Companion & Minion ROLE!

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Todos56#1491 a écrit :
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Jyrlep#4788 a écrit :


So my suggestions are pretty simple:
1) Add a mode toggle (passive/aggressive) so minions actually behave like minions, not decorative accessories.
2) If minions return due to distance/forced recall (not death), they should start attacking/casting immediately.

PS: Minion damage isn't the issue, it's aggressiveness.


I totally agree, especially with the first one. If there is an option for Minion/Companion aggressive mode, no pet will waste time between taking initiative to attack and taking the attack action.


The problem isn't only Minion/Companion aggressives. Addable issue to lost time between returns and attacks is the pet's presence.

1 example: I play ranged build and i have presence that can't reach monsters sitting in the other corner of screen. I can see them but i choose not to hit them. My ranged Minion doesn't attack them too. If i try hit them by throwing random arrows ( and not put mouse over them), minions don't attack but take attacking position on where the arrows land.

2 example: i have big presence area that includes any monster in visible screen. Ranged minions attacking enemies despite i didn't gave the signal.

It's a bit confusing all of this. I think aggressiveness button will solve the problem if minions/companions have big presence area of visible screen.
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Jyrlep#4788 a écrit :
No offense, but if your companion "can't even do 30k DPS", there's a decent chance the companion isn't the problem.

On my end, I'm running 24x Skeletal Storm Mages and I'm seeing roughly 150k per minion unbuffed, and closer to ~300k per minion once buffs/hits are rolling. That's not even "insane streamer spreadsheet" territory. It can go higher if you start leaning on the whole spectre weirdness, but I'd rather not turn my build into a tax audit of unintended mechanics.

For context, I tested the pre-nerf "cocaine ants" setup and it was trivially 15M+ DPS. So yes, damage exists. The game can absolutely do damage. It just chooses violence very selectively.

The real trade here is pretty obvious. You trade speed for DPS. If you (and your minion blob) move slower, you usually hit harder. My character is basically a glass cannon with commitment issues, so I'm fine playing slower and letting the army do the work. I don't enjoy zooming around the map like I'm late for a dentist appointment anyway.

So yeah, I'm not saying companions/minions feel perfect. The AI and responsiveness complaints are fair. But "30k DPS or it's decorative" feels like blaming the spoon because the soup is cold.


The problem it's not minions, the problem is Companions and classes that are not related with minion builds. For example if Dead EYE or Gemling Legionnaire use one Companion skill, this skill is weak becouse passive tree or weapon type doesn't buff them enough or it's too costly to add more buff general. So this builds use Companions as ailments contaminate mashine rather than protectors.

In any case that's why Devs should implement fighting pets that is a completely different category from Minions and Companions.
+1 to Companion area modifier buffs. I expect Companion to buff my character inside my presence. Any modifier that doesn't give damage power is also important.

Devs if you don't like the idea of adding more area modifier buffs to Companions at least make it happen with Linage support in 0.5.0. You can bring ton of them if you juice your imagination. Companions to non- mimion builds are very very weak to do damage in enemies, at least give them a chance to provide significant buffs to characters through supporting gems.
The main thing minions need is a bit more speed and to be agressive.

Taunting minions is a bit too strong because then you have almost 0 danger for the player.

Agressive minions means the player does not have the face check every corner and can sit back like they should to fight. I like minion builds as well, always have and I think PoE 2 has done a reasonably good job in making them interesting they just need to imrpove on the actual mechanics of the skills themselves.

With regards to Auras, I dislike the presence system. Auras should affect all minions and player allies within a certain range (Infinite range would allow for some major aurabot shenanigans). That range should be fairly liberal (At least a screen maybe 1 and 2/3 of a screen)

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Todos56#1491 a écrit :

1. First thing i encounter is the lack of aggro in all pets (Companions and Minions). Every pet should attract aggro from Boss in a way that minimize the Character's danger of being hit. In Poe2 we see pets as bad implemented folowers that doesn't have the protector role..


Aggro is the most important thing in pets. Having a Companion twice as Character's size should draw aggro from Boss. It's redicolous to see Boss missing a giant serpent pet that is next to you and instead notice a tiny almost nothing size on you to hit. Bad implementation in all meanings.

+1. A lot of things should be improved to pets especially to Companions that are in limited number.
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First thing i encounter is the lack of aggro in all pets (Companions and Minions). Every pet should attract aggro from Boss in a way that minimize the Character's danger of being hit. In Poe2 we see pets as bad implemented folowers that doesn't have the protector role.


I can't really agree with this. I recently tried a minion build and the bosses were attacking the minions instead of me constantly. Sometimes the boss fights were trivialized by this. And the fact that some bosses bug out and stop doing anything when surrounded or pushed into a corner by too many minions.
Dernière édition par Prügelprinz#6281, le 7 janv. 2026 à 04:14:44
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Prügelprinz#6281 a écrit :
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First thing i encounter is the lack of aggro in all pets (Companions and Minions). Every pet should attract aggro from Boss in a way that minimize the Character's danger of being hit. In Poe2 we see pets as bad implemented folowers that doesn't have the protector role.


I can't really agree with this. I recently tried a minion build and the bosses were attacking the minions instead of me constantly. Sometimes the boss fights were trivialized by this. And the fact that some bosses bug out and stop doing anything when surrounded or pushed into a corner by too many minions.


That's exactly the problem. If you play minion build with ton of army supporting you, then Boss can't miss the mess that minions bring in his room. But if you play non minion builds with 1-2 minions or 1 companion, Boos don't give a shit. Aggro is completely ignored and pets do circles around you like mouse and cat. You need to see a video to lough all day by their actions.

We need huge updates to minions AI and options for commanding them.
Yesterday i saw i guy with 15 minion and i thought that this implementation is wrong. The max number shouldn't allowed more than 8. Instead of Devs to fix AI and power of minions, allowing insane numbers of pets ruining visibility and generally problems of road capacity.

From the other hand Companions damage is way too low and only worth them as a backup life support through specific Linage gem. The spirit cost is also insane.

A lot of things should be change in 0.5.0 and i expect Devs to leave new content and bother a little more to fix the current issues and bad implementations of the game.
I'm running 24x Storm Mages plus 2x Warriors, 2x Clerics, a Hound, a Spectre, a Frost Mage, an Arsonist, a Sniper, a Reaver, a Brute. Total 35x persistent minions.

And yes, I could probably squeeze out more. That's just not the point. My goal is DPS per minion and total DPS, not "how many little guys can I fit on the screen before the game becomes a slideshow".

I'm also pretty squishy. I don't explode every single fight, but I'm definitely in glass-cannon territory.

So when someone says "cap minions at 8", I kind of hear "cap armor at 2k" or "cap life at 3k" or "cap ES because it looks unfair". Restricting the total number of minions is just restricting a build archetype because it exists.

And as I've said before, I play PURE-minion (strong emphasis on PURE). I NEVER attack monsters directly. Ever. I don't "help a little". I buff, position, and try not to get erased from existence while the army does the work. It's not just a playstyle, it's a lifestyle. Like veganism, except louder and with more skeletons.

Yes, you can abuse spectre mechanics. I did the "cocaine ants" thing pre-nerf and it was trivially 15M+ DPS. It was also boring, glitchy, and felt like doing taxes with a gun to my head. I'm not interested in building around unintended weirdness.

Pure-minion isn't meant for everyone. Plenty of people want to be the hero personally swinging the sword. That's fine. But if your solution to minion visibility/clutter is "nerf the minion count", that's not fixing the core issues (AI, responsiveness, aggression). That's just punishing a niche build because it makes the screen look busy.
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Jyrlep#4788 a écrit :
I'm running 24x Storm Mages plus 2x Warriors, 2x Clerics, a Hound, a Spectre, a Frost Mage, an Arsonist, a Sniper, a Reaver, a Brute. Total 35x persistent minions.

And yes, I could probably squeeze out more. That's just not the point. My goal is DPS per minion and total DPS, not "how many little guys can I fit on the screen before the game becomes a slideshow".

I'm also pretty squishy. I don't explode every single fight, but I'm definitely in glass-cannon territory.

So when someone says "cap minions at 8", I kind of hear "cap armor at 2k" or "cap life at 3k" or "cap ES because it looks unfair". Restricting the total number of minions is just restricting a build archetype because it exists.

And as I've said before, I play PURE-minion (strong emphasis on PURE). I NEVER attack monsters directly. Ever. I don't "help a little". I buff, position, and try not to get erased from existence while the army does the work. It's not just a playstyle, it's a lifestyle. Like veganism, except louder and with more skeletons.

Yes, you can abuse spectre mechanics. I did the "cocaine ants" thing pre-nerf and it was trivially 15M+ DPS. It was also boring, glitchy, and felt like doing taxes with a gun to my head. I'm not interested in building around unintended weirdness.

Pure-minion isn't meant for everyone. Plenty of people want to be the hero personally swinging the sword. That's fine. But if your solution to minion visibility/clutter is "nerf the minion count", that's not fixing the core issues (AI, responsiveness, aggression). That's just punishing a niche build because it makes the screen look busy.


Bro with no offence, guess what will happen in a party of 5 people that three of them have Minion builds and total amount of 20 minion each!!???
You ain't gonna play a game becouse in the end you ain't gonna see nothing in screen....and you will ruin also other players game. I don't know if 8 minions is the appropriate number but having 6-8 POWERFUL minions you can do the fighting better i think.

Furthermore players that having non-minion builds could benefit from it if they want 1 Minion as pet becouse they can't afford more or whatever.


Right now the damage power and life of Minions are non existence. In all games i played so far there was a limit. (DD,Diablo, Dungeon Siege,Titan Quest, Sacred,Torchlight etc. But the Minions where much powerful and done the job excellent.

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