Some Issues about Minions
1. Sacrifice does not allow unearth or profane ritual to consume my skeletons. Is this intended?
2. Minions body block each other around doorways, bridges, and narrow passageways. Is this intended? Otherwise can setting their collision radius to 1 help? 3. Storm mages and arsonists have by far the most anti-synergistic command skills. If I build for minion survivability to ensure good DPS uptime, then opportunities to use their command abilities are rare. If I do not do so, storm mages and arsonists are liable to die well before they get the chance to use their skills anyway. Can their abilities be changed to have a normal and conditional usage mode instead? For example for storm mages, normal usage may be to cast a storm bolt on a nearby enemy while the conditional usage consumes a nearby fallen skeleton to cast an empowered storm bolt. 4. The design of skeletal minions conspicuously excludes a chaos damage-main skeletal minion (fire has arsonist and raging spirits, so I discount that for now). Is this intended? Despite seemingly quite a bit of support around building chaos damage minions. Edit1: 5. Swapping weapon sets with different reserved amounts of minions cause the minion counts on the top bar icons to go out of whack. It only resets I believe when re-entering the area. There's seemingly no real gameplay implication but please resolve this bug as it's quite jarring. Edit2: 6. Ranged minions will attempt to shoot enemies without line of sight. Not clear why as ranged minions generally don't do this in POE1. 7. Minions have very poor pathfinding around maze-like layouts. Not clear why as this never seemed to be an issue in POE1. Given that revive times is non-ignorable, an active convocation skill is required to deal with such scenarios. 8. When ordered to move to a location, minions will loiter for several seconds before realising enemies exist in the vicinity. In general, it seems like minion AI around prioritising moving vs looking for enemies has been downgraded since POE1. Edit3: 9. The infernal dog is an especially bad case. If that stupid dog walks side by side with any skeletal minion, guaranteed that NONE of them will be able to cross any doorway or bridge. The dog's collision radius seems to at least 200% too big for how stupid and useless it is. Basically, using the dog seems to be an active nerf to myself at the moment given how common maze-like and narrow layouts are in maps. Edit3: 10. An alternative simple way to fix this entire mess is to go back to the autoconvocation system if minions are too far from the summoner, instead of killing them instead. The current system of killing the minions means an automatic death sentence for summoners in maps as minions get stuck in doorways and fail to follow the summoner scarily often. Last edited by thief22122#7238 on Dec 14, 2024, 3:16:27 AM Last bumped on Dec 14, 2024, 12:11:30 AM
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The archers and unearth minions (with contagion) appear to be the nearest thing we get to Chaos choices, and frankly that's one more than lightning or cold gets so I don't mind that over much.
Something seems to have changed about the body blocking today because I just managed to beat a Towers map and only lost all of my minions to one doorway, ha! |
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