This heavily depends on build. A bunker Warrior will do the same damage as a glass one, a bunker ele will be the same, and this is relatively true in many other cases as well, because they equip similar weapons.
Like I said, the only profession where the damage would be the same would be rabid and cele engi (and then only with kits, not their main weapons). Every other profession takes different weapons depending on amulet. Zerker warriors use GS, don’t they? That’s a burstier weapon with very high power scalings (Hundred Blades is over x4!). Hammer, longbow, and even sword don’t come anywhere near that. Cleric eles use staff, not d/d, whose skills have lower scalings to make up for its larger aoes. Bunker guardians use mace/shield/staff, zerkers use scepter or sword and either hammer or GS, again, much better-scaling weapons.
Trust me man, if you make minions immune to crits, whether by a trait or baseline, MMs will become the new turret engis: everyone will hate them, and deservedly so, but, unlike turret engis, whom you can just cede the point to and go fight elsewhere, a MM will follow you around with swiftness and beat you up at your home point too!
Flesh of the Master isn’t compulsory to run a minion. Flesh Golem, Flesh Wurm, and Bone Minions in general can be used without HP traiting in a normal build without issue. If they die they die, its not such a big deal to a normal build, and they are used for their utility. Shadow Fiend and Bone Fiend with the proposed changes would also be worth using in normal builds. Also we are proposing a 20% HP boost without traiting.
I’m with you on a baseline HP boost, and if that happens then yes, Flesh of the Master wouldn’t be compulsory. But as they are, the melee minions really aren’t durable enough without the trait right now(with the exception of Golem). Especially Bone Minions who only have 5k HP, and who REALLY have to get close to the enemy to be useful! They have a short recharge so it’s not a huge disaster if they die, but that basically puts one of your utilities on a 10" recharge before the fight even starts and it sucks.
hitting 5 targets with heavy amounts of retaliation will absolutely hammer you with damage, and many builds rely on AoE attacks, even to hit a single target.
It’s not that bad. I don’t know how much power the minions have, but, assuming it’s about 1500, retaliation damage would be 300ish per hit or so? Assume you had 5 minions, 1 dies, gives the rest retaliation, 4×300=1200 per hit assuming you hit ALL of them (unlikely since one will be Wurm). You’d have to hit them a lot of times to really hurt yourself, and considering that, in the version of the trait I proposed, one has to get killed to proc it, the rest are probably going to be pretty low too. So realistically they’re not gonna take more than 2-3 hits more MAX before they die, so it’ll hurt but there’s no way you’ll kill yourself even if you’re complete glass! Unless you hit them with one of those skills that does a million little tiny hits, like guardian’s Smite, in which case you’re kind of an idiot and maybe you’ve earned it. :p
If it was tied to something the MM had to intelligently activate and time (like, watch the DPS guard come in, activate AoE retal, laugh while guard spams AoE like an idiot) I’d be fine with it.
Yeah I could go for that too, maybe on activation of a specific skill or something.
My issue is more them just getting a bunch of random buffs from dying. Death Nova already covers the punishing of killing well on its own, and it has a lot of play with the rest of the kit.
Well, I love the trait, but I don’t think it covers it. A glass ele or a longbow warrior can kill them well before they’re close enough for death nova to hit him. And if they lower their autoattack damage like I think we all agree on, hitting with death nova becomes more important.
Plus, like you and Sikari said, dying cause you ate too many death novas is kinda toxic – annoying to the enemy, and doesn’t need much skill from the MM’s part. At least with retal the damage isn’t delivered in huge chunks so you can stop attacking till it expires, so there’s some counterplay. I’m not suggesting anything that’ll replace death nova, just a replacement for Flesh of the Master that, instead of trying to prolong a minion’s pathetic, miserable life, gives you some benefit from its death.
I guess specific CDs could be argued in some cases, because this would only really affect Shadow Fiend/Bone Fiend/Flesh Golem, the other minions have actives that are tied to their death and couldn’t be lowered. But for those three, yeah I think you might have a point to lowering CDs.
That’s all I’m suggesting too, clearly lowering the cd on bone minions and ol’ Bloodie would make them OP! I think a case could be made for Flesh Wurm too though.