Necromancer proper scaling issues due to many bugs

Please carefully take note of this reddit thread: https://www.reddit.com/r/D4Necromancer/comments/1ia14pf/minion_testing_mega_thread/

I understand many things are on the table to fix for the devs. I will give you some example of MIND BLOWING things that arent working (3 of MANY scaling issues for our minion build):

  • Blood Golem “Upgrade 2”

    • Does not increase the auto attack damage of the Golem.
    • Does not increase the active damage of the Golem.
    • Increases the damage of Ring of Mendeln.
  • Kalan’s Edict

    • Does not increase the damage of Minions.
    • Increases the damage of Ring of Mendeln.
  • Skeletal Priest

    • Does not increase the damage of Minions.
    • Increases the damage of Ring of Mendeln.

We also all know the ring of mendeln procs that isnt affected by many aspects.

This is the class fantasy for me, I just came back to play a minion build to discover why I wasnt able to scale the damage like it’s supposed to.

I would greatly encourage the dev team to look at those tests and to act on it to provide a competitive way to scale our minion build.

Thank you!

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Wow, you bring up even more bad news. Now I feel like making an impression of Grimma Wormtongue. :S

If it’s any consolation, until they fix it, you can use different Golems without missing out on a chunk of damage.

Silver linings… yaaay.

For now, just switch to Bone Golem. They hit 50% faster than Blood Golem. The only reason to use Blood Golem before was that it had a much more powerful active, but it’s broken

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Tnx for the advice. 2000000000 char

Normally a very good idea to use the bone golem for that reason.

The problem is that we are also missing many scaling that will make the bone golem hit for billions. Currently it’s really weak. It’s probably best to sacrifice the golem when the ring of mendeln is fixed.

I don’t think the devs will fix the rest unfortunately. There was no mention about it.

True, stop using Golem all together is an option, but you will need to use another skill for Unstoppable, most likely Blood Mist. But Blood Mist itself doesn’t do damage … It’s just not ideal to replace Golem, since it’s both a damage source and utility

Well have to see when they patch it 2.1.2. Im currently using blood wave anyways and companion druid isnt better neither (worse than necro lol). I will call it a day very soon in the season. Even if blood wave is very powerful, I play necro for the minion fantasy which is super weak and cannot speedfarm 100-110.

It’s sad because the season has a good theme and desing, it’s just super frustrating to play a class and discover it’s full of bugs.

I dont mind delays in product delivery. I do mind mediocre quality delivery which is what we got atm.

I think everyone will agree that you dont want a house delivered full of issues 2 months early. You want it perfect even if this means waiting and more delays.

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Speaking of companion druid, I’m also playing one in the new season. It’s not as powerful as minion necro (rightfully so, coz I think the Druid main class identity is shapeshifting, not summons) but there are couple things that build does better:

  • Wolfs and Raven can all be directed to a target. I wish our skeletons can do the same. Too many times they just sit on some small little mobs in the corner of a room and refuse to attack the Pit Boss and causes me a fail in the Pit
  • Druid companions can actually gain skill tags like Storm/Werewolf from their aspects/gears, which opens so many scaling options for them

Even with that, it’s a difficult build to scale. Nothing can beat the blood wave / cataclysm / earthquake scaling atm.
Minions/companions would require a specific unique buffing them dramatically or combined aspects (like atk speed combined with damage and so on, like they did for +2 mages/warriors).

I don’t think many people want minions to be the flavor-of-the-month OP build (though I personally would not complain if it happened).

I just want minions to be a reliably strong build, something that can consistently reach Pit 100-110ish each season so I can max my glyphs with the build I prefer playing. Pushing to 150 can remain the purview of FotM builds.

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How about buffing their endgame base damage scaleing, instead of haveing to rely on an item again? We are allready too reliant on aspects and uniques that dump huge multipliers on certain skills or global mulipliers.

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They will never do that, too scared to have minions bots running around :stuck_out_tongue:

And how would it be different if the power would come from an item. Once the bots have the item it would be the same. So they won’t do that either. BTW, how is this fear of AFK bots only come up with minion builds? When right now botters can set up a Blood Wave necro and speed farm every content while they are sleeping. You might have been sarcastic, I apologise for my tone, but I’m not in the mood at the moment.

its always the reason why minions build are trash in every ARPG I played compared to the meta one unfortunately. The funny thing about minion necro build, its the highest APM build lol :stuck_out_tongue: (if you want to do damage) when I can just press one button for blood wave and run around.

How can LE GD PoE1/2 do it?. There are better devs working on those games it seems.

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