Minions: Powerfull but unnecessarily frustrating: Simple Suggestions/Demands

This is my 10000000th. thread in which i complain about minions. well at least that is how it feels to me.

Why another one?: because minions could be so much more fun to use and build into with loughable ease

zombies and skellies only scale with their own stats and explicit minion passives. Meaning: More Minion Passives make them crazy powerfull but weaken the rest of your build.

With the templar for example you can build into elemental damage, with gives you ok spell power and ok melee power through elemental melee skills.
with this build you maybe arent at your maximal dps or tank but you feel versatile and you can approach situations in different ways.
Why does it work? because the passives you choose synergise with all kinds of aspects of your build.

Everything in this game work in this way and this is what makes your build part of your playing skill. Everything works that way except minions. Nobody who doesnt read the forums would ever guess that fire Damage Nodes for example wont do anything for MI since MI in its tooltip states that it does fire damage AND has fire damage nodes all around it. Or that Necromantic Aegis which solely based upon the shield of the summoner makes all Shield improvement nodes completely useless(!!!) Most people propably wont even notice because minions are overpowered anyway, despite them wasting their skill points.

So basically minions are useless unless you base your whole build around them an them only, which leads to a total of maybe 2-3 possible sensible builds in contrast to tons of different cool and effective builds for any other playstile. It is impossible to be creative with your build and the only source of skill and efficiency is from reading mechanics threads...


Minions would feel a lot better if they:

1.) would scale less in terms of hp and damage
2.) would scale with certain attributes of the summoner by default (e.g. all minions receive 5-25% of all elemental resistances/elemental damage amplifications of the summoner)
3.) Add Hybrid summoner nodes (e.g. minions receive 5% additional elemental damage/resistance of the summoner, minions have 5% additional armor of the caster, minions have x% additional armor based upon ES and/or int of the summoner, minions do x% additional physical damage based upon INT and/or STR of the summoner, etc...(same goes for all other things like HP)

thank you for reading again
greetings
M3ph
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