Hireling fix!!!!

keeper216

Active member
Joined
21/04/2016
Messages
134
What about having them carry potions? Every time they are spawned they are given a random number of potions. Have the range of how many potions they have based on how expensive they are. More expensive hirelings are more experienced, thus having more money for potions.
 

feldon

Loreseeker
Joined
18/04/2016
Messages
1,352
I have run the game many times, and have never needed a hireling. If they are made stronger, it is too easy for them to tip into OP status, seeing as many players have the ability to buy as many hirelings as they want, and effectively run a 3 person party all the time.

IMO, if you need hirelings to handle an area, you are in an area designed for a higher level. No reason to make it easier to get to things you weren't meant to have yet. If you want an item early, it should be a challenge.

(Side note: I personally make this game a little harder on myself by using Hp potions as sparingly as possible. I've died many times with over 40 potions on hand... so maybe I'm not the best suited to evaluate)
 

keeper216

Active member
Joined
21/04/2016
Messages
134
I am not saying a lot. It starts at 0-1 potions then goes up to 0-2, 0-3. Or just keep it at a max of 0-2. I don't even use hirelings anymore, even on new characters. They are so useless that they aren't worth getting them. This makes them just good enough for maybe 1-9 or just extra help killing bosses.
 

ClockworkGhost

Well-known member
Joined
11/05/2016
Messages
397
Location
New Zealand
Meh. I like them. I like hiring cheap ones with Hirge as my companion and then seeing how long I can keep them alive. That could be a fun forum game maybe - see how long you can keep a hireling alive for :D
 

Aalandryll

Loreseeker
Joined
01/07/2016
Messages
737
Location
La Dorada, Caldas, Colombia
I agree that hirelings are pretty much useless... My first run through I used them, a lot, and my character suffered equipment wise for quite a long time... and I was not able to hunt the dungeons very well as a result. I was also using a ton of potions...

I like the idea of them, but considering the 2 types, completely useless fodder, and somewhat useless fodder... The ROI on them is just not worth the effort when they die, normally, in the first few rooms of a dungeon.

It would also, be nice to see a larger range of them. Rogues - Trap & Ranged, Clerics, Fighters, the full gamut. But when you are level 15, and you have a Fred (Small halfling you use to throw at traps... really old D&D reference from a gaming group I used to be part of) and all they have is leather armor and a short sword... it seems you should have more than 1, or they might come with better equipment for the cost.

My current opinion is, if it is decided to keep them in the game, a complete overhaul of them is probably needed.
 

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