Necromancer minions broken
one month has passed and nothing happened( very sad
just found this posting and i wonder why no one at Anet cares about broken Necromancer Minions.
Not even a statement……… its just sad
The unreliable AI on Necromancer minions is just one reason (although the number 1 reason) why I don’t run them on my Necro main. They seemed fine during Beta but shortly after release they seem to have gotten dumber. Not attacking when they should be, running half way across the map to pull enemies I’m not in combat with, etc, etc. For me, minions are a temporary utility I use when I need a distraction. That’s all.
The AI, not just for necromancer’s minions but ranger’s pets is in need of a major update. But an AI is not a quick program fix, it will take time and much testing. Also it is not known how far reaching an update in this area would go game wise. Potentially monsters in the game use the same AI as necromancers or rangers etc, or do they all share the same AI? So rushing into a change there could create a potential backlash from other players.
Zombies ain’t smart! ;-) Seriously though, the AI does need some tweaking…in general though my level 80 ranger’s pets work nicely if I actively control them using the function keys.
I am sad to see this thread not stickied, as necros account for 1/8 of played professions and most play with minions, not without them, as well as the other classes which use summons.
Necro minions and summons in general (as I suspect their AI is shared) need to be refined considerably.
Common minion issues:
- minion movement is far too uncontrolled. Minions should take up a designated place around the summoner, depending on how many of them need to be accomodated in the space around him, then need to stick to that position as close as possible, not wander around the necro, sometimes leashing out in this or that direction, increasing and decreasing the necro’s effective agro radius. Like in GW1, minions should take up their post around the necro and not move AN INCH RELATIVE TO THE NECRO, unless the necro swings into combat. Just like in GW1, I want to see a tight circle of summons around me, not a loose bunch of minions, some of them here some of them there.
-minion agro control is VERY lenient and uncontrollable by the necro. Minions (especially the flesh golem, but to a lesser extent all minions, including jagged horrors from kills) sometimes take up targets after the current target is dead, even if the player hasn’t even targeted or looked at the mob which the minions rush after immediately after ending current combat. It may have to do with mobs in proximity, or mobs within the “agro” range of minions? In any case, a minion pulling unintentional monsters is unacceptable behaviour.
-minion targeting is almost satisfactory, but still missing functionality, as in a target rich environment sometimes minions will fail to switch over to your current target. This makes it hard for the necro to focus their minion damage on a desired target. If this is supposed to work as in GW1 (minions cannot be controlled), then why do some minions sometimes switch to your current target and sometimes do not? Unpredictability is worse than knowing if minion targeting is working as intended or is not. The lack of targeting is another issue, where minions will simply fail to aquire a target within an acceptable time or at all, and just sit idle in the midst of a fight, not attacking anything. This is just as unacceptable (3 months into the game no less) as if there was a spell for some other class that you could cast but simply wouldn’t do any damage. Summoned minions are expected 100% of the time to take active part in combat (preferrably on your current target).
In short, please work on fixing the AI, or at least give us some news that it is undergoing fixing at least. Thank you.
(edited by Kaurous.9136)
Could you also post that here? https://forum-en.gw2archive.eu/forum/professions/necromancer/Let-s-debug-minion-AI/first#post985338
A year later and this same exact glitch is still around, I cant play my class because of it
It was actually more or less fixed some months ago, but yeah, something in the recent patch has broken it again. Melee minions do not engage in combat unless:
a) YOU actually engage the enemy in melee
b) the enemy is right next to them.
yeah i noticed that too on my necro in spvp yesterday. the minions are acting differenty. its weird but also other bugs got worse. the los bug and iwarden bug got way worse on my mes and the minions are not attacking as well as before patch. i think all ai got broken again. it seems like ai gets worse and worse with every patch .i understand that ai is hard to program, but they are part of ranger,necro and mesmers so either revamp/fix them all or replace them with:
defensive traits and skills and new aoes for necros(something that helps necros combat speed a little too)
non-ai aoe and support skills for rangers(would help in wvw)
non-ai aoe dmg skills for mesmers and new weapon skills
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