I have to stay right on top of my minions, which is something I don’t usually do, or else they die super fast. Dumb design.
And I can’t control what they do. Some run one way, some run another. This is extremely irritating. I’m not doing this dungeon ever again. >.<
The AI on minions can be a little odd and its much improved from where it was before, but are you using the “A” key to direct their attacks? This can also be used to keep them focussed and closer to you generally (although its not perfect).
Minions have a lot of instances where they become useless.
Any place with corridors or limited space is a death sentence for both you and the minions.
Even repositioning them is a hazard because they stop attacking and start messing up the path-finding by bumping into each other.
They are also way too squishy for an AI that just facetanks any damage.
You havent met the Manifest Armour God yet have you?
(or even I hear the Abomination Monster, although I personally havent played it).
There are without doubt instances where minions are messed up (Lagon fight for example), but those the devs are aware of and have been fixing. The general AI of minions is definitely not good enough imho yet but I can assure you its a damn side better than it was.
There are quite a few threads on the issue and most asking for things like being able to set the state to defensive, agressive etc and even being able to chose common minion formations. Unfortunately most of this was overshadowed by the focus on MP for 0.9 and I dont think the devs have addressed anything more than when they applied the “new/current” AI after testing it on the Primalist Wolf in previous patches.
Definitely lots that can be improved.
Side note: if you find specific instances where Minions mess up pathfinding or dont attack properly, PLEASE post a bug of this - the issue could be related to the maps as well as the minions themselves so its important to log the issue - screenshots and brief descriptions usually suffice. And before you ask, the Devs do read Bug reports - they just dont reply to them that often but they do take note and add the issues to their internal trackers.
Pressing “A” to direct them isn’t good enough because then I have to constantly move them. They kill an enemy in 0.2 seconds then run off to doing something else.
I haven’t notice issues with particular maps (apart from Lagon, but that does not require any more fingerpointing )
The issue is with how minion behave.
Since I constantly use the button to reposition the minions I limit the occurrence of the problem, but what @MeltedWater said happens quite frequently with each minion going to attack a different enemy in a different part of the map.
So when you have a single minion it’s pretty good but with multiple minions it’s similar to how the OP said?
Wouldnt call it good. More like Ok when compared to multiple minions/companions. The number of times I shout at my fing MA running off to attack some mob while i am getting nuked by another is considerable.
I mentioned those single minion builds more from a tankyness/dps capable perspective as the OP mentioned their minions kept dying.
Have you tried using the A key to direct it? snigger
My minions only die a lot in Lightless Arbor because of the whole light and being farm from me.
Yeah, LA is a breeze for a melee character, it’s a bit challenging for ranged, and absolute chaos for minion builds.
I’ll have to take your word for it with regards more general minion builds. I honestly have only done it with Manifest armour minion and i honestly ignore the light aura radius entirely - MA as a minion generally never dies (in a well spec’d build).
Have to be pedantic here and correct you:
“Absolute chaos for some minion builds”
What do you mean?
That’s great and all, but you have like one minion that hugs your light? Darkness kills super fast. I was also lvl 65 in a 65 map so not overleveled, or anything. First time doing the dungeon. And yeah, 13 permanent minions. It’s hectic.
I have 5 large skeleton warriors, 3 skeleton vanguards, 2 (permanent) wraiths, 2 blood golems, and 1 (permanent) abomination. The warriors, vanguards, and wraiths are kinda squishy anyway and sometimes die to AOE…but running into the darkness is just death. The others are a bit tankier.
And honestly yeah I don’t think permanent wraiths are “worth it” but I like the idea of permanent minions and not having to resummon them so that’s just what I do. lol (It would be a lot of mana if I had to keep resummoning them anyway)
And maybe I can eventually get to a point where my minions are tankier and survive it easier, but I’m just getting to end game, my gear isn’t uber and finalized yet and stuff, so yeah. I have 2 random exalteds and 1 unique (arboreal circuit). Everything else is a low level crappy rare (nothing above lvl like 60). So yeah. Nothing close to a legendary; I haven’t even been to the legendary dungeon yet…
Pretty sure he is talking about how content difficulty is different for multiple permanent minions vs. one big permanent minion vs. multiple disposable minions.
For example: A pure skeleton summoner might have trouble with big bosses and managing all the minions (dodging nukes, focusing enemies, etc.) while a build with one big minion like Manifest Armor or Abomination will pretty much shit on every boss in the game, both in terms of the minions damage as well as the minions survivability while the non-permanent flame wraith summoner pretty much laughs at every content the game has to offer.
Something along those lines is what Vapourfire was trying to say I’d guess.
From what I can tell, you have not linked your character yet.
If you want to you can link us your character and we can take a look at it, skills, items, etc.
Yeah, this game puts the label minion an many different things, but I’d say that in the general understanding a minion build is one where you control many permanent minions.
Volatile Zombie is a spell with the label “minion” slapped on it, IMHO.
That would be his post above the one you replied to.
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