Necro Minions responsive

Necro Minions responsive

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Posted by: Manifibel.8420

Manifibel.8420

I enjoy playing a necromancer minion build in PvP. BUT!

This needs to be looked at. The minions in most cases if not all just stand around looking until I command them to do something or they take damage I think it is, before they start attacking. This really make the necromancer minion build suffer because they need to start attacking the second I do, which they dont.

Also! When I move around they just stand way in the back and it takes them way to long to get to the battle and actually start doing damage or for me to be able to use their abilitys. The Fleshgolem just is way to far in the back all the time and it takes ages for it to get to the battle so I can use its Charge ability. Same goes for the Bone Minions, I need them to be there really fast incase I need them to explode at be a part of the burst.

Make the minions attack my currently selected target when I do until I change then they should change focus too. Also make the minions path finding better so they keep up with me because I really think thats the problem why they are so far behind all the time

I really hope this is something you Anet will look into to the next balance patch. I sadly dont have any video or pictures because its hard to prove anything with a picture of this problem. If somebody else have the same problem or additions to this problem please post!

Dungeons being about how fast you clear then compared to being able to clear them makes me sad.

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Posted by: krippler.9826

krippler.9826

I’m not a MM but I do use flesh golem, and it likes to sit and watch while I duel somebody. Last night in pvp I had a battle with a warrior that lasted a couple minutes. For all but a few seconds the golem just sat there and watched the entire thing. This has been happening for awhile now and how it is not given a top priority I don’t understand. It is also bad because when the golem just sits there, it doesn’t try to move into a position where I will be able to land a charge. I will try to record it the next time it happens and post a video.

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Posted by: Bweaty.9187

Bweaty.9187

It’s worse than beta! How can the minions that were wost in a game I’d played in about 10 years, get worse?

4 minions out, 5 fights, 1 minion attacked…

Elite minions STILL die’s if wet?!!

Minions upscale PvE events as tho they were other players?!!

Nerf to minion power as tho it was crit dam. Then a 5% multiplier talent too for ferocity balance? — Yeh, that’s what they needed base & trait nerfs…

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Posted by: Bhawb.7408

Bhawb.7408

Again, AI has cyclical issues. Its been good/bad/good/bad, etc. They’ve somehow related the AI to other parts of the code that get changed, because otherwise it shouldn’t just randomly screw up for no reason.

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

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Posted by: Scry.3829

Scry.3829

I have to agree since hte patch the responsiveness of Flesh Golem (I dont play MM) has been in awful in SPvP – I haven’t noticed it being too bad in PVE though. I like my elite to not be something that transforms me whilst in PvP but am now having to consider something else as having an elite that just watches me fight and provides no use

hope they fix it soon. pre-patch it was okay, not great but not terrible.
love the game, love my necro, hate the golem atm! :P

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Posted by: Manifibel.8420

Manifibel.8420

I just got some screenshots today. In the first picture the fight started near blues base and ended next to red. See where the minions stand and just look.

Next picture look at the Flesh Golem just standing there looking the wrong way even!

Attachments:

Dungeons being about how fast you clear then compared to being able to clear them makes me sad.

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Posted by: Steel Fenrir.2791

Steel Fenrir.2791

I think they get stuck, or the pathing AI makes them stuck. If you run far ahead from your minions then you suddenly attack, they also immediately start attack mode, that is, they stop and look for enemies or your target in the vicinity. They best way to remedy this for the meantime is to run away from battle until they start moving again and come near you, and then start attacking to trigger their attack mode near the enemy.

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Posted by: Bhawb.7408

Bhawb.7408

I’ve been playing with minions a bit now that I got some time to play, and honestly I don’t see where the issue is. They act just like they have for months and months, you don’t even need to hit the target to get them to aggro, you can just wave your dagger around from 500 feet away and they still run there. I’ve never had them do absolutely nothing, at worst they’re just a little bit slow to change/reacquire aggro.

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

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Posted by: Nismu.4019

Nismu.4019

Even simple attack and stop commands to f2 and f3 (rebindable keys ofcourse. ) would do a lot for me. At least working ones.

edit: ok run little with minions for while and sure had forgotten how awful their responsiveness was. >.< definately need fix . kitten things just stand while i fight.

(edited by Nismu.4019)

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Posted by: Terok.7315

Terok.7315

I’ve been playing with minions a bit now that I got some time to play, and honestly I don’t see where the issue is. They act just like they have for months and months, you don’t even need to hit the target to get them to aggro, you can just wave your dagger around from 500 feet away and they still run there. I’ve never had them do absolutely nothing, at worst they’re just a little bit slow to change/reacquire aggro.

Out of 15 or so games I’ve had them completely stop attacking/movement twice. Using different skills (AA/Haunt) hasn’t made a difference in those situations. My feet have only just gotten wet with the MM build recently so I don’t know all the different “attack my fracking target” tricks, but what I did try didn’t seem to make a difference.

Vile Necromancer||Defender of the Beastgate||Slayer of Moa’s

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Posted by: Grace.6074

Grace.6074

I’ve been playing with minions a bit now that I got some time to play, and honestly I don’t see where the issue is. They act just like they have for months and months, you don’t even need to hit the target to get them to aggro, you can just wave your dagger around from 500 feet away and they still run there. I’ve never had them do absolutely nothing, at worst they’re just a little bit slow to change/reacquire aggro.

I just wanted to say you’re not the only one…I’ve read the multiple threads of people complaining about their responsiveness, but I run MM in tPvP and the flesh golem in my “roam around the world” PvE spec and while they’re occasionally a little slow to respond, I’ve never had them just sit there and do nothing.

Maybe it’s just playing pet classes in other games that I’ve become used to pet handling and going “Where the heck did my pet go?” sometimes (never had this issue in GW2 though), but it’s not bothered me in this game yet.

Aerre – Sylvari Elementalist
Necro/Warrior/Ranger/Mesmer/Guardian
HoD – PHZE

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Posted by: SupahSpankeh.8452

SupahSpankeh.8452

If ANet don’t want to give our pets hunter-esque commands, then give us just an “attack” button and leave it at that.

I suspect the AI issues with minions run deeper than that, but it would be a great start.

Mad Skullz | 80 Necro | Piken Square

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Posted by: Bhawb.7408

Bhawb.7408

An attack button would do nothing more than a very simple aggro system, which they already have in the game. The only command button that would really make a difference is a “return” one, which would solve certain issues.

However, those issues could also be just as simply solved with any modern fix, like minions taking reduced AoE damage, at least in PvE

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Posted by: lorndarken.3702

lorndarken.3702

this has been asked for the 12 billionth time and asking at this point for arena net to do something about necro pet ai is pointless .,. arena net refuses to acknowledge the problem and they refuse to take care of it secretively . you must be new to the game if you think by simply asking them to fix the problem that it will happen . no . this is arena net . they need to make sure people who play thief warrior and mesmer are happy . we are necros , we are the black sheep of this game .

(edited by lorndarken.3702)

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Posted by: Brujeria.7536

Brujeria.7536

I think its a pathing issue. Especially at maps like Khylo or Foefire if there are hills and higher grounds or obstacles. For example if you want to destroy a treb with your golem and your golem isnt on the treb hill while you are attacking already it will sometimes get stuck and act kittened. Moving further away from the treb, backwards, can reset this problem sometimes.

Also Jumping over small fences / obstacles on foefire especially can cause the same problem. It seems like if you are in a position too close to your target when you start autoattacking, the meele minios cant seem to fit a spot they could stand at and bug out, by default i have never seen running my golem right into my position.

Bone and bloodfiend dont have problems at all, they are ranged and have much more positions to autoattack from around me, the pathing seems to set a fix spot they are walking too before they start attacking, if that spot is too small or obstructed in the slightest, they might bug out. This is especially true for the golem.

If you wave with your dagger #1 1200 range away at a target they seem to move without a problem.

I was able to reproduce this issue several times on the battle for kyhlo map.

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Posted by: Ahratan.1098

Ahratan.1098

I just came here to post about this very issue. I’ve been WvWing and PvPing with my guardian for ages (so I don’t know how long these problems have been active), but when I played today on my necro it was terrible. I didn’t have a single fight where my flesh golem did anything other than charge when instructed. At all other times, he just stood and watched. Even when an enemy ambushed me, he didn’t come to my aid (whereas he does in PvE).