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