Minion Collision Issues

Minion Collision Issues
- Colliding with Terrain
- Colliding with Other Minions

These two aspects are the main issues I have with minions. I understand that certain builds might not perform well in specific layouts, but when my Hell Hound is too large to fit through a narrow space, it blocks all other minions behind it. Unfortunately, using the Command Button does not resolve this issue. This significantly disrupts gameplay, especially since minions are the primary damage dealers. When they get stuck, I’m forced to wait for them to respawn, which affects overall game flow.

Possible Solutions:

- Allow minions to phase through each other.
- Provide a skill to recall minions to the player's location, similar to Convocation in PoE1.

Examples of Minion Collision Problems:

- Maps: As mentioned, certain map layouts cause the Hell Hound to get stuck, creating unnecessary obstacles.
- Trial of Chaos: The elevators don’t accommodate minions, leaving them either at the bottom or top. This results in significant gameplay disruptions.
- Trial of Sekhemas: A lot like the Trial of Chaos on the third floor the minions get stuck on the narrow corridors of the maps. Rendering me doing just about ZERO damage.

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- Image of Hell Hound being stuck

Last edited by xCoJoe#3435 on Dec 10, 2024, 4:35:26 AM
Last bumped on Dec 19, 2024, 3:27:06 PM
upvote ^^
I am having the same problem, I dread entering a map or area just to see small lanes or doorways where they just get stuck, sit there and do literally nothing and most times gets me killed.

The issue is really disruptive for the build and in many cases makes it unplayable, I really hope GGG looks at it because I love minion builds <3

Plus 1 to this, I really don't want to have to memorize all the map types to know which to avoid so please fix GGG. Minion build is otherwise absurdly fun I'm loving it.
Same experience for me. I've had minions get stuck on each other with literally only 2 minions summoned because the clowns decided to both head through a narrow area at the same time and are now just shoulder to shoulder glaring at each other. Either just make permanent minions TP to you when you get too far like poe 1 does, or make them not collide with other minions.
I don't know why they insist on these D2 Maggot-lair like layouts that are instantly clogged. It is just not a good layout at all - those tight narrow pathways are miserable for everything.

A1:
The Mud Burrow
A2:
Buried Shrines
The Path of Mourning

Its miserable trying to use the command move to move them back and forth to hope they'll cycle through.

I just watch two Skeleton Archers get stuck together at a door and then I have to deal with my entire pack respawning. Is it really too hard to just have them teleport back if they get over a screen away - why do they die instead?
This is magnified 10x in maps and as your stack of minions continued to grow. Like half of maps don't even function with minions, and you cant ever have more than 1 skeletal brute in your party or even normal doorways they will start blocking.

I'm basically giving up on minions atm because even tho it's a lot of fun, these pathing issues make it basically unplayable as you go into maps because of how much it slows you down
Real. I'm about to hop off of my Minion Infernalist for now until this frustrating and annoying experience is fixed. In addition to all that has already been said in this thread, I will relay a specific experience of mine as someone that uses the Minion Archer command skill as the main source of damage, in combination with the Hell Hound's 100% ignite aura.

It is pain. In very enclosed spaces, it is pain, because when I command the gas bomb, if the minion does not have a direct line of sight to the spot i aimed at, the skill does not land. BUT I still waste my time doing the skill animation.
Again and again and again and again and again.

GGG pls do the fix kthx
Highly agree with this. Persistent minions feel at least decently viable, but it is often tims infuriating to play in anything with corridors and/or doors.

Convocation would alleviate the problem quite a bit, but a more permanent solution like phasing through allies would be much appreciated.
Do any of you guys with minion build know if the minion + area effect damage nodes affects melee minions? Or just the ones that does aoe spells?

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