First of all, I LOVE the move command that we are given, but it feels lackluster in the sense of, you either click on a mob, or click on where your minions are and let the AI do it’s work.
Now, I have the feeling that you want minions to be handled like we do handle units in a rts, but I think we are lacking another button which would be attack move, minions go on and then attack the first thing they get in range, once they are done with it, they continue to their waypoint.
Are you meaning using minions as advanced scouts? Because that is what you can already do with the A key just target it out to the end of the range they run out to it, engage if there is something, if not return, press A again if you see them returning quickly enough you cancel the full return.
Yeah, that’s my current gameplay, but unless you click on the enemy itself, they don’t attack until they have arrived to the location, it’s not the end of the world but has higher apm that I would like to do with this kind of build.
Yes, that is the trade off due to off screen on different resolution sizes. In earlier versions I had minions get stuck in elevation changes. The way I do it is as you said, A click the enemy, they attack, as they disengage and we have to move up the range is based on center of us. So I kind of A, move click just before I do an action to shorten the range chain and then press A as the enemy dies and A target move again. It does take a bit to get used to but once you get it down it actually becomes fairly smooth.
In a Spriggan form build that I do that it in with my Scorpion its, A, move click W, W, E, A, move click all in quick timing it does shorten things down and they will chain better to the next mobs as long as they think you can see it. Minion Move Speed also helps greatly!
I’ll second this, and add: Three behavior sets come to mind, each with their own targeting command would be useful.
Aggressive minions should use attack-move targeting, Defensive minions should ignore forced-move targeting (at least once; a double-tap to get defensive minions to move mechanic would also be welcome), and Neutral minions should use move-then-target behavior (like they do now).
Separating minions into the three categories (and listing that behavior type in the Skill Description, even if it’s not changeable) would go a long way towards players picking minions that match a behavior they want. i.e. Blood Golems and Skeleton Warriors behave Defensively. Skeleton Archers and Bone/Spectral Golems have Neutral Behavior. Skeleton Rogues and Pyre Golems behave Aggressively.
Even minor adjustments to minion target-range also helps those behaviors feel more impactful, at the same time.