Hi all
I love the game, and like to play my Necromancer Summoner. But as many other I see flaws in how D4 handles Minions. So I have made a long list of suggested changes, and would love it if other could support it (or make suggestions to other changes) so we can get Blizzards attention.
Suggested changes:
Corpse Explosion / Blighted Corpse Explosion:
Check that Lucky Hit actually works with ALL. Read on forum that Ring of Medlin doesnât work with this.
Deathâs Reach / Deathâs Embrace
These work for minions? if not, make them.
How does close/distant work for minions? Is it the distance between necromancer and enemey, or minion and enemey?
Inspiring Leader
Remove the check for Healthy. Make the % allways be on. Impossible to get these bonuses in higher difficulty, especially when enemies ignore minions and go directly for the necromancer.
Kalanâs Edict
Remove the check for not taken damage. Make the % allways be on. Impossible to get these bonuses in higher difficulty, especially when enemies ignore minions and go directly for the necromancer.
Hellbent Commander
Remove the check for distance to the necromancer. Make the % allways be on. Necromancer summon build is meant (in my mind) to be the commander that can be anywhere on the battlefield directing minions.
Army of the dead
Change base skill to have the current âSupreme army of the deadâ: i.e., all minions are raised with the use of this skill, but change minion raise time: All minions are raised at the same time (i.e., not one by one as itâs now).
Change base skill to have the current âPrime army of the deadâ: i.e., When volatile skeletons explode they have a 15% chance to leave a corpse
Change: Make minions unstoppable x seconds (3 sec?) after using this skill
Prime army of the dead
Change this completely to: Your minions gain +100% attack speed while army of the dead is active
Supreme army of the dead
Change this completely to: Your minions gain 90% damage reduction while army of the dead is active
Skeletal Warrior Mastery:
Suggested rework of this skill (3 skill points assignable, more can be by other sources like items/legendary):
0 pts: You have 2 skeletal warriors.
1 pts: You have 3 skeletal warriors. They have +15% increased dmg/life/movement speed
2 pts: You have 4 skeletal warriors. They have +30% increased dmg/life/movement speed
3 pts: You have 5 skeletal warriors. They have +45% increased dmg/life/movement speed
4+ pts: pr point = +1 skeletal warrior, +15% dmg/life/movement speed
Skeletal Mage Mastery:
Suggested rework of this skill (3 skill points assignable, more can be by other sources like items/legendary):
0 pts: You have 1 skeletal mages.
1 pts: You have 2 skeletal mages. They have +20% increased dmg/life
2 pts: You have 3 skeletal mages. They have +40% increased dmg/life
3 pts: You have 4 skeletal mages. They have +60% increased dmg/life
4+ pts: pr point = +1 skeletal mages, +20% dmg/life
Golem Mastery:
Suggested rework of this skill (3 skill points assignable, more can be by other sources like items/legendary):
0 pts: You have a golem (if you unlocked it in a quest)
1 pts: You have a golem (if you unlocked it in a quest). It has +50% increased dmg/life
2 pts: You have a golem (if you unlocked it in a quest). It has +100% increased dmg/life
3 pts: You have a golem (if you unlocked it in a quest). It has +150% increased dmg/life
4+ pts: pr point = +50% dmg/life
Minions (warrior, mage, golem):
Lucky Hit: Make sure that ALL Lucky Hit works for these with a good rate. Some doesnât trigger on Decrepify for example (while Reaper seems too work). Does it even work with the Ring of Medlin? (it should)
Stats: Make a separat page in book of the dead to show ALL stats for all your minions.
Scaling: Make the scale better (especially for harder difficulty)
Crowd Control: Make it so that they canât be feared. A skeleton should not be fearableâŚ
Minions AI / attack pattern: Unless directed by the âMinion Active buttonâ describe below, their AI should be improved: Protecting the necromancer, grouping up on enemies, actually attacking, priority targets (elite, normal enemy). These should be configurable in the book of the dead.
AOE dmg vs minion: Difficult to control them on this, so one option would be to lessen AOE vs minion even more.
Minion Active button:
Remove current buttons for Golem and Skeletons, and âmergeâ them into ONE ability button that activates like this when pressed (all of this happen):
- Change the ability button to a cooldown: 5 seconds (i.e. only possible to use it while itâs not on cooldown)
- Your golem (if you have one) will use itâs ability (same abilities like today). Your golem doesnât need a separat button to be summoned/created.
- Your minions (warrior,mage,golem) will attack your target (this is VERY important)
- One skeleton is raised if there is a nearby (close+distant) corpse and your not on your maximum number of skeletons. Does not require to target a corpse.
- A skeleton priest is summoned to heal your minions (warrior,mage,golem): a Heal-over-time for 5 seconds (not like today where itâs a one-time-heal at the end of duration). This does not stack with it self if necromancer has activated it before 5 seconds has elapsed (because of cooldown reduction affixes).
Legendary Aspect: Unyielding Commanderâs Aspect
Change this completely to:
Something else or keep it (while making the changes above to the skills). Keeping it while making changes above to the skills can maybe be to powerful, so changing it to something else might be better.
Legendary Aspect: Blood Getterâs Aspect
Change this to:
Skeletal Warrior Mastery: +2 skill points
Legendary Aspect: Viscous Aspect
Change this to:
Skeletal Mage Mastery: +2 skill points
Add to Codex of Power:
Unyielding Commanderâs Aspect
Blood Getterâs Aspect
Viscous Aspect
Coldbringerâs Aspect
General item affixes:
Make these skills possible to get on a normal +X skill on items: Skeletal Warrior Mastery, Skeletal Mage Mastery, Golem Mastery