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Minions, where they fail, and how you could improve them

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    Minions, where they fail, and how you could improve them

    There's a plethora of issues regarding minions...
    At least they don't look like yellow tic-tacs.
    • They just keep dying like flies.
    • The healers attack the enemy and draw aggro. I mean, seriously?
    • Archers disengage until they reach and aggravate the next group of mobs. Also lures enemies out of a cleave.
    • Minions in general tend to drag inactive enemies into the fight.
    • Tanks won't survive more than one hit from a boss, despite the fact that bosses are exactly where mages and hunters would profit most from having a tank.
    • You can not heal minions, except for those lousy apples, and those are way too weak.
    • You can not control their movement. That's great, because robin loves to hug pillars! Multishot, blocked by Artificial Idiocy.
    • Minions break stealth lockdown. (thx Rathmon)


    Now, here are a few suggestions for improvements that would make minions less annoying.
    I'll start with what I consider most feasible and beneficial.
    • Enable sharing life gained from LoH, shockwave or other effects with minions. There are several ways to go about this, for example healing minions with a lower health percentage first, or maybe transferring all heals that exceed the player's maximum HP. I'd prefer the latter, as it would allow ranged classes to heal a tanky minion, but still be the last one standing.
    • Don't let healers attack. That is just wrong. Really, really wrong.
    • Make minions avoid inactive enemies.
    • Make healers and archers hide behind the player, especially if that player is a warrior. Ideally, the player should find themselves between enemies and minions whenever possible.
    • Introduce a symbol to set a movement target for minions. Maybe a + or x symbol with one side closed. Anything that works.
    • The simple swipe is unused, so why not use it to command a battle formation? Swipe up, tanks move north and archers/healers move south. Swipe down for the opposite, and so on for all major directions. "Lines don't work" is not pretty anyways.
    • New potions that heal the whole party equal to their maximum life over 5 or so seconds. Yes, I'm aware that potions are a known issue. ^_^
    • New abilities for players, placed between lvl 60 and 70:
      - Warriors could get a passive that directs minion damage to them,
      - mages could get a passive that makes immolate heal allies, and
      - bounty hunters could provide cover fire that grants minions dodge, scaled to their own.


    So, that's it from my side. I hope this can be of use to the devs, and ultimately, to us players... ^_^
    Last edited by Estharon; 05-23-2017, 10:37 AM. Reason: added to list
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    #2
    Originally posted by Estharon
    Enable sharing life gained from LoH, shockwave or other effects with minions.
    It's not much, but they get life regen. Getting that 1k25 helps a tiny bit
    BUZE TALO PEBA 0409

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      #3
      Add Minions not breaking Stealth lockdown on BH to that list.
      POPO ROBA NODE 1088

      Sarcasm is my weapon of choice. It's like aiming a nuke. ¯\_(ツ)_/¯

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        #4
        Anything from up there can improve minion's AI, and that is important.
        I will hunt you Ragadam, across the worlds!
        Join the wiki here: http://mage-minions.wikia.com/wiki/Page_Index

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