Un-fiddling the (Necromancer) minion management?
Posted: Mon Nov 02, 2020 4:37 pm
I typically avoid any classes with minions because they always tend to behave in super annoying ways, stifling their use and needing far too much micromanagement. On some classes, they can work decently - the Temporal Hounds are a known staple because they deal very high damage, re-summon automatically and can teleport. Most other long-term minions have neither of these qualities and the things those do best is getting in your way, making any kind of escort into a nightmare and filling up the screen.
Now with the Necromancer v2, the issue is pretty egregious. I suggest a few tweaks to make them less frustrating to use:
- Less is more. For example, reduce the amount of skeleton minions the Necromancer can have with skill rank, but make them more consistently useful. In that particular case, the solution lies in my next suggestion. Less but individually stronger minions get in each other's (and any escort's) way less often and can traverse the map better. They are also not quite as susceptible to aoe attacks.
- All long-term minions need to either be able to teleport or be ranged. In the skeletal case, this means the upgrades to archers and mages should simply affect all of them. Since they should not be quite as many, this would not make them overpowered (and let's be honest, the minions are NOT what is straddling OP territory with that class anyways right now). This would serve to unclutter them since they are now more likely to actually contribute even when stacked behind you in a corridor and reduce the ridiculous amount of fiddling with their upgrades (trying to get a mage to upgrade can take multiple casts and because of limited souls quite some time, not to mention the amount of clicks for dismissing, resting and recasting).
- Minions should not wander around aggroing stuff when resting. The Dread is especially problematic with this (and feels very underwhelming most of the time it does not teleport into a random death anyways). Theoretically it can pass walls, but for some reason it rarely does so - perhaps something can be done so it tries to stay next to you "in the walls" to free up space for your minion conga line? This would of course make it aggro stuff across narrow walls more... no idea how to solve this. At least the teleporting should be restricted to enemies that are attacking the player or in their actual line of sight (not through the wall special sight methods). Besides this, I have seen skeletons aggro stuff, and worst of all, resting goes on while they fight unless I personally take damage.
- Minions (and escorts) need to regenerate life at a decent pace. I saw you added a bit of life regen to the Master Necromancer tree, but the amount is low and it forces you into that skill, while not helping during the first half of the game. Minions should just have a flat 5% regeneration in general. This would not make them tougher in basically any circumstance but would mean resting will top them off. Currently a Necromancer has to rest multiple hundred turns to fill up their skeletons (and for some reason, the mages do not even regen). This would be a good QOL buff for all minion using classes that really can not hurt game balance.
- Re-summoning is annoying. Minions should work in one of three ways. The permanent buddy type minion (Golem, for example) which at most needs a one-time rez spell to be cast or has a cooldown to re-assemble themselves. The short-term combat minions like Ghouls or some of the Summoner ones that are basically DOT spells in disguise. And all the rest needs to be more like Temporal Hounds, i.e. easy on the micro, re-filling their numbers mostly by itself or stuff that happens anyways. The new Necromancer is especially annoying in this case with the Bone Golem and Lord of Skulls upgrades. There must be a better solution for those. Even just summoning them from thin air but counting them against the limit would make them immediately more usable without really changing anything about their power level.
Now with the Necromancer v2, the issue is pretty egregious. I suggest a few tweaks to make them less frustrating to use:
- Less is more. For example, reduce the amount of skeleton minions the Necromancer can have with skill rank, but make them more consistently useful. In that particular case, the solution lies in my next suggestion. Less but individually stronger minions get in each other's (and any escort's) way less often and can traverse the map better. They are also not quite as susceptible to aoe attacks.
- All long-term minions need to either be able to teleport or be ranged. In the skeletal case, this means the upgrades to archers and mages should simply affect all of them. Since they should not be quite as many, this would not make them overpowered (and let's be honest, the minions are NOT what is straddling OP territory with that class anyways right now). This would serve to unclutter them since they are now more likely to actually contribute even when stacked behind you in a corridor and reduce the ridiculous amount of fiddling with their upgrades (trying to get a mage to upgrade can take multiple casts and because of limited souls quite some time, not to mention the amount of clicks for dismissing, resting and recasting).
- Minions should not wander around aggroing stuff when resting. The Dread is especially problematic with this (and feels very underwhelming most of the time it does not teleport into a random death anyways). Theoretically it can pass walls, but for some reason it rarely does so - perhaps something can be done so it tries to stay next to you "in the walls" to free up space for your minion conga line? This would of course make it aggro stuff across narrow walls more... no idea how to solve this. At least the teleporting should be restricted to enemies that are attacking the player or in their actual line of sight (not through the wall special sight methods). Besides this, I have seen skeletons aggro stuff, and worst of all, resting goes on while they fight unless I personally take damage.
- Minions (and escorts) need to regenerate life at a decent pace. I saw you added a bit of life regen to the Master Necromancer tree, but the amount is low and it forces you into that skill, while not helping during the first half of the game. Minions should just have a flat 5% regeneration in general. This would not make them tougher in basically any circumstance but would mean resting will top them off. Currently a Necromancer has to rest multiple hundred turns to fill up their skeletons (and for some reason, the mages do not even regen). This would be a good QOL buff for all minion using classes that really can not hurt game balance.
- Re-summoning is annoying. Minions should work in one of three ways. The permanent buddy type minion (Golem, for example) which at most needs a one-time rez spell to be cast or has a cooldown to re-assemble themselves. The short-term combat minions like Ghouls or some of the Summoner ones that are basically DOT spells in disguise. And all the rest needs to be more like Temporal Hounds, i.e. easy on the micro, re-filling their numbers mostly by itself or stuff that happens anyways. The new Necromancer is especially annoying in this case with the Bone Golem and Lord of Skulls upgrades. There must be a better solution for those. Even just summoning them from thin air but counting them against the limit would make them immediately more usable without really changing anything about their power level.