I am having an issue with minion damage and survivability. Just for reference I’m in full 925, 13.4k armor, 70% to all resistance, every minion aspect, full cult leader and hulking aspect boards.
My biggest issue is that the moment more than one elite with a damaging affix stacks, skeletal priests just can’t heal enough. Couple this with the fact that my mages are dealing 11-25k a hit, warriors are dealing 5 - 11k, and golem is doing 55 - 90k. It just isn’t enough damage.
With all of that said here are some things I have tested thanks to the new target dummy along with some opinions as a pure summoner.
- Bone mages are dealing the same damage numbers as shadow and cold… 40%[x] multiplier?
- None of the vampiric powers proc from minion damage but some proc from casting raise skeleton “hemomancy and pox”.
- Changing my own attack speed is not increasing their attack speed and even commanding aspect doesn’t seem to be working as 150% attack speed should not equal out as the same attacks per second.
- Decompose is not activating basic skill vampiric powers “channeling issue”. I even tried to repeat cast instead of channel to no effect.
- Minions don’t proc lucky hits except a bugged interaction with abhorrent decrepify and thorns. This is another issue with ring of mendeln and vampiric powers.
- Shadow mages are still not procing gloom, terror, or darkness/shadow skill effects. Lucky hit or physical damage type issue.
- Physical, cold, shadow, %damage increases are not affecting minions. The convention of elements aspect does nothing for your army.
- Skeletal priest heals for less after the duration change from 5 to 8 seconds as it’s the same healing over a longer window.
- Vulnerable and critical damage nerfs have negatively impacted minions greatly. Season zero my warriors and mages were dealing 45-60k damage. As a reference they are now 12-25k.
- Attack speed scaling is still broken both for minion only and the 30% inherited from the necromancer.
- Kalan’s Edict is impossible to keep up in higher nmds where you will take hits regardless of positioning or spacing because minions do too little and there is so much going on. It deactivates on damage to barriers or fortify it doesn’t matter if it hits your health bar.
- Kalan’s Edict bonus is bugged as attack speed scaling is broken anyways.
- Minions can’t handle multiple instances of area of effect damage. Sure they can only take a max of 30% of their health in damage but it means nothing when those instances of damage increase. This is the multiple elite issue coupled with nerfed skeletal priest that makes them unable to survive.
- Paragon boards for minions need to share bonuses with the necromancer! You give up far too much personal survival to run minions.
- The glyph location in cult leader and hulking monstrosity boards is bad for the new “tears of blood” glyph coming in December 10th. We are getting a 162% at max level additive bonus in place of a much larger bonus to mages and warriors.
- Mage and warrior glyphs are now mandatory for their minion survival bonuses which is losing much needed multipliers for damage.
- There is not enough glyph slots in boards for any build let alone minions. I personally would like to see 2 glyph slots per paragon board.
- Mages need an area of effect or piercing option.
- All minions need to do AOE damage and the ones that already do like reapers and bone golem should do their job better for choosing that option. Damage is far too low versus damage reduction aura with no way to select damage or focus fire one target.
- We need the ability to focus fire or select a target for minions if we don’t get an AOE update. It is the only way to deal with a big pack of multiple suppressor and damage reduction aura elites.
- Ring of mendeln needs to be changed to proc off minions and scale with their damage bonuses. After the changes it is pointless for any other build and far too hard to proc as a pure summoner.
- Minions should inherit 100% of thorns and their bonuses need to increase its damage. Besides the fact that we can’t afford to double dip affixes into thorns and inherit thorns on gear, thorns is too damn low. In full 925 with a razor plate the necromancer caps out at around 26k but minions cap out at 76-84% of that (depending on if you give up a ring slot for mendeln which doesn’t gives inherit thorns) so their thorns damage is capped at 18-20k.
- Minions should deal thorns on hit for defenders and bone golem.
- Thorns needs to deal physical damage, gain bonuses from it, and scale like normal damage.
- Spiked armor is trash because minion only start out getting 30% of its bonus. Make it give its bonus directly to minions we aren’t playing thorns Necro with no minions ever anyways.
- The thorns vampiric power jagged spikes like needleflare aspect does not proc on thorns damage from minions… Change this before season 3 or I am going back to filling your dms on Twitter with daily reminders again.
- The aspects that increase warrior and mage count needs to be magic nodes in the cult leader board. We need more of them and I shouldn’t have to give up two defensive or offensive aspect slots just to gain 20-40k dps.
- The new curse pants are really nice but we now can’t fit enough aspects for our build. Please rework minion aspects.
- Skeletal mages are randomly deciding to not attack even on cursed target or with targets in range…
I know it is a lot but even with all of these big fixes and quality of life updates minions are still going to be the worst build in the game. 30% of stats is never going to equal out to the same amount as 100%. I don’t care if you have a full army of 14 running around. When crackling energy can hit as hard as a warrior or a mage we just can’t keep up. And before anyone says it’s the afk build… Ball lighting and infinimist exist ok? Can we stop talking about play style gripe for a second and acknowledge that there are legit afk builds. Me macroing my entire army struggling to get my mages to even attack, positioning non stop to keep myself alive and do damage, while spamming all of my cooldowns to deal out a fraction of any other builds dps isn’t afk.
At the end of the day they just need to rebalance minions with them receiving 100% of a necromancers stats. We don’t want or need you to try to accomplish this with outlandish 600-1000% additive bonuses. I don’t want to see a future unique or set giving me 12,000% minion damage like in Diablo 3. Look the game and enemies are getting harder in wt5. Ask yourselves as developers how big a number you will have to slap on them to bandaid fix that. It’s less work to just rework them.
It’s a novel so I don’t blame you for not reading all of this. I also do not have the time to test all of this at 100% accuracy. I know macrobioboi is working on a minion testing video soon so check that out if you care about this topic. I will be relaying all this info to the dev team once it’s 100% verified. Thank you for reading and please complain if you feel the same. Let pet builds not only for necromancer but druid and sorceress be a thing moving forward. It is fun and tons of people enjoy the class fantasy.
And to any devs that might read this. I appreciate all you are doing to improve the game. I am not faulting you or belittling your work load. I understand the challenge of working on multiple different people’s codes spread across a multitude of teams working on different projects at the same time. Knowing this it makes sense that the game launch team, season 1 team, season 2 team, season 3 team, and the expansion team, are having some code and or communication issues. It can’t be easy to go in and have to make sense of companions, conjuration, and minion, code being and acting differently of each other. I hope you guys figure out an easy solution for your sanity. Thank you for the hard work you have put in so far and mountain left to climb.