Regression in minion QOL for PoE2 due to lack of convocation

I'm a big minion fan in both games, and am loving them in PoE2. They feel strong but not too strong, and I really enjoy the play style. However, theres a massive problem with PoE2 minions which is not a problem at all in PoE1 because a solution was introduced, and that is your minions never freaking follow you. It's not their fault I get it, but the convocation gem is right there in PoE1! Hard not to get frustrated at them. If you try and do the ultimatum ascendancy trial, you can have 1 or 2 minions max come down the platform with you, and the only way to get them to come down is to run into the zone far away enough for them to respawn. In ultimatum that's certain death in many cases. Please GGG, give us convocation so we can do ultimatum with minions and also run past mobs without having our minions dead when we reach our objective for the next 4-6 seconds.
Last bumped on Dec 27, 2024, 7:22:29 AM
what he said. give us convocation please.
I understand why they don't have it, and it would really mess with things like zombies (since their move speed is so tied to them being empowered), but damn are tight corridors tough. My minions just bunch up at a door way because they can't phase through each other, and it breaks not just their movement forward (I have to go back and order them through the door), they won't attack any enemies near them because I'm assuming they're stuck trying to move first.
The problem is I just can't reliably get my minions into the right position consistently.

This is one area I really hope GGG reconsiders, bearing in mind the rest of the game design:

* There are SO many tight corridor/tight space maps, even in endgame. This exacerbates all of the issues with AI pathing, sizing, and general gameplay by a lot.

* The "Direct Minions" command does not work well. Minions will still frequently ignore the command, especially if there is something nearby to attack.

* Convocation was one of the most satisfying parts of playing a large-army minion build in POE2. Warping in like 30 skeletons and watching the screen slowly get immersed in chaos is awesome.

My suggestions:

* If the idea really is to balance rapid repositioning around minion respawn time, you could still base Convocation's cooldown on it. I don't necessarily want to spam it every other second like POE1, just having some kind of control over my entire army's position is the goal here.

* At least fix the "Direct Minions" command in POE2. It should fully override any other active command - like the "move" command in an RTS game. The goal is to be able to shove my entire army through a corridor without half of them getting stuck in a room behind me and giving up. Then maybe my next active skill cast can reset their behavior to prioritize attacking anything in range. It needs to provide consistent and clear behavior.
+1 ive posted my own thread on this. honestly thought it was a bug at first so its under bug reports. need convocation or minions need phasing on each other or something
In tight zones, range minions are getting stacked awfully, and the clear speed is horrible.
Convocation pls :)
Ich feel the same

meele Minions can't path over other Minions ... frustrating.
range minions stand behind each other half of my minions does not attack-- > one big bulk --> one aoe burst all minions dead ( resi and life is skilled)
Move Minion command does not work good in my opinion.
ca. 60% of all maps are maze or jungle bridges. it is frustrating. minion buils are slow, but with so many doors and bridges it feels like going in Quicksand.

Minion dmg is great but there is a lot of QoL missing. Pausing POE 2 since something changes.

2nd char leveling is no option -- leveling is streched to long for normal players

so +1 for thread

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