Minara Anemina needs to be deleted

I do see it as a problem when she instafreezes the screen with a million summons and you're playing a melee build, because the summons proceed to just instarip you with a bajillion MI procs, which by the way are unavoidable damage as far as I can tell (FLAG: UNAVOIDABLE DAMAGE IS NOT COOL).

Max block/high spellblock Aegis character instarips to her (MI unavoidable), RF instarips to her (well, not insta, but super fast - means MI does way too much damage), her spawning from a box means 1 guaranteed rip when playing anything other than ranged chars, and probably also a skip. Terrible design.

The fact that my computer can't handle her SPECIFICALLY is actually one of the reasons that I switched to SC from HC soon after she was introduced - because I know that if she spawns from a box, there's nothing I can do, since I get 0 FPS for a good half minute. Doesn't really happen with any other exile.

I do enjoy torturing her on ranged crit builds though.
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Last edited by PrimordialDarkness#3913 on May 7, 2015, 10:36:42 PM
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Shppy wrote:
or at the very least her minion instability needs to be nerfed very harshly.

It's an incredibly unfair anti-melee mechanic that should not have been allowed to exist in its current state for so long. Minion Instability puts melees into a no-win situation: defend themselves against the minions and take heavy damage to the explosions, or ignore the minions and take heavy damage from their attacks.

For player use versus monsters, this is fine; there's a drawback to the ability, and putting monsters into no-win situations doesn't really matter much from a game design/health standpoint (although putting the summoner into a win-win is a bit iffy... but like i said, there's an actual drawback to the keystone for players).

But playing against it? As a melee (who doesn't have the option to 'stay out of range of the explosions', like a ranged character), it's effectively the equivalent of 50% damage reflect... damage 2/3 of the minions' max health (regardless of the damage type you use), and you take 1/3 of their max health in return. And when those minions are being summoned up constantly by a Rogue Exile with no notable mana constraints and the freedom to throw Vaal Summon Skeletons out on a whim? There's no denying it... it's just plain anti-melee bull****, taken to a ludicrous extreme.


At a bare minimum, her version of minion instability needs to be nerfed heavily, by at least 75%... upwards of 4-digit damage through capped fire resist just for killing one of her minions (of the dozen or two she's allowed to maintain) in melee range is in no way acceptable for gameplay... if you're going to address melees in Awakening, don't forget to fix this mess while you're at it.






Edit: Since we're on the topic of how disgustingly anti-melee Minion Instability explosions are, it's worth pointing out that you guys are probably going to want to address the Martyr's Touch before the Tormented league mechanics go live in the core game, too. It's pretty much the same situation; ignore the Touched units and get beat up by them, or suicide by trying to kill them in melee range, meanwhile ranged characters suffer no risk whatsoever.

Volatile Blood rares aren't so bad, as at the very least a single rare can generally be avoided, but avoiding rooms full of Martyr'd mobs or Minara's summons is far from reasonable (especially when Minara's movespeed will go up with level and she'll actively keep chasing you).


Simple solution: be more tanky. There are a set of solutions to properly playing the current gamestate; being tanky is one of them..
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bwam wrote:
Simple solution: be more tanky. There are a set of solutions to properly playing the current gamestate; being tanky is one of them..



Tankiness is not an appropriate answer to the extremity if Minara's Minion Instability. Like I said, in mapping the damage from killing just one of her minions in melee range is in excess of 1k damage with 75% fire resist (and that's not even high level maps or with dangerous mods, it's that high on a white lvl 66 map). This damage is unavoidable as a melee; spell block and spell dodge don't work (it's secondary damage, not spell damage), obviously 'don't get hit' isn't an option as a melee. Simply soaking it up is the only course of action, and as much life as you can get, there's only so much you can do when there's 20+ minions that will explode for 1k+ damage each when brought to low life and beat the **** out of you if you ignore them.




Now as some people have said, deleting her may be a little harsh (partially hyperbole on my part to draw some eyes, but honestly i wouldn't mind it), but her minion instability does need to be nerfed or outright removed from her (replaced with something else, presumably).
Last edited by Shppy#6163 on May 7, 2015, 11:52:23 PM
The MI is what makes her fun. At least below character level 80.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on May 8, 2015, 12:05:27 AM
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And1111 wrote:
Yeah,with melee either you kill her until she summons shit or you are dead.For ranged she is a joke.
Tell it to my IB FB Duelist. She is being deleted by him regularly without any deaths whatsoever :)
And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
She's definitely the toughest exile for melee chars, but also very exciting to fight. Note that "having capped res" doesn't mean much. When you go against Magnusen, Igna or Minara, you need a ruby flask. Better two.
When night falls
She cloaks the world
In impenetrable darkness
Yepp, deleting her or taking away her MI would make the game better on average.
While some monsters being the bane of certain builds is cool - being forced to skip content is very unfun IMO.
It is all a matter of balance - hers is off.
Online delenda est:
When the lifecycle of PoE will draw to an end many years from now,
there needs to be a final patch making it available offline.
2 of the deadliest exiles you fight use Fire. Igna and Magnus. These are far deadlier than Minera. If you run with a Ruby Flask, you protect yourself from 3 of these Exiles.
I recall having screen freeze issues when she used her vaal ability. Has this been fixed?
Hi

My only issue with this exile is that I have never seen anyone make a character with as strong an MI as ol'Minara. It is like false advertising, that her MI is so uber and when a player tries to work with the MI keystone, they realize it isn't at all as awesome as her version.

Complete deletion: Nope, but perhaps an explanation as to how her MI is so brutal and if not some toning down on the MI damage.

cheers
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Never dance with the Devil because a dance with the Devil could last you forever...
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Nullus Anxietas:)

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