Hey all,
As some of you may have seen in raids during the last BWE, we were trying out something new with player minions. Basically, in that final BWE, player minions did not take damage from boss attacks. We thought that made minion-based professions feel so much better in combat, but that change did expose some problems such as minions being able to withstand a damaging attack indefinitely.
We wanted minions to not die left and right, but we did want them to have some attrition instead of being completely immune to attacks. This problem is mainly prevalent in PvE as we have huge attacks all over the place that are meant to be dodged by players but unfortunately for minions, they can’t dodge.
After reviewing BWE results, we wanted to create a better system to accomplish this as a global change for minions. To do that, we made it so that unless a minion is specifically targeted by a creature, they will be dealt drastically reduced damage and condition duration from attacks. Currently, this is set to 95% reduction as we feel like it’s a good starting place, but we’ll continue to monitor and adjust it. This means if your minion gains agro from a creature it will still take full damage, but if there is area effect damage hitting your minion, instead of usually killing it instantly, it will slowly attrition it down.
We felt like minions were in a good place for PvP so we didn’t want to change them there for now. Thus, the interaction between players and minions in PvP combat will remain the same.
The change is for all player minions, this includes things like engineer turrets and ranger spirits as well. This will be in for HoT Launch in a few days.
I work on systems, combat, skills, and balance.