Minions movements

I suggest that when the next small patch lands, they include a note about the minion changes in the patch notes (Even though the new patch isn't responsible for the change) just to help spread the word and inform users.
Computer specifications:
Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 16GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & WD Black FZEX HDD
I greatly enjoy this change because if you shift click you can move your minions where you want them to be, which is great for my minion master build.
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Mark_GGG wrote:
It looks like this got missed from the patch notes, but we did change minion following behaviour in this patch.

Previously, minion's aggro radius was centred on you, unless you were currently preforming an action, in which case it was centred on your targeted location. While this gave people a way of controlling minions by using skills repeatedly targeting areas, it was sub-par because stopping doing things, moving, or applying a self-buff or similar stopped your targeting, and made the minions give up and rush back to you, getting attacked in the process.

Now, minion's aggro radius is "sticky". While you're doing an action, they'll target your targeted location as before, but now when you stop, they'll remember where you were targeting. Doing another action sets a new target location, and they'll remember that instead. Additionally, movement actions will not reset this unless/until you begin moving to a location that's a noticeable distance from their remembered location. When you do this it "unsticks", meaning they'll continue immediately following where you're walking to without "sticking" to another location until you do some non-movement action.
This allows you to use skills to put your minions where you want them, but still be able to reposition yourself without them immediately running back to you as used to happen.

From your feedback, it sounds like the distance you need to move away from their location to get them to drop it is proving too high for you, we can adjust this number based on feedback, so let us know how this goes as you get used to the new system.


You manage to break the minions somehow, made them even worse.



They just stand there, running in circles. no mobs near.

They feel laggy now, not responding to my movements as before. Please fix it.
„I don't give a fuck if it was his tenth anniversary with his goddamn neckbeard...“
„If they think I'm going to let them sweep this pizza guy thing under the rug...“
No mod action. Business as usual.
"
Odoakar wrote:
"
Mark_GGG wrote:
It looks like this got missed from the patch notes, but we did change minion following behaviour in this patch.

Previously, minion's aggro radius was centred on you, unless you were currently preforming an action, in which case it was centred on your targeted location. While this gave people a way of controlling minions by using skills repeatedly targeting areas, it was sub-par because stopping doing things, moving, or applying a self-buff or similar stopped your targeting, and made the minions give up and rush back to you, getting attacked in the process.

Now, minion's aggro radius is "sticky". While you're doing an action, they'll target your targeted location as before, but now when you stop, they'll remember where you were targeting. Doing another action sets a new target location, and they'll remember that instead. Additionally, movement actions will not reset this unless/until you begin moving to a location that's a noticeable distance from their remembered location. When you do this it "unsticks", meaning they'll continue immediately following where you're walking to without "sticking" to another location until you do some non-movement action.
This allows you to use skills to put your minions where you want them, but still be able to reposition yourself without them immediately running back to you as used to happen.

From your feedback, it sounds like the distance you need to move away from their location to get them to drop it is proving too high for you, we can adjust this number based on feedback, so let us know how this goes as you get used to the new system.


You manage to break the minions somehow, made them even worse.



They just stand there, running in circles. no mobs near.

They feel laggy now, not responding to my movements as before. Please fix it.
Just attack, bam, they come running to you. Alternatively move a greater distance then you had and they'd also come to you.
Computer specifications:
Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 16GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & WD Black FZEX HDD
Last edited by Nicholas_Steel on Jan 30, 2014, 3:53:03 PM
Not really. I don't attack with my summoner, I just cast curses. I can navigate them with shift+cast or moving away, but I notice my BM not being aggressive and in mobs face, they just run from one spot to another, indecisive. Zombies are getting stuck behind every corner. And the fact that you run quite ahead of them and they still wait a bit before your cross this invisible distance from them to trigger their AI is getting me close to death quite often, while the damn minions are tracking miles behind me.

It's noticeably worse than before.
„I don't give a fuck if it was his tenth anniversary with his goddamn neckbeard...“
„If they think I'm going to let them sweep this pizza guy thing under the rug...“
No mod action. Business as usual.
Last edited by Odoakar on Jan 30, 2014, 3:58:24 PM
This is even worse than I initially though.

I play a double curse summoner, so I don't attack. I just spam curses on all mobs in sight while my minions used to clear them based on which ones were closest to them. Now they run to spot where I casted my curse, and the start running to the nextt spot and so on. While mobs are trashing on them and me.

And once they clear the mobs, they stay at the edge of screen, running in circle, even though a mob is approaching me from the other side.

It's horrible, completely broken and useless. How the hell do you implement this and not see how broken it is?
„I don't give a fuck if it was his tenth anniversary with his goddamn neckbeard...“
„If they think I'm going to let them sweep this pizza guy thing under the rug...“
No mod action. Business as usual.
"
Spoker7 wrote:
A solution to this problem should be a switch in the option panel to declare the movement behaviour: pre-patch style or post-patch style.

Bye!


That!

It's pretty much what I concluded in the thread I linked to, also.
The minions really need to "attack move" to the target location, also if there's nothing there having them standing around stuck in that location is a little weird. As soon as it's clear nothing is in that location they should probably come right back to you without any delay. I'd prefer the leash to be at about the edge of my screen.
I've committed a 25% reduction in the distance (to 60 units) that movement actions will unstick the minions. I'll discuss with others and look into options for having them unstick automatically if there's nothing there, or otherwise default back to you.
Thanks for the feedback so far.
Maybe to add that they trigger only on shift+attack, and not just attack. That way I could cast my curses, and when I would want to control the minions, I would shift+cast.
„I don't give a fuck if it was his tenth anniversary with his goddamn neckbeard...“
„If they think I'm going to let them sweep this pizza guy thing under the rug...“
No mod action. Business as usual.

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