Why are mercenaries +30K?
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Re: Why are mercenaries +30K?
Because they're so broken, that Cyanide want to remove any skilled Merc players from the game. Personally I think the OP has a point to a degree. I think they are too expensive. But also see Galak's point that they shouldn't in anyway be used instead of buying and skilling players.
The last example...I loath leader outside of resurrection. I'd like it to be removed from the progressive environment altogether.
The last example...I loath leader outside of resurrection. I'd like it to be removed from the progressive environment altogether.
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- PercyTheTroll
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Re: Why are mercenaries +30K?
I wouldn't want to lose Leader in a progression setting, the fluff works fine and like many skills it's better on some teams than others. I would like it to not be available to Loner players though. If you're leading a team you're not so unused to the team that you can't use rerolls.
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- Darkson
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Re: Why are mercenaries +30K?
Broken? Laughable.harvestmouse wrote:Because they're so broken, that Cyanide want to remove any skilled Merc players from the game.
That been the reason Cyanide haven't included them? Even more laughable. Incompetence is much more likely.
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- el Superbeasto
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Re: Why are mercenaries +30K?
Thanks for the replies, everyone.
I understand the argument that you can customize mercenaries with relevant skills. It could be argued, however, that the value is then on the skill (which you are already paying 50k for instead of 20k on a normal player) and not on the player. As I see it, the extra cost (or at least some of it) could then be added to the skill and removed from the player. Thus, making it easy for underdogs to buy some extra bench but keeping it costly to specialize players for a specific match, or?
I understand the argument that you can customize mercenaries with relevant skills. It could be argued, however, that the value is then on the skill (which you are already paying 50k for instead of 20k on a normal player) and not on the player. As I see it, the extra cost (or at least some of it) could then be added to the skill and removed from the player. Thus, making it easy for underdogs to buy some extra bench but keeping it costly to specialize players for a specific match, or?
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Re: Why are mercenaries +30K?
I like this idea!el Superbeasto wrote:Thanks for the replies, everyone.
I understand the argument that you can customize mercenaries with relevant skills. It could be argued, however, that the value is then on the skill (which you are already paying 50k for instead of 20k on a normal player) and not on the player. As I see it, the extra cost (or at least some of it) could then be added to the skill and removed from the player. Thus, making it easy for underdogs to buy some extra bench but keeping it costly to specialize players for a specific match, or?
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Re: Why are mercenaries +30K?
The fluff works fine, the implementation doesn't. It basically is a way to save TV, and thus just used for this use (rather than buying a RR). If Leader worked slightly differently (personal RR for that player maybe or pro style team RR) then yeah fine.Raveen wrote:I wouldn't want to lose Leader in a progression setting, the fluff works fine and like many skills it's better on some teams than others. I would like it to not be available to Loner players though. If you're leading a team you're not so unused to the team that you can't use rerolls.
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Re: Why are mercenaries +30K?
You could always regard the 30K as danger money you have to pay them. After all they will probably always be exposed a lot, after all we would rather the merc loner get hit by the POMB beast that our favourite player.
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- el Superbeasto
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Re: Why are mercenaries +30K?
True, but there's also the "danger" of the merc making a cas and getting the mvp.zulu wrote:You could always regard the 30K as danger money you have to pay them. After all they will probably always be exposed a lot, after all we would rather the merc loner get hit by the POMB beast that our favourite player.

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