Zombie´s suck since latest Patch - 135% resists... Endgame Summoner screwed. Help us Pls

I'd just like to point out that if my zombies died more often, I'd be really happy - minion instability turns them into walking grenades.
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tuccos wrote:
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KibaArtist wrote:
There's a reason they added Minion and Totem elemental resist support gem, also there's Necromantic Aegis. Please consider using either of these or both if you want to play a "summoner"



The Support GEM sucks

Necromantic Aegis sucks

Both solutions suck

The only thing that suck is.......... use a mirror to find out!
"Yes, it is perfectly fair. It just sucks ass."
posted by Thaelyn on 12. August 2013 17:33
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iamstryker wrote:
OP was pretty hard headed and everything but its definitely not a good thing that he is leaving the game. One less person to play and support the game...


I agree, but people spamming the forum about how they're nerfed to death after a bug fix, and then say "I quit" are so funny :)

ROA was "nerfed" when they corrected the bug related to accuracy. Did we spam the forum about how ROA is now unplayable and blablabla ? No, we got the RT keynode (or a well known bow, but you're losing DPS when you compare it to a good tri-elemental Thicket).
im using in a +2 minion hemlet 17% raise zombie, minion life and 16% minion ele resistance.
the zombies are dieing like flys in high lvl maps now...
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naughty wrote:
im using in a +2 minion hemlet 17% raise zombie, minion life and 16% minion ele resistance.
the zombies are dieing like flys in high lvl maps now...


Are you using purity and vitality? because despite people saying vitality doesn't do anything, 1% health regen when a zombie has like 16k health IS a big deal.
my minions die like chickens on a chicken farm.

me lose eight zombies in two seconds since this last patch on any monsters with elemental damage.

me cant keep up summoning the minions so fast they die.

no good patch , please make minions better again

summoner is hard to play with weak minions
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naughty wrote:
im using in a +2 minion hemlet 17% raise zombie, minion life and 16% minion ele resistance.
the zombies are dieing like flys in high lvl maps now...


i have +1 minion helm, zombie got 16000hp , i have eight zombie. they die fast, no more fun play my summoner

need summon new zombie every second, cant keep up mana because minions die to fast
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vadimg wrote:
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naughty wrote:
im using in a +2 minion hemlet 17% raise zombie, minion life and 16% minion ele resistance.
the zombies are dieing like flys in high lvl maps now...


Are you using purity and vitality? because despite people saying vitality doesn't do anything, 1% health regen when a zombie has like 16k health IS a big deal.

no it's not. how is it a big deal when regen is 240 health/sec ?

any AOE/chaining/lmp attack with ele damage will take a 16k zombie out quick as hell, that 240 health/sec is useless.

it's only useful when they take damage and stay alive so they regen between packs. but you might as well resummon them between the packs anyway unless you're panhandling for mana.


in other news, I started experimenting with dominating blow, and mobs dominated are freaking tanks. of course, you have to be in melee range to dominate and they dont last forever, so dont know if it will be viable in higher level maps, but just running lunaris lvl 3 and low level maps, db + zombies that are left alive gives me a decent-sized meatshield crew so I dont have to worry about re-summoning zombies mid-battle. OP you should try it out before you quit on summoners.
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No. This bug has only existed for just under a month and a half (in our codebase, probably slightly later on beta, as it wouldn't have been deployed as soon as the change was made, but in the next patch).

This was a bug where a mistaken implementation of a new stat resulted in all zombies always getting +1403% to all resistances, which obviously put them at the cap at all times, regardless of any amount of available reduction. We only caught this bug recently (no-one came running to tell us that their zombies had initially been massively increased in resistances, oddly enough), and fixed it.

Fixing the bug puts the zombies back to the correct resistance values they had before it was introduced (on the 15th of May to our code, and sometime later in a patch to beta). Three months ago, or even two, this bug didn't exist and zombies had the same correct resistances they do now.


Then Return them to what they were one month AGO!? And not totally screw them

i wasn't playing for 2 months but i most certainly wasn't heaving my ass wiped in barracks! (lvl 83) vs zone 65
My minions are dead like instant! there was no even time to react!
Last edited by IceLancerSR#0218 on Jun 28, 2013, 1:52:19 PM
I truly hope GGG does not catter to all those players who cannot adapt to bug fixes. I am doing fine with my zombies with 14k hp on them. A few zombie deaths here and there but nothing to make my summoner a pain to play.

Zombies are linked to damage supports so no minion and totem resistance, no minion health, no life leech/life gain on hit. I use 5 auras. Only 2 of them help my zombies survival, the auras are vitality and purity.

I might have to play safer against Undying Incinerator since they wreck my minions but that is why skeleton totem exists. Throw endless supply of skeleton to hard targets until they die from minion instabilty.

tl;dr Learn to adust to changes and fixes by using all the tools GGG gave us to play with.
Standard Summoner lvl 83 @Xihxo - Always ready to help and have fun !

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