LHawkins1 wrote:If you're going to discuss the stacking of minions, that's more of what makes a high-density summoner the main problem. The minions don't all spread out upon teleporting with them. Only a few pop out at a time. You'll see what I mean if you get a high number of summons, especially with Goetia and Ghal Nec Staff. Otherwise, I don't think the damage output in larger areas would be as much of an issue for pure summoner.
It's perfect for totemancer in this case since you have ranged attacks and the minions don't need to spread out to deal damage (in fact its better that they dont because they protect you). But for pure summoner, you either need to add in ranged attacks for the summons or they need to be able to all spread at the same time upon teleporting, so that way, they can go attack enemies instead of only really being able to focus fire on ones that crowd you.
If I understand you correctly (sorry it's late already and I'm
slightly drunk) your issue is that minions don't run to enemies once you teleport and at the same time you find that useful for totemancer.
Well, I had that same issue in clod already (and other mods) and I was able to avoid it by walking away. That way, the minions weren't blocked by me and were able to freely move out to the enemies. That "bug"(alias feature) mostly came into effect when you had ranged minions (which is the case with totemancer) or when you simply have too many melee minions that block each other. So reducing numbers would in fact solve that issue already. But in my very previous post about summons (on page
79) I already said that this problem could be also solved by giving minions the ability to pass through everything like lamias do. Cause those really start attacking/moving once you teleport since they can't be blocked by other lamias or other minions. That ability would already solve lots of problems for minions.
EDIT1:
LHawkins1 wrote:Don't forget, a lot can change with the wand's new adjusted cast rate speed. That can open up quite a few things, such as easier casting of Dark Power (IAS/Magic damage/Crushing Blow), and whatever bonuses you may find on nec shields.
If you can supply enough minion life to the summons, you really have no issue of them surviving through destruction. Totemancer is a bit different since you have more immediate, higher damage output in most cases, but the minions rarely die. It just starts to become a lot more demanding on the number of hotkeys in most cases and making sure you cast the right minions, etc. with buffs, totems, teleport, summons, black mass, and more.
I'm indeed very excited about the changes of the wand. But I think the issue that Heathen wanted to point out is the following: You are able to make your minions survive nearly anything. That's what you can do when you solely focus on minion health. BUT as a summoner you also need to focus on damage. So either you're lacking damage in which case your progress is very slow, or you're lacking health in which case you have to resummon your minions constantly.
Both isn't fun to play. And it's hard to find the perfect balance.
EDIT2:
UncleGrimjerk wrote:I think the biggest problem with skellis is all those moving parts. Besides you do have summon skellis. Slap the mos on your gear, toss out a hand full of sacrifices and violla, skellis.
Besides I think the Paladin should be rebalanced.
Yes you're right. I don't know anymore whether it was Laz or Alex (from zephyrus mod) who pointed out that skeletons are very laggy because they have so many parts that are animated... and tbh I don't know when or how exactly it was said... I only know that the current shadows are 8 times less laggy than skeletons simply because of their animations (skeletons have many models... only bone axe, bone axe and shield, boney axe and shield with 4 arrows in it...) (also they have many moving parts as you said, grimjerk, so they become laggy very fast). That's the reason why laz took that model for shadows. This model simply isn't nearly as laggy.
EDIT3:
Heathen wrote:Well, what I mean by elemental only, is that virtually, the only way to even get damage for the minions is by the elemental totems. Take a look at their base physical.
And i'm just in plain disagreement about minion numbers. It's not fun to keep their numbers capped by constant resummoning. The allure of the summoner to me, is the fact that it's like building a sail instead of rowing, but what's the point of building a sail if it's just more work in the long run?
Fewer tougher minions is what I would prefer.
Yeah, I know what you mean. But as LH said, we may be able to receive new viable builds thanks to the wands buff. And I'm also curious on how sigma will change the uniques so that most of them finally become viable as well. I simply hpüe that there's a nice summoners option as well.
Well, the minion numbers already were greatly reduce... I remember times when having 200+ minions was casual for summoner nec. but since it was too laggy in MP, Laz had to reduce it. But minions haven't been touched for ages as it seems. They definitely need a rework or simply a new scaling. I mean, rampagors can stay as they are. And so do shadows. But Lamias need to be changed and VK needs to be replaced. I honestly don't see any other options for summoner nec to become viable, as those 2 are the ones that really need some work. Summon only uses Lamias for a wannabe-AoE. And totem uses them for a fast spreading of minions. That's it. Once the implementation of lamias no-block ability has taken place, they can be fully changed. And VK... well I guess you know that neither summon nor totem nec needs it and that they both are better off without VK.