The irony on pet buff!
That is not ironic. It’s at best a coincidence.
Blizzard managed to do ONE thing right with Diablo 3, minion damage cap.
Witch Doctor (what I used to play) had the issues with minions quickly dying to anything stronger than trash mobs. It was frustrating, people went into the Witch Doctor class thinking they’d be able to play as a minion master but minions were useless as they kept dying again and again and again to any strong encounter. So to solve that issue they created a damage cap to the Witch Doctor minions, they could not take more than a certain percentage of their max HP of damage in one hit (I think it was something like 10-15%).
Necros in GW2 have a similar issue; when fighting the statue of dwayna I honestly just don’t bother summoning my minions at all because the moment they come out she’s able to one shot them. Many many times I summoned my minions and they died before even being able to get to her.
I honestly doubt Anet would EVER implement this idea into necro minions as I don’t doubt they think it’s overpowered. But if minions had a damage cap, such as they could not take more than 25% of their max HP in one hit, at least they’d be able to last a TAD bit longer in those stronger boss fights. Sadly they’re pretty pathetic against bosses.
I would weep for joy if they actually put in a dmg cap or a passive aoe dmg reduction, something, ANYTHING to help the little kittens not die instantly to any tough encounter.
You know, how about minions just having a getting hit instead of damage cap via hp? Like 5(j horrors) – 15(Flesh Golem) hits and it dies no matter the damage.