Right now there are some big problems with minion bonus affixes. (in my opinion)
L.E. is about the gear chase, like most ARPGs.
But, with minions, the gear chase is much much less than with other playstyles right now.
What do I mean?
Let’s say you are running a Beastmaster Bleed Wolf (or squirrel) build.
And you want the best possible affixes on your weapon, to maximize your wolf bleed damage.
Well…
You can get Increased Minion Physical Damage OR you can get Minion Increased Damage over Time, BUT NOT BOTH, as both cannot roll on the same weapon type.
That means, to get the best possible RARE item for your build, you need a single t5 affix. Something you can get by level 40.
Compare this to say a Mage that does Ignites
They can get Elemental Damage over Time, Fire Damage, Chance to Ignite.
So for them, they are chasing rares with 3 damage bonus (2 prefix 1 suffix), it will take a long time to find and or craft a rare with all 3 affixes in t5.
A grind to find a better weapon will go on for a long time. (as it should, in my opinion)
On armor and accessories, a similar “dumb down” occurs.
For minion builds, you can have Increased Minion Damage, and Increased Minion health. Thats it. Ok, sometimes you want some stats like Int or Attunement.
For other builds there are choices, like crit chance, crit multiplier, cast speed, attack speed, in addition to increased (your damage type here).
And, even within minions, it is unbalanced.
If you run a Thorn Totem or Spell Vine primalist, you can get Increased minion spell damage AND increased physical damage on a staff. One of the few minion builds that can get 2 damage mods on a weapon, a huge advantage for those builds.
Want to take the node that converts your Spell Vines to cold damage…well be prepared to lose the 200% increased minion physical damage you have on your staff, because there is NO increased minion elemental mod.
And why, WHY, can wands not roll ANY minion mods? Is getting 4LP on a Reach of the Grave completely useless? WHY?
OK, enough whining
Here is a possible solution
For nearly every regular damage affix that can roll on gear, make a equivalent MINION mod.
Increased Attack and cast speed can roll on a gear slot, let there be a increased minion cast and minion attack speed that can roll on that gear slot.
Let increased minion crit chance roll on every item slot that regular increased crit chance can roll on.
ETC.!
And on weapons, create damage types for minions for each type of damage that minions do. Increase minion Necrotic damage, increased minion fire damage, etc.
Let these types roll on ALL weapons.
Let increased minion damage over time roll on all weapons.
Let increased minion spell damage roll on all caster weapons.
Let increased minion melee damage roll on all melee weapons.
Now, I know, this would involve a LOT of power creep for minions, so the base minion abilities would have to be nerfed to compensate.
This would be a good thing.
Right now, no gear (or very little gear) is needed for minion builds to progress.
But with lower base minion damage, but the ability to get more damage mods for minions on weapons, to get minion attack and minion cast speed, minion crit and minion crit multi on gear would alow minions to chase their gear to get good.
If the balancing were done right…after the change, low gear minion builds would be weaker than now, moderately geared minion builds would be similar to now, and high gear minion builds would be stronger than now.
TLDR
Let minions chase gear like other build types!