Raise Zombie
Does the newly added AoE melee attack benefit from increased AoE? Not just the support gem but from the tree as well?
Zombie AI from using them as a defensive stand-point: I enjoy it thus far. I like that their more defense oriented now. IE they only attack what you do. But, if you guys are going for defense centered around the character, they need to respond better to players being attacked. |
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" I might've missunderstood what your wrote but for clarity; they don't attack things you damage, they attack anything they can see and they only see a small area around where you use a skill. So if you cast Arc at a point they'll see a small area around there but if it chains around the screen that wont affect their AI. You don't need to use aoe or multi target skills becuase of this. You wont even need to use a skill at all. Even something silly like shift clicking the default attack while unarmed at the spot you want them to "see" will work. " Increased Area of Effect passive on the passive skill tree affect the player and not the minions. Currently, the only ways to increase the aoe of minion skills as far as I know is with support gems, Heartbound Loop or either Maligaro's Lens or Mutewind Pennant with Necromantic Aegis. My supporter items: Victario's Charity and The Forsaken Last edited by Mokihiki#2900 on Nov 8, 2016, 7:38:13 PM
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Is anyone else having an issue where sometimes despite having plenty of mana, you cannot raise a zombie? I.e., you click and click and click and nothing happens?
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Are there valid corpses nearby?
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" Raise Zombie is sort of a targeted spell. If your cursor is in the opposite direction, it won't auto target the corpse. This is a pretty stupid mechanic of the spell, honestly. If you're reading this, I'm probably on another year-long ban.
Thanks GGG. |
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There are other uses for a corpse besides raise zombie, especially for a summoner. It makes sense for it to be targeted rather than auto-target.
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I posted this in general feedback, when it should have been posted here. Apologies for the cross-posting.
*** This is a small thing, but it's an annoying thing. Seriously, man. CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA CHUCKA ...while you are in your hideout, doing your thang. Tone it down a notch, eh? Please? Wash your hands, Exile!
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Zombie footsteps are way too loud. In my hideout I have to kill them all or turn all sound off.
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So i want to made 6L with next base(Using Hatred and Haste):
Summon Zombies Summon Stone Golem Multistrike Minion Damage 2 sockets more: Added Fire Damage Melee Physical Damage I am quite unluckily so i am ensure that my vaal regalia won't become 4R2B so i suppose i had to choose only one socket of it. Within 3R3B i have next options: Melee ph. damage/Added Fire Added Lighting/Minion Resistances What shall i choose? Last edited by Cortanol#7413 on Oct 12, 2016, 7:58:25 AM
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Just a suggestion for a QoL change. Early leveling there really is not much to keep your zombies alive via leech or life on hit or regeneration. While convocation is great, if they are low life it really takes a lot of time to just sit there and convocate them to a point where they are tanky again.
I notice that when you raise zombie, it goes through the List of zombies that are created similar to a behavior tree. I suggest that you implement a quality of life change that would replace the lowest health zombie, of the total zombies, whenever you cast raise zombie. Trying my best not tbe redundant as possible, but sitting and waiting for the right zombie to be risen can be a huge waste of time. |
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