Flesh Wurm and Other Minion Improvements

Flesh Wurm and Other Minion Improvements

in Suggestions

Posted by: DarnDevil IV.2143

DarnDevil IV.2143

Latest patch brought some improvements to minion AI and buffed the suvivability of wurm and golem, which is nice. I haven’t played on my necro yet after patch so I can’t say if the AI is still a problem, but there are still some space for improvement:

Flesh Wurm:
The flesh wurm is the only leap/tp ability necros can use defensively and ATM it has so big a cast time that it is just not working quite well.

I could see the casting time beign changed to instant and having after cast instead (like corrupt boon). Casting a minion would still take some time but if you need to relocation yourself quickly this could be done even in the middle of the battle (the teleport part breaking the after cast)

Furthermore, flesh wurm has a longer teleport range than 1200. The actual teleport is 1200 but if you are more than that away from your wurm, you will be teleported into the direction of it for 1200 distance. I would change this skill so that you can port to your wurm only when in range (just blinking a 1200 distance is not so necromancer like) and add a new skill when out of range.

Something like “consume”:
When out of range of the wurm, you can consume it, reducing it’s cooldown by 50% (= 20sec base, 16sec traited) and gaining 5% life force. This would allow you to change the position of wurm in combat without porting to your wurm, as of now you need to switch skills (out of combat) or port 1200 distance into the direction of your wurm if you wish to replace it.

Consume could have a 1 sec cast timer (so you can cancel it) and it should not break stuns.

UI improvements:
ATM it is hard to tell if your minion is low when there are lots of skills flying around (mainly Wv3 and big group events).

I would make a general pattern for the minion icons:
Green colored – when a minion has 50% or over hp
Yellow colored – when a minion has 50-25% hp
Red colored – when a minion is below 25% hp

only exception could be blood fiend with blue color istead of green

Mechanic improvements:
All the minion skills except flesh golem’s charge should be instant with no after cast. The reason for this is, that they are creatures bond to you so I don’t get it why you have to shake your hands in order to command them. Only “thinking” should do the trick -> instant cast not interrupting your casting. Flesh golem’s active would be too OP though.

Activations for Shadow fiend and bone fiend should take place immediately, a blind or immobilize that is hard to time (in addition to that is fails quite often) is worthless. The actives should activate immediately, reseting the autoattack timer for them.

Flesh Wurm and Other Minion Improvements

in Suggestions

Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

I wish there was a way to move the flesh wurm after placing it. Often I will place it somewhere as an emergency teleport… and then end up not using it. And then my team moves on, but the wurm is still there. I can teleport to it, but that will put it on a very long recharge. I wish there was a way to unsummon it, or move it to a new position, without the long recharge.

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