I think that the “Minions will now always engage targets with a cast Curse” is a good start, but still far away from glaring issues.
Current Minion problems;
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Aggro. Even though we are now able to command, some what, the Minions to attack mobs through Curses, we still have a problem when the mobs, a lot of times, avoid the Minions and go straight for the Necromancer leading to possible one shots. Suggestion: Give Golems High Threat and Skeletons Warriors Second Tank threat when using Curses for Command or, if you ever add a Single Target Command.
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Taunt. This ability from the Bone Golem is either bugged, or working as intended, which is a problem, because once the taunt duration ends, the Mobs go straight for the Necromancer, ignoring the Golem. Also, at times, the taunt doesn’t work, and the mob(s) completely ignore the taunt going straight for the Necromancer. Suggestion: After the duration of taunt is over, the Golem should still have high Aggro. Also, fix the bug, if it is, where Mob(s) are not being affected by Taunt (Broken chains).
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Single Target Command. Even though we have the new Curse Command for Minions, which I think should stay, we still have no Single Target Command to deal with special mobs, like the summoner/bubble Elites. I had to deal with Minions still attacking the summoned Mobs, while 1 or 2 Minions are hitting the Summoner, or Mages hitting the outer Bubbler, rather then the Elite. Suggestion: Like in D3, we should be able to command Minions to hit a Specific Target, until they’re Dead. Also, Mages should teleport into the bubble when using this command against those types of Elites. Raise Skeleton should be reworked in such a way similar to D3s’ “Command Skeleton”.
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Raise Skeleton Rework. The bugged corpses are one thing, but the Skeleton Priest is another problem. Suggestion: as written in Number 3, change it to D3s’ Command Skeleton design, while still being able to Raise Skeletons from the ground, or have the Necromancer auto Raise Skeletons.
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Skeleton Priest. I like this design, but also hate it. The design of being able to Summons a Skeleton Priest to heal and buff is awesome and cool. But, not being able to Summon it through the “Book of the Dead”, and having to spam it through weak heals and constant buffing, becomes annoying. Suggestion: Add Skeleton Priest to the “Book of the Dead” allowing us to have FULL control over the priest. The first option in “Book of the Dead” could be to have High healing, low buffing(Dmg/Resistance/Reduction), Second option could be to have High buffing(Dmg/Resistance/Reduction), low healing, and the sacrifice could be Life Steal/buffing(Dmg/Resistance/Reduction). The healing should auto work when a Minion loses HP.
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High Investment, low Reward. I’ve switch over to Bone, with little investment into Paragon, Aspects, and I was able to one or two shot an Elite (40k - 100k + Dmg) at the same tier as a Minionmancer, 20 levels higher. My Minions were hitting for 2-7k per Dmg sitting on an Elite pack for 15 seconds - 40 seconds, if Ring of Mendeln proc. The only time Mobs died was due to the Unique Ring “Ring of Mendeln” proc, or it would taken longer to clear. I have fully invested, ALL, Aspects ( Summon 2 Mages/Warriors, Frenzied Dead, Coldbringer’s for Mages Blizzard, Boneweave for Minion Dmg Reduction, Skeletons gain increase Dmg while alive 20%, Army of the Dead on Neck at 105 Atk Speed, Ring of Mendeln, and Corpse Tendrils Crit chance/Dmg for Minions), all skill points focused on Minions/Curses (both), and Paragon nodes into Cult Leader/Hulking Monstrosity, including Glyphs and my Minions currently sit at 19% Summon Dmg, 96.6 Damage with Minions, 131.2% Damage with Warriors, 307% Damage with Mages, 298% Damage with Golem, yet I’m hitting for 2-7k per hit on Elite mobs. How is this possible? I even changed my Glyph for High Warrior Dmg, and nothing changed, in terms of Dmg. I have 27% Crit, 66%Crit Dmg (I did High Crit Chance/Dmg it didn’t work well), 52.9% Vulnerable Dmg( I had 124% before and there was no difference), 60% all Dmg, 124 % Crowd Control, 47% Close. Before someone say, those are low, its like that on Bone and I shred mobs. Suggestion: Fix Skill Points, Paragon Nodes, and Aspects, because it seems these are not working as intended.
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Golem Runs back after Taunt. I had run into many issues where my Golem would taunt, even thought I’m pretty close to the Mob(s) and the Golem would run back to my side avoiding attacking, even when I spam the new Curse Command. Sometimes the Golem would attack, but half the time running back to me, or running around randomly.
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Ring of Mendeln. This Ring needs more Minion interaction and not player stacking Lucky Hit to proc said ring for it to be beneficial. Suggestion: Let the ring give or have you choose a Minion to be “the” Commander of the Army you have. Give it a huge Boost in Dmg, Atk Speed, Life, and those around it gain 20% of those buffs. The Commander should glow like how the Purple Elites do, instead green or Skeleton glow they have, and the ones gaining the buff should have similar glows around them, but slightly dem.
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Minion Survivability. I have 50.8% Dmg Reduction for Minions that I see in the stats window, and I’m sure its higher. For example, My Paragon claims I have 103.7% Minion Dmg Reductions, after adding it up, along with the 18% from my Aspect giving me around 121.7% Dmg Reduction. So, why is it that Poison, Fire, Explosion, and other AoE abilities as well as Single Target hits destroy my Minions? Its doesn’t make sense. With the amount invested, my Minions should be pretty much invincible.
I Probably have missed some other issues that are reported, or I have forgotten, but this is what I’ve been experiencing at 79.