Let's make minions more active!
Reducing their base stats, especially by so much, will kill minion builds 100% in every game mode. Even the very mediocre viability they have now will be completely gone. Control is not worth such a massive decrease in damage and survivability.
How to fix control?
AI:
Minions only attack when the Necromancer targets an enemy and casts a targeted ability on them (aggro begins at the start of the cast, like right now) or when the Necromancer deals damage to a target.
Minions no longer cause the Necromancer to go into combat mode when they take damage but the Necromancer does not.
General AI fix so minions no longer drop aggro and won’t attack.
Actives:
Putrid Explosion – causes minions to glow and leap a very short distance towards the target, if no target they just explode as they do now
Rigor Mortis – AA reset on cast
Haunt – 1/2-3/4s aftercast animation, instead of 2s
Charge – instant cast, 3/4s aftercast animation that has the Golem winding up before charging
If you want to decrease the passive damage of minions, or fix their utility, do it by changing Training of the Master and Necromantic Corruption to increase the strength of the actives but not be passive damage increases. Trait compression won’t solve anything either, minion builds work because you can go all in, and frankly the fact that you so often see players running with 2/5 of their utility/elite skills as minions shows that untraited minions are just fine too.
Edit: Forgot one of my pet peeves about Putrid Explosion, it applies the blast finisher a few seconds after exploding, which is stupid, fix that so it applies the blast finisher right after death.
(edited by Bhawb.7408)
IMHO there are two components of this problem.
1. ai sux
it sux
fix it plz anet
2. Haunt
haunt sux
remove the minion cast time plz anet
Really, though, Bhawb’s just about got the right of it. There are very few actual ability changes that need to happen to make MM more playable. Without the minions actually acting reliably, meaningful balance discussion is really difficult to have.
Really, though, Bhawb’s just about got the right of it. There are very few actual ability changes that need to happen to make MM more playable. Without the minions actually acting reliably, meaningful balance discussion is really difficult to have.
This is a big issue, and HOPEFULLY this rumor I heard about them hiring someone to recode AI is true, because you are right its hard to talk balance when you have to assume minions are acting “perfectly” when this is sometimes true, sometimes not, and most often a weird mix of both.
I’m assuming that AI is never getting fixed and proposed more meaningful active abilities for the ones with bigger issues, melee minions.
I also think that too much of the minion is skewed towards what they accomplish outside of their active abilities, leaving less room to distinguish between a beginner MM player and an experienced one.
Long casting times and unreliable pathing/AI are in my experience a big part of it, so by reducing passive strength and instead bring stronger actives into play would be an option outside of just making behavior more reliable. Better AI might also provoke nerfs, minion passive damage output is pretty large when it keeps connecting.
Its not that large, frankly.
DPS
Bone Fiend – 200
Blood Fiend – 15
Bone Minions – 100
Flesh Golem – 600
Flesh Wurm – 280
Total (untraited) – 1195 (note that all DPS values were rounded UP, this is higher than it is in reality)
Total (TotM) – 1494
Total (TotM + Pack Runes) – 1599
Final Total (TotM + Pack + VM) – 1840
Note that that is a set of Blood Fiend, Bone Minions, Bone Fiend, Flesh Wurm, and Flesh Golem, with rounded up numbers on all damage, and rounded down attack speeds. So even with an artificially high DPS calculation and assuming a situation that will never happen (perfect AI and an AFK opponent), they deal significantly less damage than other comparable builds (like hambow).
Nerfing numbers with no rebalance is a total wrong idea.
Nerfing HPS is wrong, their actual HP is ok.
Nerfing the whole damage without any balance on other sides is wrong.
What should be done is putting more emphasis on their active skills, lowering auto-attack damage, emproving it and emproving the utility on the Activated Skill.
Anyway this whole system sucks so bad, it would need a total rehault to make it work finely.
Anyway, any form of theorycrafting on this forum is a waste of time.
Anet won’t give a kitten about.
(edited by Luke.4562)
The problem with necromancers always seems to be “Hey, this sounds like a really cool build concept. OH but wait.. The necromancer can’t make it work because they are missing X or Y doesn’t work right.” And What I mean is the Minions have a 50-50 chance of being pacifists.