Jul 22, 2006, 01:48 AM // 01:48
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#21
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Desert Nomad
Join Date: Jun 2006
Guild: Knights of the White Eye [HINA]
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Quote:
Originally Posted by Ristaron
Honestly, minions are easily destroyed by AoE, but instead of allowing people to realize this - you go and nerf them both beforehand,
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Actually, I think minions (along with pets and I think henchies) missed out on the "avoid AoE attacks" AI update...
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Jul 22, 2006, 04:04 AM // 04:04
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#22
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Technician's Corner Moderator
Join Date: Jan 2006
Location: The TARDIS
Guild: http://www.lunarsoft.net/ http://forums.lunarsoft.net/
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/signed - trash it cause it screwed the game over. Either remove it altogether or limit it to PvP only.
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Jul 22, 2006, 04:06 AM // 04:06
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#23
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Lion's Arch Merchant
Join Date: Jan 2006
Guild: The Organization of Dawn [DAWN]
Profession: W/D
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no the limit is perfect as is, because in Alliance battles the mm would be way more powerful than any type of build ever, thats y they put the limit
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Oct 25, 2006, 11:44 AM // 11:44
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#24
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Ascalonian Squire
Join Date: Oct 2006
Profession: Mo/
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Its more than alliance battle... At prewview it was messy and fun even mm where overpower. XD U can always try kill the master or use other tactic.
I'm ok limit with pvp but why pve too?
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Oct 25, 2006, 12:01 PM // 12:01
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#25
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Furnace Stoker
Join Date: Jun 2006
Profession: E/
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Quote:
Originally Posted by Xx Monk Hunter Xx
OK, so this is a petition to get rid of a maximum number of minions that a necromancer can control without killing one in order to summon a new one.
(NOTE: this dosnt include increasing number of flesh golems u can control, only the non-elite minions)
the reason: this will not really over-power the necromancer, because lets say u actually get up to 30 minions without having the first 10 or w\e deadd or dying by then, if u use blood of the master to keep ur 30 or so minions alive, either the skill itself will kill u, or a monster will kill you because you'd be down to like 80 hp or somthing.
if people do not agree that the limit needs to be gotten rid of, maybe just an increase in the max? cause 10 minions kinda isnt enough for some places.
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/notsigned
But liking the idea.
The most simply reason being overpowerment and lag issues.
There are MMs out there who are very, very, very good at keeping their minions alive for long periods of time. The result being that if they could res an unlimited number of (non-elite)minions at one time, then you could end up with an imensely over-number army.
But the knock-on effect would be anywhere up to and over 30+ creatures on screen at onces. If you imagine all the MMs on GWs at one time controlling that many minions, it would cause alot of lag.
I love the idea though. I do think an increase in how many you can control would be good.
But from my experience, unless your a very good MM, its hard enough keeping 10 alive. Your minion management would start to get very complicated and taxing.
And then you have the clincher!!!
Its frustrating (whether your an MM or not) when you have 10 minions in a team, constantly blocking your path and getting the way.
Can you imagine having 30+ minions & 8 man team.
You wouldnt be able to move around, especially in small confined spaces like in Factions.
Maybe increase the max to 15 at the most.
OHHHH and..... if you die, your going to unleash 30+ minions on your 8 man team. Not a good thing. The monk would have to focus completely on you.
Last edited by freekedoutfish; Oct 25, 2006 at 03:57 PM // 15:57..
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Oct 25, 2006, 12:18 PM // 12:18
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#26
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Jungle Guide
Join Date: Nov 2005
Location: Belgium
Guild: [FaRM] Farm For The Win
Profession: N/
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Quote:
Originally Posted by freekedoutfish
/notsigned
But liking the idea.
The most simply reason being overpowerment and lag issues.
There are MMs out there who are very, very, very good at keeping their minions alive for long periods of time.
Can you imagine having 30+ minions & 8 man team.
Maybe increase the max to 15 at the most.
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That sums it up
16 minions would do the trick for me.
Keeping 60 alive wasn't a problem before the Verata and limit nerfs and tbh everyone wanted a good MM in their party for Oro and FA farming.
The sole reason why it was nerfed was becoz of AB and no other.
Commenting another post:
Minions ARE good for something
they keep numbers up real easy and i prefer 2 lvl 13's over a lvl 18 any time just coz of the amount of DPS they can produce.
I used to bring fiends in my old before-nerf-era builds but i don't anymore.
Golem, Vamps and minions do a spelndid job.
Still: caplimit to 16 and bring back Verata's suckyfice
/signed in a way
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Oct 25, 2006, 01:02 PM // 13:02
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#27
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Desert Nomad
Join Date: Aug 2006
Location: 668 the neighbor of the beast
Guild: TFK
Profession: A/
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Quote:
Originally Posted by Evilsod
Want to see how easily countered they are? The necro itself has counters for its own ****ing build! You could potentially wipe out every single minion in the army with 1 Ray Of Judgement, would they let us? No they nerfed the whole thing to stop people whining about it. At least make the Minion cap into 1 Minion each level on Death, giving you a max of 16 and making each point actually count for something. Maybe alter BotM to be 2% each minion. And of course bring back Veratis Sacrifice from the pit of uselessness, did they actually think before nerfing that skill or are they just braindead RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOwits trying to create a second Otughys Cry(?).
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first
/unsigned for the cap removal
/signed for the max of 16 mentioned above
Most of the people b-tching about MMs cap are powergamers anyway. Yes yes we are all ascended demigods. So a MM can create 20 or more minions. then what does the ranger get? Cause as a demigod he cant touch the MM with a legion of minions.
/signed for fixing verratas (it sucks now)
As far as the Ele AoE its not so bad you just have to learn to play better. If i started throwing rocks at you would you stand there and let me do it or would you move and try to kick my ass? The Ai thinks it should kick my ass too.
~the Rat who eats M&Ms~
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Oct 25, 2006, 01:04 PM // 13:04
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#28
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Frost Gate Guardian
Join Date: Feb 2006
Location: Michigan
Profession: A/
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PVE - /signed
PVP - /notsigned
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Oct 25, 2006, 01:36 PM // 13:36
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#29
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Ascalonian Squire
Join Date: Oct 2005
Location: Sunny Australia!
Guild: Terminal Ferocity
Profession: E/Mo
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GOOD!, i can't stand twits who spawn that many minions, can't even find my way past them. No consideration for anyone else in the team, they just go of on a frenzy of self indulged Minion Spawning.
If you think having 234 Minions is impressing people think again. It's pissing them off!, They are.
A. In our god damn way!
B. You die, continiously..... and your stupid infestation of Minon's , you so mindlessly spawned, are now left to be dealt with by the rest of the team.
C. It's a really lame pastime, that does not supplement for strategic and effective team-play
D. You @($@ 700 Minon's are still howling and jumping all over the place in the middle of a crucial cut-scene or plot development.
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Oct 25, 2006, 01:38 PM // 13:38
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#30
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Jungle Guide
Join Date: Nov 2005
Location: Belgium
Guild: [FaRM] Farm For The Win
Profession: N/
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Correction but a 'GOOD' MM don't die. end of story.
I've succesfully finished Defend NKP with just me (MM) and an IW warrior before the limit nerf.
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Oct 25, 2006, 01:46 PM // 13:46
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#31
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Ascalonian Squire
Join Date: Oct 2005
Location: Sunny Australia!
Guild: Terminal Ferocity
Profession: E/Mo
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You stalking me Emik :P.
your always poppin up.
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Oct 25, 2006, 01:53 PM // 13:53
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#32
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Jungle Guide
Join Date: Nov 2005
Location: Belgium
Guild: [FaRM] Farm For The Win
Profession: N/
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Scary innit
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Oct 25, 2006, 01:58 PM // 13:58
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#33
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Forge Runner
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Why people keep say they nerfed it becouse of alliance battle?
the devs after the nerf said it was one of reason , on the nerf they considered also pve experience.
If you just think you will know having 30 minion is good like having a party of other profession.
see MM was overpowered(in pve) and they fixed it. you may say they should fix skill like verata sacrifice but that's all
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Oct 25, 2006, 02:20 PM // 14:20
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#34
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Lion's Arch Merchant
Join Date: Jul 2006
Guild: Prefer Unlight Beer [PuB]
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/signed for 1 minion per lv.
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Oct 25, 2006, 02:22 PM // 14:22
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#35
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Site Legend
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The limit is reasonable imo
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Oct 25, 2006, 02:27 PM // 14:27
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#36
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Ascalonian Squire
Join Date: Oct 2005
Location: Sunny Australia!
Guild: Terminal Ferocity
Profession: E/Mo
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Quote:
Originally Posted by Emik
Scary innit
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LOL :P
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Oct 25, 2006, 02:38 PM // 14:38
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#37
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Jungle Guide
Join Date: May 2005
Location: Finland
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10 minions are enough. Why ruin PvE again with overpowered minion masters? I can't believe why this game is so hard for someone. AoE skills are too powerful for dumb AI. Anet should change the way how AoE skills work if they wouldn't scatter enemies and then it would be unbalanced in PvP. Learn to snare + AoE or play something else like WoW for easy killings.
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Oct 25, 2006, 02:42 PM // 14:42
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#38
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Desert Nomad
Join Date: Jun 2005
Guild: Dvd Forums [DVDF]
Profession: E/
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/unsigned
If you can't make it through PvE missions and quests with 10 minions, what will more do? Every mission and quest can be done, with ease, without a Minion Master.
I played Alliance Battles during the Preview Event, before the minion cap, and the way a Minion Master dominated the field because of so many deaths, was horribly unbalanced. Even now, Minion Masters in Alliance Battles are still a force to be reckoned with if you aren't prepared.
Bottom line, 10 minions is plenty.
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Oct 25, 2006, 02:45 PM // 14:45
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#39
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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ok...whos been using
"Raise the dead thread horror" ?
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Oct 25, 2006, 03:54 PM // 15:54
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#40
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Krytan Explorer
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The limit is fine as is. MMs are already good (better in PvE than PvP, but go compare to Fire elementalists, for instance), and they're getting new, good skills in NF, too.
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