Necromancer summons disappearing

Hello,

I’ve noticed that sometimes my summons disappear without any reason - most of the time when I’m running ahead of them they just pop and I have to summon them again - can we hope for a fix?

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this is legacy too… teleport can fix it. otherwise if you leave your army behind they leave you. don’t run ahead of them. It will be nice to fix this. they fixed after all other bugs that didn’t needed fixing like ebug armors.

I have the same problem. Seems to happen with all types of summons, not just skeles.
In classic D2, this was really only an issue with Skelemancers and Revives. Golems would be fine and regular skeles would be fine from what I recall. Now it seems that all summons have this problem. This is especially important with the Iron Golem. Using a nice runeword like Insight gets wasted when the golem disappears for no reason.
Back in the old days, you could give them a break because it might be to conserve memory or something, but now there’s no excuse. I spent the skill points, resources and mana for the skill to work. They are supposed to be permanent minions, not minions on a timer. It’s been 20 years. Time to squash this bug for good.

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Yeah it appears to be happening way more often than in original. They’re supposed to teleport to your side if you move too far away.

This would be a massively welcome fix that could also help in diversifying the builds as well.

In terms of severity for this occurring with minions (both in D2R and Legacy) it looks like - Revives >>> Skele Mages >> Skellies > Golems; and I may be misremembering, but it certainly Feels far, far more severe in D2R than in Legacy. While the Golem getting swallowed by the void is relatively uncommon, the fact that I’ve seen it at all essentially takes Iron Golem off the table for me, which really is a shame considering how cool and unique a game mechanic the IG is.

Regarding the Revives (also a very unique game mechanic), this makes it difficult to justify placing more than one skill point in it. When looking into the challenge of doing Ubers as a summon necro, most will say something in the lines of, “Revive 20 Urdars from the River of Flame for the crushing blow”, but with how common it is for Revives to disappear, my head starts to spin with the semantics of collecting 20 Urdars and then just getting even some of them to Ubers and completing in under 3 minutes. Ideally, I want to be thinking of challenging game mechanics and play style strategy, not RNG semantics of what feels like game bugs.

As for those saying, “Just get Enigma or Teleport charges”, not only does this ignore the core of the issue by presenting a “Just do this” workaround, it also doesn’t entirely work. I have a a Circlet with Tele charges and after teleporting I’ve lost anything from my Golem to half of my Revives.

I think fixing this, if it can be done, would diversify the Necro builds and would be a purely positive change. Not to be too much of a bot, but I’m going to C&P this in the other posts on this topic. Bump the threads and maybe we can get some eyes on this.

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I agree that we need this fixed 100%. Using Teleport as a “fix” isn’t the answer. Walking isn’t the answer either.
I’ve been having to play my necro by walking everywhere instead of running, and the summons STILL disappear. This includes my Iron Golem. Very frustrating.
I’m now considering respecing the character to be a Poison Necro instead. It sucks, because summon necro is my favorite build.

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always been like that

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I agree that some of the summons have always had a bug, but it’s never been an issue with Skeles or Golems - especially the Iron Golem.
We have an opportunity now that can properly fix this bug - and yes it’s a bug, not a “feature”. The game should be brought up to modern standards for functionality and playability. Summons should properly teleport to your location and not disappear.

I have seen the Iron Golem disappear just from running away to fast… this should not be happening. revives have always been an issue but the skellys and golems have never had this issue in D2

Revives always did this.
Any other necro summon should not be doing this.