Minion despawn
It feels really bad to have your minions constantly despawn when they get out of range and having to wait for them to be revived. Can we just have them snap back to our location if they get too far away? Or make minion command snap out of range minions to our location, then they move to the commanded location. I've died many times to losing minions due to them despawning as I enter a room full of mobs.
Last bumped on Dec 16, 2024, 9:00:12 PM
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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. |
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