Feedback Summary on Minions
I primarily play builds focusing on minions and have compiled some of my thoughts/pain points. I've tried to keep these short but happy to expand on any that need more explanation. Overall I am loving the game and appreciate the time it takes to get such a complex system into a good state. It's my hope that this feedback can shed light on some things that others may have seen, and perhaps some things that haven't been noticed yet.
Feedback: - No way to tell if a minion is in your presence during fights. - Minions dont teleport into all boss arenas (they often get stuck outside). - Spectres stuck in wisp form or idle and dont do anything. - Minion movement speed doesnt scale with player movement speed. E.g. in trial of sekhamas with 40% increase move speed, minions often lag behind which significantly reduces damage. - Effects become very cluttered with more minions making it hard to see gameplay and also reducing performance. For example, try playing with 8+ vaal guards (grenade type), unearthed runecasters, powered zealot, or forsaken miners (grenade type). The effects stifle any other visual effects. - Spectre viability relies a lot on the AI of a given monster making selection very limited. - There are many monsters with "very_slow_movement" tag which make them essentially worthless as spectres. It would be good if Spectres could have a minimum movement speed. - Spectre viability is dominated by choosing monsters with AOE. Since there is essentially no way to add AOE to melee spectres (such as melee splash in POE1), spectres with inherent AOE are vastly superior which again limits the number of viable spectres. - There are no jewel slots on the passive tree in a location where a minion player would (in most cases) allocate points within a medium-large radius of that jewel slot. This may be intentional but feels bad that time-lost jewels arent very useful. - Minion nodes on passive tree are very far away from non-witch classes. If I want to invest into minions as a class other than Witch, I need to spend a lot of passive points just to path to the minion nodes. This seems incongruent with the idea that GGG has of there not being a "minion class" or "minion ascendency". - Many Spectres dont list their abilities in the minion info UI. - Trying to view a minion's damage while changing gems will reset the info tab to the first one, making you have to click the damage tab again each change. - Holding alt on Skeletal Arsonists doesnt display gem quality information. - When using Azak Shaman Spectre from waterways in conjunction with Sacrifice, they will cast detonate dead on themselves. It would be nice if this didnt happen, or if there was a gem to allow/disallow detonate targets. - If a Spectre has been detonated by another Spectre with Sarcrifice enabled, they do not respawn. - Infernal Legion support radius does not seem to align with Spectre model sizes. For example if you put Infernal Legion support on Spectre: Fettered Monstrosity, the Spectre needs to be very close to a monster for Infernal Legion to apply. - Detonate dead explosion radius doesnt align with Spectre size. For example the radius of detonate dead used on Fettered Monstrosity is smaller than the model of the Spectre. Its not intuitive. - Spectres that use mortar tagged skills are very often the best in terms of damage and clear. This hinges off the fact that mortars can shotgun, whereas other projectiles can't. Allowing Spectre projectiles to shotgun would allow for more diversity. - The "+# to minion skills" affix is too powerful compared to other affixes making it feel mandatory. Compare the damage from +1 to minion skills with something like minion attack speed, minion cast speed, minion damage, minion crit etc. (assuming minion nodes in passive tree have already been taken). The +1 to minion skills adds flat damage which scales everything in the passive tree more than the other minion related affixes (which have already been invested into to some degree). This ultimately makes gear upgrades for a summoner difficult as the affix is almost mandatory once you have it. - Zombies are too slow. Their damage and viability is limited by their movement speed. There is no way to overcome this with any gear or passive tree investment (the increased minion movement speed on passive tree isnt enough). - Witch starting zone has no minion nodes when playing a different class. I would like to be able to choose these nodes if I desire. - Some Spectre to Spectre interactions don't work properly such as Blood Priestess Spectre sacrificing a Blood Zealot Spectre. I believe this should generate a blood elemental but nothing happens. - Skeletal Priests cannot heal the Rhoa mount while you are on it. แก้ไขล่าสุดโดย Deterim#1457 เมื่อ 30 เม.ย. 2025 01:26:23 ขุดครั้งสุดท้าย เมื่อ 30 เม.ย. 2025 00:40:55
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Also, the command to make a minion target something doesn't work.
They also stop to finish fighting a mob even if you are running through. This is a good and bad thing. Good because they take aggro off you, bad because sometimes you need them to be up front with you to take aggro from mobs you run into. They could also use more customisable commands. It would be nice to have a command slot so you can choose from different commands. Like a buffing command or a damage command. Self target or minion target. |
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" I agree there could be some improvements there. I think minion AI needs to be inherently "dumb" otherwise they would be very strong if they were making intelligent decisions about when to take aggro or when to finish off an enemy etc. These sorts of decisions should be made by the player either directing them (provided it works), or investing in something like a support gem that modifies their behaviour. |
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