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Hey Blizzard employees, I hope you are browsing, because I would like to tell you about one of the most annoying features of summons in D2: they don't attack where you want them to.
This is why the Enigma runeword is so great. Oh sure, I like to move quickly across the map as much as the next guy. But that's just gravy, and not really that much different than loading up on lots of faster running gear. No, faster movement is not why I like enigma on my necromancer.
The reason is: teleporting is the only real way to command your army. Otherwise, you're just sort of making friendly suggestions to them. Teleporting puts them exactly where you want them.
But teleport as it curently exists in D2 is pretty cheesy. A summoner shouldn't need teleport to begin with. He should have some sort of point and click thing for his minions. Maybe even something where you have several little groups hotkeyed, like in Starcraft or Age of Empires.
Also: in D2, Blizz seems to have had an aversion to making summons too strong. The necro and druid minions were just a sad joke for most of D2's history. I assume there is a reason for this phobia you guys seem to have--having powerful minions makes the game too safe and easy?
Sooo...keeping that in mind, how do we make a summoner powerful, but at the same time, not a lazy risk-free class? The only thing I can think of is, tie his health to summons just like the blood golem, or something. Or have the summons be boosted by whatever armor/weapons you are wearing.
That would be incredible. I hate it when my skellies decide that they'd rather ignore the Greater Mummy in favor of his minions. Having the WD steer his minions would be great.
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Witch Doctor = top half of a Flayer Shaman = cracked-out, grass-wearing, jungle hobo = bobbing clown who vomits leaves a.k.a. Bobo the clowning village idiot. And people thought Necromancers had an image problem.
While steering minions might work out to be a useful idea, the somewhat random nature of the attacks of summons in DII added greatly to the fun and sometime unpredictability of the character. HC Necros will know what I mean!
I guess you could get an attract like thing that sent your mongrels that way.
I think that's already been suggested a few times!
It would be pretty easy to add this into a skill tree (just say something about herbs and roots, or scent marking (for all you Wolfie fans ) and you have a new skill...)
Personally I want to have my minions linked to right click in some way. I mean a sorc right clicks and puts lightning exactly where she wants it. I want to do the same. You would just have to group them and bind them to a keyboard number beforehand.
I'm not as fond of the attract idea because I might want different minion types attacking different targets. And it wouldn't work for making them walk towards an empty patch of terrain.
Of course for rookies, the minion AI would default and let them work without guidance. Grouping and guiding would be for more advanced players.
Personally I want to have my minions linked to right click in some way. I mean a sorc right clicks and puts lightning exactly where she wants it. I want to do the same. You would just have to group them and bind them to a keyboard number beforehand.
I'm not as fond of the attract idea because I might want different minion types attacking different targets. And it wouldn't work for making them walk towards an empty patch of terrain.
Of course for rookies, the minion AI would default and let them work without guidance. Grouping and guiding would be for more advanced players.
Yeah, I can actually see implementing rudimentary behaviours. Like attack everything, attack when player is attacked and the a command to attack a specific target. Seems pretty easy to do and does not derive too much to the click, click, click style of Diablo.
Cast_Raider - The only problem I see with this is you're basically creating an RTS, where you can completely "unclick" everything. Which means that every time you want to default back to your normal hero, you have to click him or push a key which you've binded. I dunno about you guys, but this would be a bit annoying for me playing an RPG. It just doesn't feel right.
An attract type system would probably be a bit easier and keep that RPG feel more. It would just be one skill, like, "Direct Minions" (sounds lame, I know, but that's just a conservative name) and although you can't split and choose and create all these hardcore tactics - if you wanted that, you're probably playing the wrong style of game.