Minion fix, potential option

Minion fix, potential option

in Necromancer

Posted by: Brew Pinch.5731

Brew Pinch.5731

Since we have established that the pathing is probably the most(?) significant issue with Necro minions kittenation, how about this: Instead of undertaking the massive task of fixing pathing which still leaves our minions running around incredibly slowly ( and getting stuck absolutely everywhere), upon changing targets, minions use a teleport to reach them, masked by a burrow animation.
Minions springing out of the ground at the targets feet is pretty Necro and this may well fix the minions to at least the same extent as Mesmer clones.
Option? Discuss.

Minion fix, potential option

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Posted by: Tomkatt.1684

Tomkatt.1684

I like it. Plus, they wouldn’t take damage when target switching, giving them a bit of longevity. Some of the minions drop fast.

Minion fix, potential option

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Posted by: Ravien.4823

Ravien.4823

I like it too! I was just thinking about giving the useless Jagged Horror a leap attack yesterday. It might be good for all minions but should have a cooldown, and burrowing is way cooler!

Minion fix, potential option

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Posted by: Brew Pinch.5731

Brew Pinch.5731

The burrow itself wouldn’t do damage, it simply attempts to fix the minions inability to reach their target and attack. They were designed to be able to move about and attack constantly, so the option shouldn’t be on a cooldown.
I was thinking it could work on minion distance from target, so ‘x’ distance triggers the burrow, which just teleports them next to the target, nothing else. This would hopefully almost guarantee they all hit at least once in a while, but remain balanced as dodging or simply moving around would still negate the majority of their damage as it does now.

(edited by Brew Pinch.5731)

Minion fix, potential option

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Posted by: Ravien.4823

Ravien.4823

I think a cooldown would be needed, otherwise minions would be able to stick to runners far too easily. Minions shouldn’t be able to keep teleporting to somebody who is themselves teleporting/charging away, if that makes sense.

Minion fix, potential option

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Posted by: Jeefo.6908

Jeefo.6908

The thing necro needs in my opinion is a simple way to control minions (like ranger)
For instance, F2 – attack, F3 – follow e.t.c.

Minion fix, potential option

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Posted by: Brew Pinch.5731

Brew Pinch.5731

It seems to me as if every necro attack is an effective attack command to the minions (I believe evidenced by changing targets and attacking on flat open ground while minions aren’t bugged) which would, if that assumption is correct, mean that a manual attack command would solve nothing. A follow/passive command would be incredible though.

As far as escaping minions, their leash range would still remain the same, and simply running away from a melee minion in any direction at average speed negates the majority of their damage (slow response time and slow attack animation).
I wouldn’t expect this ability to trigger every time the target left melee range, perhaps 600 range, or more optimally, whenever they can’t otherwise reach their target/face significant travel time. As it stands in the current live version, a slight ledge can completely negate a melee minion and all the various staircases in sPvP and WvW leave minions constantly lagging behind and/or unable to perform their “abilities” on targets below or above the ledge.