Minion Issues

Good day.

This may or may not have been already posted but regardless I am posting anyway.

The single biggest issue I have seen with minions is their ability to get stuck on anything. Maps that have many doors/small passageways are extremely painful as you have to move room to room to wait for minions to respawn. They body block themselves constantly as well. Maps like the tower is one of the worst, as are underground passageway ones.

I'm sure one of you will say well dont use so many minions. That defeats the purpose of an enjoyable minion army.

I personally think minions need some sort of phasing. I mean mobs sure have it. They will run right through my minions to come after me...

Thanks for your time
Deadchills
Last bumped on Jan 19, 2025, 2:31:16 AM
Very annoying
+1
Well said. I agree completely.
Easy fix give us convocation back. The healing part can also be removed since we have clerics .
Easy fix , easy mapping and no more frustrations
give us convocation back
yeahe minions are very wierd, they are always behind, stuck and it looks like they "die" if you run away to much and it triggers the reviving time.


Feedback

-No despawn/die if they are too far away, should just teleport to you
-they should run a little in front of you, mimic you movement speed +5% for example
-Dont stuck on doors etc.
-Minions should have phasing with other minions
-Reforming minions should not reset after each dead. Maybe something like +1sec on dead (cant get over maximum of x seconds)

and why does both highes tier Skeletal minions, brute and cleric, dont have any command to use? The highest lvl of minions are the most boring ones.


Edit:

If u walk and always press the "direct minions" button 1-2 metres in front of you while walking, thats how they should move but before that we need phasing between Minions and Players!

edit2: and sometimes clerics doesnt revive. I have cooldown recovery on them and still sometimes they just does not revive for 10secs.
IGN: kReiZy
Last edited by sYkoDe4d#0481 on Dec 14, 2024, 9:03:49 AM
1. make minion move while attacking. minion attacking still follow the master in this case. this could be implemented to with the other boss monster. so the game will be harder. I like this game to be as hard as it can be.

2. increase minion sight but reduce/stay the same minion attack range. increasing sight will help the minion to know where is the enemy. its just basic MMORPG. all monster have different sight and attack range. this is how you will know when to engage the monster. if you are range build.

3. minion should follow the master whenever it moves if it not attacking. AI should be like the monster when attacking the master. so it can find the best path or increase its reliability in finding path.

4. give skill convocation so we can recall our minion or just basically teleport the minion near us. if teleported, user can take damage or minion reduce damage/life.
another option is blink skill. if active. also teleport minion to blink area.

5. make minion push/phase each other if other minion is attacking already. so that minion at the back can attack too. rather than minion find a path circle around the monsters they attacking. in phasing or pushing, movement of minion is reduce to half or the minion, who is attacking stop attacking or move while attacking.

6. make persistent minion have different respawn time when dead. if current respawn time is intended, please dont make offering skill restart the timer. also if the minion is out of range respawn.

7. minion skills update.
a. skel warrior - dash skill 1m range, cd 5-10 sec, no damage just dash near the enemy.
b. sniper - auto gas arrow but gas arrow require spirit. < not necessary to add this auto think. sniper is already good.
c. Arsonist - OP minion. almost all passive node in tree affect this. to nerf. reduce or somewhat change some node to improve other minion.
d. frost mage - lack in damage. to improve. auto attack winter orb maybe. or increase number of projectile like in barrage in POE1. but lessen the frost build up.
e. Reaver - if enrage is on, below 25% hp-stop the enrage and stun for 1 sec. add leap ability. unlike skel warrior dash. leap ability can traverse terrain. still no damage for leap.
f. storm mage - arc attack is basically should be like arc skill. can jump back to same monster if no more target. also u can add skel mage life to user mana cap. meaning if the user cast a skill the skell mage life can be consume. like 10% or 20% of mana cost.
g. brute. shield charge skill = 1.2x -2x basic attack damage. all monster in path are push+gather in front of the shield. like magnus skewer skill in dota2. add auto skill/command take monster aggro. 10 cd and 3sec duration.
h.cleric - improve revive fallen persist minion with half the time u revive it. reviving minion is empowered.

8. Offering skill and command skill. screen wide search for skeleton/requirement. rather than in mouse area. if no skel/requirements is sacrifice. mana and life cost should not be use or just stop the cast if it cant use. its hard for use to track all the requirement of all skill. like explosives demise required low life minion in front of battle then moving the mouse near my arsonist so i can use offering+ablation thus, incorrectly done result to my life reduce to nothing.


I think this is the best option for minion.
Minions also suck because they walk behind you. I COMMAND YOU DARN PETS TO WALK AHEAD OF ME! my pets should meet the enemy first! not my forehead!
100% agree with this. Even if your minions do get through a tight space and you have say 10 melee minions, the ones in the back get no damage out cause they cannot get through to hit the mobs. It's really just pointless to play a build with reavers, warriors or brutes when you can play with 10 ranged minions instead, archers or arsonists for example.

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