But who says that you should have an NPC by your side in the first place? Especially if theres very few, very complicated ways of making it so you don't rely on them. If part of the Blizzard design mentality for D3 is that you are on a level way above a normal person, which it clearly is, and clearly was even before this announcement, then clearly the followers don't fit in very easily. And lets not forget that, given the problems with the D2 hireling system, it wasn't entirely obvious that it would return for D3. It was always a condition of if Blizzard could find a new way to implement them. And as much as you might theorycraft ideas you think just maybe might work, it hasn't worked in a lot of games for a reason. And it most certainly hasn't worked in a way that makes the player feel personally more power. Even people who have liked hireling systems would have to admit that having to worry about the survival of a weak NPC isn't fun.Quote from sneakywombat
You don't hear anyone complaining about characters being too reliant on gear. What if I want a gear-free build dammit? I don't want it to be even slightly harder for me if I choose to walk out there naked. You see where I'm going with this?
Not a peep about characters being too reliant on their skills. Still waiting to hear about characters being too reliant on the services that artisans can provide. Why?
Because these are systems that are built intimately into the mechanics of the game. And for better of for worse, so is the follower system. To make an entire system (which undoubtedly had months of work poured into it) void itself a third of the way into the game is simply bad problem-solving, and it's just plain silly.
I'm not saying that we should recreate Diablo II's merc system here. Something is dreadfully wrong when you can't win the game without hiring help. I definitely think that needed major revision as well. But not THIS major. The solution I underlined would make it so your follower would be useful, but unnecessary. I think that's a fair compromise to everyone, honestly, because at the end of the day, it SHOULD be harder if you choose to venture out there all by your lonesome than if you had someone watching your back, amirite?
So, instead of fine tuning a system that, as I said in my last post, could easily shift in either direction (as in useless or too useful) just based on a person discovering a build, Blizzard made it help the 'newbies' and encourage them to go online. As much as people have argued that choice makes the system useless, and even an insult, those new players are ultimately a large part of the reason Blizzard is able to make the game. After all, they do make up for a lot of the sales. And lets not forget that, if the follower system does end up promoting online play, we would all benefit.
As maka said, hardcore players ultimately make up for most of the hours played in a game, and as such they deserve recognition. For all we know, not allowing the follower system into the endgame is a favor to us. It means that Blizzard won't have to nerf any of your favorite skills because it got attached to some cheap follower build and was declared overpowered. You won't get screwed in the last few seconds of a boss fight because Diablo decided to target your follower and you suddenly don't have a reliable heal (or something of that sort.)
If the follower system was going to inherit any of the problems of the D2 hirelings, I know I sure as hell wouldn't want it there. I think thats something we can mostly agree on. But thats just a really hard thing to do. I'm not saying Blizzard isn't up to the challenge or that its not a possibility for the future. In fact, it would be an obvious target for an expansion or even a content patch (if they are going to do anything like that.) That being said, the fact that they weren't able to devise some incredible system where followers are both not essential and optional isn't an atrocity.
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In regards to skills, @Diablo had this to say in response to a question about the available number of active skills per character.
Official Blizzard Quote:
Diablo: @crafty_deluxe Wizard has the most with 25, the rest have either 21 or 22. Currently. Abilities will likely change before release.
Official Blizzard Quote:
Demon hunters are able to pepper the battlefield with scores of arrows and projectiles, or snipe distant enemies with a precision undreamt of by other heroes. Their arsenal includes longbows, guns, grenades, hand-thrown weapons, and even dual-wielded crossbows.
Official Blizzard Quote:
There are no guns in Diablo. Shame on anyone who wants otherwise! SHAME.
It's an error in the text, and will be corrected.
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So golden Mantra of Conviction + Guiding Light Passive = 16% increased damage and enemies take 20% more damage
Obsidian Exploding Palm = 10% more damage taken by enemies
Obsidian Breath of Heaven = 20% more damage for allies
Resolve = 10% less damage dealt by enemies
Total = increase of 36% more damage for allies, enemies take 30% more damage and deal 10% less damage.
Would be awesome for a group. And I took Mystic Ally to just add another damage source and put the crimson DoT rune in Way of the Hundred Fists and Inner Sanctuary for the same reason. I figure the more damage sources, the more things benefiting from enemies taking increased damage.
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