Hey all. What with the Experience Globe change, it seems that Blizz is open to the idea of experimenting with changing base mechanics. I thought that, if we’re taking advantage of this, I’d throw in my own thought and see if people agreed/disagreed.
My idea was to have minion, namely lane minions, no longer count towards interrupting channeled abilities. This includes objective captures, mounting, and interruptible player abilities like Alarak’s Deadly Charge, Zul’Jin’s Regeneratin’, cancelling Deathwing’s flight, counting against Falstad’s “Tailwind” trait which requires him to be undamaged, and others I may be omitting.
This is to curb the frustration of a creep interrupting a sensitive objective off a creep that was randomly pulled, or a dragon knight cancelling a cap when otherwise there is full control of all three lanes, which more often than not is a chance occurence rather than player error. There are also many talents which are simply unused because of how easy it is for an errant ranged minion to turn them off.
Any heroic damage will still deactivate these talents as normal, which makes interrupting them the job of the players rather than something that passively happens. This includes spawned minions, like Zagara’s, which will function as normal.
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Would create some problems on Garden of Terror and Warsong.
Playing around minions isn’t very difficult, and is actually an important mechanic of how a few of the objectives are currently wired.
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Minions in Hots feel weak. Why make them more weak? It’s about positioning not being interrupted as Zul or other heroe.
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Dragonshire would be so much easier to cap. That’s for sure.
Don’t know if that’s a good thing though?
He did specify lane minions. So no it wouldn’t effect those maps.
Personally I agree with this statement most:
On Warhead map you can sometimes have a catapult that stand still and attack you while you try and cap the nuke so yes it is annoying.
Annoying - yes. But it would suck if the minions became even weaker. They are already mostly cannon fodder.
They get farmed for exp and stacks and pose no real threat to heroes. A single hero can easily kill a wave of 100 lane minions.
They also fight for the objective - push core. So it makes sense they wont allow you to capture objective if they are nearby and try to attack and dismount you if you run through them.
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i’d say to actually increase their health and dmg by like 20%, and give every minion type a new function.
leader minions:
slow down attack speed by 30% and give 10% spell armor ( pushing )
ranged minions:
slow heroes by 20% for 1 second ( hero challenging )
melee minions:
increase to 4 ( more pushing )
catapults:
+2 range ( puuushhh )
this is to make split pushing more pivotal, and diverses the attention of players to multiple directions as well as give more meaning to destroy a lane. also add + 20% exp gain from the minions to compensate
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never thought enough about this to have an opinion.