Hey, folks... Thanks again for all the feedback. I'll address some concerns on a single post for concision.
not signed I want less hireling capability not more I want to encourage more live groups
I would love for the game to have a large and thriving community where all players can find groups of all kinds to play with. Unfortunately, that's not the case, and it's unlikely to be so in the near to not so near future, considering all the barriers to entry we've all been very aware of. But even then, the existence of particular gaming personalities is a known fact among game developers, and it means there's no way to coerce all players to play in any given, preferred way. There will always be those who prefer to play solo, no matter how many groups there are. There will always be flower sniffers/explorers who do not feel welcome on the usual speed grinding groups around. There are those who will always only play with friends in static groups. And so on. To provide more players with viable, varied ways to have fun with the game will always be a good thing, in my view.
That's also why I'm very sceptical of this suggestion here. If you want strong hirelings, you should have to take the feats/destinies that make them strong, just like for every other playstyle.
There's a couple of issues with this approach. First, it's not viable with the current state of hirelings and summons in the game. The current feats that are supposed to boost hirelings (augment summoning and improved augment summoning) are virtually useless and a trap for newer and unsuspecting players. They will give hires a couple hundred hitpoints at cap at most. They do very little for hireling survivability and nothing for offense, while making the actual character weaker by replacing a feat that would really benefit them. Even having 3 druid past lives, as I do, doesn't really do much. And that playstyle is already available for a few types of builds that use Primal and/or Magus, so making it available to everyone is just leveling the playing field as far as using hires and summons go.
The second issue is that if you demand too much investment on a build to make hirelings and summons better, you will inevitably gimp that build for any time they play on a group and can't use those hirelings. This will limit, not increase, the ways in which one can actually enjoy the game. You want people to be able to play both solo or in groups if they so wish, not further limit them to only play one way or the other.
This, and the universal tree idea, as a couple of people have suggested, and would bring the same issue of taking points away from a build's viability while playing in groups, would be great in a scenario after some hirelings and summons pass, but right now would do nothing or next to nothing to create a broader incentive to the use of hirelings.
Augment Summoning is very helpful for any character that can squeeze it in. Sadly, the Augment Summoning gem only very rarely drops in Feywild making it a mostly useless addition to the game. It would be very helpful to have more paths to that gem.
It’d be very helpful if having more then 1 source of augment summoning would give the improved augment summoning feat.
For the same reason stated above, the augments do very little - they're better for the fact they're a relatively small investment, but are far from enough. If the goal is to make hirelings more universally viable for all kinds of builds, we'll need more. Adding the boosts to destinies is not the definitive solution for hirelings and summons, as it would do nothing for the heroic experience, but it would actually make a difference at mid to late epics and cap. I believe the benefits outweight the amount of resources needed to implement it, so I proposed it.
Again, I don't really gain much from this, as I already play this way and have all the benefits I'm proposing to be spread to more types of builds (I see no good reason to have them on just two trees, and not the others). I just think it will add more variety to the game, which to me is always a good thing.
Cheers,
NH