess is that they should be more mercenary like, and less pet like, but should still offer the players equipment choices and interesting skills. I like how in classic the mercs can’t be resurrected. Though there clearly is resurrection in the diablo universe I would think that a mercenary who was killed on the job would probably want to find other employment. If gear that was on the mercs was lost when they died it would add some interesting choices for the player of risk vs reward of a decked out merc. Having specific mercs for each act is cool but I think it would be better to have even more variety, maybe 2-3 types per area that can travel around with you. It might be nice to be able to higher more than one as well, maybe with greatly incrementing cost. Blizzard is looking for gold sinks and that would be a good one.

Aura items/skills should be eliminated from mercs though. The combination of players and their mercs all with auras was way too overpowering. It also got old seeing only a2 mercs with an insight or a pride or an infinity on every single build. It would be great for them to have more varying utility skills, and especially for them to have unique skills that no chr class has. At that point they have a lot of power potential though so there should be some steps taken to reduce that.

Firstly I would reduce the number of mercs available for purchase. You shouldn’t always have the option of whatever merc you want. Make the merc hire list short and just made up of a few random selections from all the merc types you’ve uncovered so far on your adventures. Then the list should regenerate very slowly, so that you have to choose if you want to use a merc or save it for later when you may need it.

Next would be upkeep costs of some sort. I think mercs taking a % of gold dropped and maybe reducing your treasure drop rates is the best way to go. That should effect rich and poor players more evenly than set gold costs, and it makes sense because a mercenary would probably pilfer a little bit on the job. Those penalties should increase the longer you’ve had a merc, encouraging a higher turnover rate which would make it so players can’t rely on a certain type of merc to help them though.

I also think mercs shouldn’t travel with you everywhere, but they shouldn’t just disappear with every act/game change like they did in classic. Maybe mercs can’t travel from difficulty to difficulty with you? Also mercs shouldn’t be able to enter what ever kind of PvP arena they are setting up, that way it gives pet classes a true advantage that every other class doesn’t have. Another way to keep you from using mercs all the time would be to give them some emotions like fear. Maybe mercs have a chance to get frightened and run away from a boss fight or some other particularly nasty situation.

It might be cool to have multiple types of mercenaries though. The hireable who is just out for money and will siphon your loot but is always there for you at the right price, and the quest reward mercenary who is debted to you in some way and will fight by your side for free as long as they live. There could also be momentary mercs that fight with you as long as you are working on a certain quest and as soon as you are done they leave you, like the ones helping you rescue Cain in the gameplay vid.

The quest reward merc could be somebody who you help in some fashion in a quest and they swear allegiance to you. Then they follow you around and fight by your side till they die then they are gone. Those mercs would travel anywhere and never run away but maybe they can’t wear equipment or some other limiting factor. Maybe as long as you have a quest reward pet you are restricted from hiring mercenaries?

Either way the idea of being able to give rough commands to your mercs is great. You can tell them retreat or charge or wait here or whatever, that would be super cool. On the flip side of that though you shouldn’t be able to give them potions and maybe they will steal your globes to help themselves. There are a lot of cool possibilities for mercs in d3 and I can’t wait to see what they come up with.

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stillman
Posted 05, Dec 2008 04:40 AM
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Flux,

Good read, but I think you left out the most important issue of all (IMO) which is very poor AI. Since we are practically forced to use merc’s in d2 to be up to par, we have to put up with their extremely bad AI. The list of frustrations is large:
-They find that one corner to get stuck and never leave. It’s like they’re in the Blair Witch movie.
-They don’t react to pain, stand in fire, etc.
-They do suicide marches into a giant mob of monsters so you have to pull the invisible chain by running way back off off the screen.
-They ping off the sides of the screen like a marble being rattled in a can. Even in town, they are running around everywhere and it’s annyoing.
-They run way too far off the screen. Maybe I don’t WANT to fight those enemies yet. Why does my merc have to be in charge?
-They spend too much time cowering back behind my chr when he is supposed to be my bodygaurd.

Now, of course d3 will have much greatly improved merc AI right? Well, it doesn’t matter. The AI will never ever be good enough, no matter how much they try. Nothing is close enough to human intelligence, so the merc AI will always be annoying.

Then there are a few other issues of why merc’s are bad. We don’t really feel alone and creeped out like in d1. Also, the friends we play with should feel valuable and their value is diluted when we are surrounded by merc’s. Some people will experience more lag problems when there are 8 figgures running around on the screen instead of 4.

Someone mentioned in a thread “who is the hero here anyway? Me or my merc?” I agree that this is a problem. When some merc is tanking Diablo for you, the battle seems less epic.

There is yet another issue. The d2 merc’s were slaves. They are garaunteed to die under your iron fisted rule. My chr doens’t seem like a good guy anymore for using a paid meat shield. It also gives the game a cheesey feel when you keep resing you merc and this is how problems are solved in Sanctuary.

I was hoping for no merc’s in d3, but oh well. I think they will turn out to be disasterous and will require years of patching and nerfing, then we will all be forced to use one and put up with them even if we prefer the old solo playstyle. I wasn’t even aware of this extra damage they take in d2. Well, I think we should get used to a ton of these invisible rules that Blizzard will have to tack on to the merc’s over the years. I still think there should be no invisible rules and we shouldn’t have to memorize the giant readme file for each patch. Stuff should be expalined in game. Merc’s will come with a ton of rules we wont be aware of which will constantly require changing.

IMO, they should have taken merc’s right out of d3. But I’m Ok with the temporary ones like in the gameplay video. They choose to follow you; they are not your slaves. For players who like to dress up their merc’s with gear, I see how that can be fun, but couldn’t Blizzard just add more body parts for your chr?

Galtrovan, I have the same problem so always make sure you highlight and copy your text before hitting submit post here. I think it works such that there is a time limit. Most people don’t make long posts so they don’t have/notice this problem.

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Akse
Posted 05, Dec 2008 09:57 AM
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I’ve been replying to posts about this earlier. Good stuff Flux.
There are some good things about Mercs and some bad.

My opinions:
Imo Mercenary is something you hire for a short time job. “Hey I pay you for helping me kill that evil monster X” After the job is done, the merc is looking for another task. So I think instead of life time companion they should be short time situational use. Maybe like in act1 you complete a quest and then you would be able to hire the merc for the rest of the act1(in d2c). After you go to next act the mercs contract would be done. But maybe you could hire it again later tough even for other acts, after you have completed something from the next act.

So you would have to earn some name in the area before the mercs would join you. After that you could use them to adventure to the tougher areas. After the act is done, the mercs job is done, but you could have an opporturnity to get f.e. act1 merc help again even in act2. You could even hire them at act2. So eventually when you are at last act, you have lots of different mercs to hire _after_ you have completed some stuff in the last act.

Something I’d probably like to see:
1. Mercs only in Single Player, that would bring some company to the lonely single players. In multiplayer you would try to seek help from other players, not AI.

2. Mercs in both versions but maybe they should be stronger in Single player or add some penalty to use mercs in Multi, like half or 1/4th of the exp goes for merc and so on. So you would only use them as a situational help against a boss if there is no other players available.

3. Mercs in both versions, small penalty for using them but don’t make them really strong, only something nice you could have every now and then to help you against stronger opponents. Also make it so that if you want to play without Mercs you can do it fine and still don’t feel like you are being a lot less effective than the ones with mercs.

Merc abilities:
So mercs will probably have some special abilities:
There could be 3 different type of abilities, offensive, defensive and utility.
Offensive could be a debuff to the monster that makes him suffer more damage. A debuff that makes your abilities to stun the monster for 1-2 secs randomly when you hit/cast a spell.

Defensive could be a debuff to the monster that makes him hit for less damage. A spell that would restore some health to you(small amount but a bit helpful at tough situation).

Utility could be some form of slowing or stopping ability, or maybe an ability that blinds enemies. There could be a lot of this type of abilities.

So if the idea would be to have situational mercs, you would choose by the ability you would need the most. This was somewhat the case in D2C but the mercs were a bit too weak. I remember act2 merc being good for one thing, to take the first blow from duriel so that you don’t die when you go to his lair.

The best experience for me before LOD was playing a sorceress. No merc to tank for you, no cast delays it was pure mayhem. You needed to move all the time cast static and throw orbs everywhere to slow down monsters and finish them off. Clearing CS solo was huge enjoyment that you don’t really get nowadays. Still in 1.09 I didn’t have merc on my sorcs or they were so weak that I didn’t bother to ress them to die yet again. I had a nova orb sorc that could handle pretty much everything with slow orb nova stun tactic. After 1.10 you are very much handicapped without merc compared to others.

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Leord
Posted 05, Dec 2008 01:21 PM
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Well, I don’t agree they should be limited to SP, mainly because this time Blizzard is trying to get people to mainly play multiplayer, which would basically make them useless.

A mix of classic and LoD sounds good, but more interactivity, and better AI scripting, and possibly a “pet bar” like in WoW, where you can give simple commands, like someone said.

I did originally share the fear of making it a mandatory pet, but it can be a very cool feature if it’s used in a context like most Blizz games “easy to learn, hard to master”. They would be annoying if they died form least amount of damage, and if they had too overpowered skills. I’m pretty sure there is a nice middle ground somewhere, and there is SOME logic to the main hero in D3 having some sort of companion as well, especially for fan fiction and all other things we can expect.

This could also be an interesting idea…

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crakajap
Posted 05, Dec 2008 05:40 PM
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It seems like blizzard dev would want to stray away from giving players the option to use mercs similar to ones we’ve all experienced in D2X.

Not only is bliz dev juggling a combat and item system that boasts drastic changes from D2, implementing an epically revamped interactive environment and physics engine, and rolling out Brand spanking new character classes, they’re also spending tremendous amounts of time considering how we as players will try and exploit every aspect of the new systems this amazing game will use.

I think we may see mercenaries implemented to a degree less integral to a players survival but still important for story and online progression. Players may have the option in town, or before entering a hostile zone, to hire a mercenary or “team” of mercenaries. The mercs will accompany the player, but the player will have no control over their equipment or abilities. The mercenary classes and abilities available to the player may vary depending on several game elements:

1)Zone/location of sanctuary (i.e arreat=barb wana be’s, kurrast=WD’s in training etc.)
2)gold (greed. merc motive 101)
3)Merc Specialization (Type of merc the situation calls for and abilities they possess).
4) Morale! (How many horrors your merc can take before fleeing).

The concept is simple. The player is given the option to bring in soldiers for hire. Depending on where you are, what your goal is, your character class, and your level of accomplishment, the player is left to decide who the best men for the job are. The merc or team of mercs will then be contracted to accompany the player till the end of the map/quest and take a percentage of gold (and possibly items only applicable to the merc’s class and abilites) in exchange for their services.

Additionally, during combat depending how well your character is doing at fending off mobs, your mercenaries may decide to flee. This may be another way the new kill record system observed by kalara in “XP Bonus and Proposed Death Mechanic” will be a key to success in combat.

The cost for hiring a merc will make a player think twice about hiring one but may be important during certain quests where your character needs to be in two places at once and requires the extra man power. The only aspect of mercenaries that might be player controlled is battlefield commands. Weather or not to flee, defensively maintain battle formation , or to all out attack.

Mercs should always be expendable!! I think blizzard will follow this rule above all else.

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stillman
Posted 05, Dec 2008 05:43 PM
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I think Blizzard should do something for players like me who prefer not to have a merc full time or at all. Simply give every player a 15% damage bonus for all skills when not using a merc. I think that is the only way to be fair to everyone. I shouldn’t have to use a merc just to keep up with the Jones’s.

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loesr
Posted 05, Dec 2008 10:23 PM
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I like the idea of adding difficulty as you add mercs.  Not necessarily giving merc-less players 15% more damage, but if you had a merc, how about increasing the difficulty to, say, players=1.25, or something like that.

As for me, I am an artillery and commander fanatic.  So, a thorns or might merc provided a noticeable advantage to my necro’s minions.  Adding difficulty would’ve been a fun twist, as it did get a bit overpowering.

I love commanding the army though, so with appropriate balances in difficulty, I would love to see multiple mercs at my command. Again, if well balanced challenge-wise.

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