Minions are Aggressive

Please, make "Minions are Aggressive" a Minion Offence Mastery or a Necromancer Ascendancy skill.

Minions AI is terrible without it, specially for permanent minions, and the only way to get them is using bad endgame uniques like Maw of Mischief, which is only good if you're playing Death Wish as you're main skill, which is pretty much ignite damage build anyway, not even minion damage, or by using fractured convoking wands with the mod Minions are aggressive which is exclusive from Delve, and usually goes for 50+ divines just for the fractured base.

Please.
Last bumped on Oct 9, 2023, 1:44:19 PM
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Actually true! Or a cluster node or a rollable mod for every minion wand or buff feeding frenzy support or a unique jewel or ...

Just SOMETHING other than the current 2 Options would be really helpful
(I know that there is feeding frenzy but it is basically not a real supp gem for good dmg output and gem swapping for f.e. predator is not an good option)
Unique Jewel:
-[Random Minion Type Mod] are agressive, can not have non [Aformentioned Minion type] Minions.

Would exclude golems as they have an aggressive jewel
Innocence forgives you
Last edited by SilentSymphony#3358 on May 25, 2023, 6:58:11 PM
It really shouldn't cost anything: there should be a toggle on every minion. The AI changes don't have to confer any kind of bonus other than changing the AI, and should be tied to the minion, not the character.

Defensive
Neutral
Offensive

Defensive will stay "nearby" the player and never aggro unless an enemy comes within the "nearby" radius

Neutral will be the base AI that each minion is given

Offensive, the minion will aggro all enemies that are between "nearby" and a maximum radius. Can't have minions with the ability to run around the entire map by themselves...except duration minions. I feel like duration minions should be fully autonomous, except that their base speed is much slower: if you invest heavily into minion speed, you can cast one round of skeletons and they can chase and clear enemies several screens away. But if you don't invest in speed, they move slower than you do and you can only really control their placement via convocation. This is part of what makes SRS so powerful: the minions are fast AND they aggro several screens away.

Perhaps these toggles could unlock when you reach level 10 on a minion gem or something like that. But even that is unnecessary: it should just be a built in mechanic.
Last edited by jsuslak313#7615 on May 25, 2023, 7:04:44 PM
"
jsuslak313 wrote:
It really shouldn't cost anything: there should be a toggle on every minion. The AI changes don't have to confer any kind of bonus other than changing the AI, and should be tied to the minion, not the character.

Defensive
Neutral
Offensive

Defensive will stay "nearby" the player and never aggro unless an enemy comes within the "nearby" radius

Neutral will be the base AI that each minion is given

Offensive, the minion will aggro all enemies that are between "nearby" and a maximum radius. Can't have minions with the ability to run around the entire map by themselves...except duration minions.

Perhaps these toggles could unlock when you reach level 10 on a minion gem or something like that. But even that is unnecessary: it should just be a built in mechanic.


They're already a little clunky after the widescreen changes even when aggressive its been a bit frustrating as a dedicated Raise Spectre player.

For example when they would before continue attacking a boss while i move a short distance they will now disengage at a shorter distance and attempt to follow me despite being aggressive and very much in their attack range.

Innocence forgives you
Last edited by SilentSymphony#3358 on May 25, 2023, 7:08:21 PM
oh I know that there are issues. Perhaps the offensive option should also include: "Minions continue to attack a target until the target dies".

Or perhaps that should be a generic staple of ALL minion AI: once they aggro, they continue to attack the target until it is dead. It can also be problematic if a defensive minion begins attacking a nearby enemy, you reposition, and the minion just stops attacking the enemy when its close to death opening you up for a quick spike death.
Last edited by jsuslak313#7615 on May 25, 2023, 7:23:56 PM
"
jsuslak313 wrote:
oh I know that there are issues. Perhaps the offensive option should also include: "Minions continue to attack a target until the target dies".

Or perhaps that should be a generic staple of ALL minion AI: once they aggro, they continue to attack the target until it is dead. It can also be problematic if a defensive minion begins attacking a nearby enemy, you reposition, and the minion just stops attacking the enemy when its close to death opening you up for a quick spike death.


I've posted a lot on this particular topic lately its been mostly:

Combine feeding frenzy and meatshield into a single gem and have it toggle possibly even giving some (recently) buffs for switching back and forth.

Then giving predator support aggressive as well but more damage when directly targeting enemies than when not.

or an entirely new option which stops your minions from using ANY attacks and binding them to a new skill that you cast which makes them use their attacks at the targeted location or enemy but once you stop using the skill they stop casting and return to a following behavior.

Asked for and outlined most of this before they added aggressive/defensive, Have continued to since to no avail just like i did time and time again when i asked for the uber's we have now which were also not implemented anywhere near the posted concept which would've stopped a lot of current complaints and allowed in tandem with better minion tools made them a lot more possible via skill than simply having every checkmark in the game on top of quadrillions of dps.

*frowny face*
Innocence forgives you
Last edited by SilentSymphony#3358 on May 25, 2023, 8:18:11 PM
Why don't minions follow your cursor ??

:(
WTB Mirror of kalandra offer 16,200,000 wisdom scrolls
^that would be TERRIBLE. Every time I click on loot my minions disengage and follow my cursor? Every time I aim just short of an enemy, rather than having my cursor perfectly on the enemy and the minions just sit there? No thank you...

They HAVE to have some kind of AI autonomy beyond where you personally are clicking are looking otherwise they would feel far more clunky.

And lets not forget that there are consoles with no cursor...
Last edited by jsuslak313#7615 on May 26, 2023, 7:05:00 AM
huh :(

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