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I put this up in general, but it definitely fits here.
As it stands now, your follower will abandon you when you're adventuring with someone else (jealous much?). I was just wondering why D3 had to be different from D2 in this regard.
I don't see any reason why followers shouldn't be able to stay with each player who joins the game. I understand that it would be ridiculous for 4 players to run around with a total of 60% armor increase from their 4 enchantresses, so here are a couple ways to implement it without significant problems:
1) Follower abilities of the same type cannot be stacked.
This not only prevents people from having game-breaking bonuses from followers, but also encourages everyone to use all of their followers and gear them accordingly. For example, in a 4 person party, one person uses the enchantress' armor buff, another uses her 3% attack speed, the 3rd uses the Scoundrel with 3% critical hit chance, and the 4th can use the Templar with resource regen.
These effects wouldn't appear with other buffs (same as now) to avoid cluttering the UI.
2) Monsters have a "cooldown" period where they can't be effected by the same follower ability more than once.
This prevents 4 enchantresses from mass controlling a pack of mobs to death (although it would be hilarious to fight a pack of chickens for 12 seconds). This would also apply to the Templar stun, etc.
This may not even be necessary, since followers tend to get trigger happy whenever the skill is available anyway.
3) (Modifies 1) Only allow 1 follower of each class per game.
This means one person draws the short straw and doesn't get a follower, but it prevents the problem with follower stacking outlined above. It also further encourages building every follower.
4) Follower chat is disabled during group play.
This allows players to remain sane when encountering/defeating champion packs. It also prevents chat spam when everyone is trying to speak all the time.
TL;DR: Bunnies are cute, and that Caldeum guard should be fired for traumatizing children.
They don't want players to become too powerful like they did in D2.
With a properly geared merc, a group of 4 could clear anything with incredible ease.
My smitadin could destroy diablo clone and if my merc could survive for even a moment, his buff would increase my survivability quite a bit. Not that it mattered with my perfect dracul's grasp.
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