Attack/return skills, and something more

Attack/return skills, and something more

in Necromancer

Posted by: Al Masone.1274

Al Masone.1274

I wanted to make a suggestion, but now it’s question instead. Why couldn’t be implemented an F2 attack and an F3 return abilities for minions (and maybe wells). I get the AI is poorer than greece since the launch of the game, but is it so bad that two more F skills (ele and engi have 4) couldn’t be added? An F2 skill that makes all your minions focus on a target and an F3 that makes them return to you at will.
I tried the ranger a loooong time ago, so i might be mistaken, but he should already have that option for his pets. Just 2 more buttons that won’t surely fix the AI as it is right now, but maybe could circumvent some of its most frustrating aspects.

On a side note
-Wells that last a couple seconds longer and would follow you, unless you trait them to be targetable – the trait would say “wells can be targeted, but are stationary”
-Minions that spawn 2 jagged horrors when slain, 3/4 for golem, last 30 seconds
-A trait that gives minions a small aoe poison around them while “alive”
A poison attack on the bone fiend, in addition to cripple
-Shadow fiend blinds every 10 seconds (probably too much, but sounds nice)
-When in death shroud, 2 (or more) jagged horrors are spawned near you every 2 seconds, last 30 seconds, after 5 seconds in death shroud to bone minions are spawned, that don’t replace the bone minions of the spell (meaning you could have 4 of them), but don’t stack everytime you use DS
-Minions draw power from DS: for each (?) percentage of life force you lose while in death shroud, your minions receive a stack of power, up 50% more damage i’d say
-If 2 or more jagged minions are near an enemy, it is crippled until said minions are slain.

Just some ideas thrown around, probably too much, but sounded nice in my head. Also, my main character (proud to be necro), had his first birthday last week, yay

Attack/return skills, and something more

in Necromancer

Posted by: RashanDale.3609

RashanDale.3609

On a side note
-Wells that last a couple seconds longer and would follow you, unless you trait them to be targetable – the trait would say “wells can be targeted, but are stationary”

you know, wells should at least keep SOME properties of a typical well. and an aura that you carry around with yourself isnt a kittening well anymore.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Attack/return skills, and something more

in Necromancer

Posted by: Al Masone.1274

Al Masone.1274

Change the name then :P

Attack/return skills, and something more

in Necromancer

Posted by: RashanDale.3609

RashanDale.3609

Change the name then :P

NO

change your suggestion then

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

Attack/return skills, and something more

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

So ignoring your extra suggestions which are all wildly OP, there are two reasons your AI will never happen:
1) We aren’t rangers. Attack/Return are very specifically ranger functions. Rangers are supposed to have high control over their pets. We should be thankful we can even suggest to our minions who they should attack; in GW1 they would kill anything and everything in sight with no way for you to tell them what to do.

2) There is no need for that high of control. Just having them properly work as they are supposed to allows you to force them to attack your target. We don’t need anything further.

But of Corpse – Watch us on YouTube
My PvP Minion Build

Attack/return skills, and something more

in Necromancer

Posted by: Anchoku.8142

Anchoku.8142

^^
Although, we could use a “Find a path to target you lazy critters” button

Attack/return skills, and something more

in Necromancer

Posted by: Dhemize.8649

Dhemize.8649

I use necro as main and even I find most of your ideas sound broken. Just the thought of me popping DS and gaining upwards of 300+ toughness for all the minions crawling everywhere after 30sec is rediculas.

Back to the drawing board.

Attack/return skills, and something more

in Necromancer

Posted by: Degine.1045

Degine.1045

So ignoring your extra suggestions which are all wildly OP, there are two reasons your AI will never happen:
1) We aren’t rangers. Attack/Return are very specifically ranger functions. Rangers are supposed to have high control over their pets. We should be thankful we can even suggest to our minions who they should attack; in GW1 they would kill anything and everything in sight with no way for you to tell them what to do.

2) There is no need for that high of control. Just having them properly work as they are supposed to allows you to force them to attack your target. We don’t need anything further.

While I agree Necromancers don’t need much control, simply having an ‘attack’ button would be nice. They don’t need to be recalled because they are expendable. They can go beserk and kill themselves in dumb ways for all I care.

But now, minions just stand around like old men complaining about the weather. Yeah no kitten you’re hot, you’re on fire you daft bag of flesh! sigh Meanwhile I run around killing stuff by myself, including that turret that was lobbing fireballs at them…

On the other hand if they do all attack, I can steamroll through any area I’m exploring. My damage output seems to double if not triple (with proper traits).

I dunno, maybe Grenth’s absence turned minions lazy.

Attack/return skills, and something more

in Necromancer

Posted by: Bhawb.7408

Bhawb.7408

We have an attack button, its called attacking. Putting in an extra attack button wouldn’t change any of their AI bugs, which are related to pathing problems.

But of Corpse – Watch us on YouTube
My PvP Minion Build