QoL Suggestion: Minions should walk ahead of the player, not behind
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One small change that would make a huge difference for minion builds in both PoE 1 and PoE 2:
Right now, minions tend to trail behind the player as you move. This creates a frustrating loop where you run toward a pack of enemies, stop, and then have to backpedal just to let your minions catch up and engage. It breaks the flow of combat and feels especially punishing in faster-paced maps or when clearing tight corridors. The fix seems simple in concept: minions should pathfind ahead of or around the player when moving toward enemies, rather than following directly behind like a tail. If the player is clearly moving toward a target, minions should fan out forward and engage proactively. Last bumped on Feb 23, 2026, 3:32:18 AM
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You would generally remove all/most danger if it worked that way.
That would be even more boring than minions are to begin with. In my opinion. Stuff like srs is already like this. Isnt there something called signal prey where you can force your minions to attack a target ahead of you? Or are you just wanting it to be automated so you don't have to do anything at all. |
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best we got is Aggressive and Defensive.
https://www.poewiki.net/wiki/Minion#Aggressive_and_Defensive -Official Forum Dweller-
-I started the hoho comment- -Exploit Early - Exploit Often- -(Async Trade Announcement) Enjoy the bots- -You don't get banned cause you used Neversinks Filter- |
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" well currently minions attack enemies that is in their pov, without convecation resummoning the minions at my location it would take quite sometime for them to teleport back at me (if i dont die in the meantime). but that aside, a necromancer on its own is useless without its minions, we literally can not do any damage as its all pumped into our minions, without them minion characters are nothing, so if our minions keep walking away, or arent in front of the player while striking in battle means we're using ourself as unnecessary bait, weirdly enough blizzardn heard this and fixed it in Diablo 4, cuz the dmg is the minions, the survivability only exists cuz of the minions, without them being the main target of the enemy we're basically dead. and has nothing to do with lazyness in anyway, its a simple design decision where we're basiscally moving back and ford constantly when we're interacting with enemies. player sees enemy -> moves to enemy (gets aggro) -> player moves back (zombies fight) ofc this doesnt apply to builds like SRS, but for people who don't play those and are (specters/zombies etc..) only will be in the issue (ofcourse this also depends for specters specifically what type of specters u run), as long projectile specters just fire blindly away when they see a target in range (so u wont notice it as much) cuz the projectiles just get shot fast infront players. |
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necros are generally tanky in poe.
What your getting at is that you want minions to run in front of you and kill everything so you are never in danger. |
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" He wants CATS! hehehe. heres a compromise: the minions do not "follow" the player. the minions attack move in the direction of the spot the player just clicked on the map. the player is moving there the moment they click and so are the minions. in rts this would be a group select A-move. |
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" monsters dont always attack from 1 direction last time i checked, danger in many farming methods will still be a serious thing. |
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i still don't understand why minion state of Aggressive/defensive is not a menu setting instead of item and why
Sorting specters is not done in a menu instead of fumbling which monster u wish to summon and override or accidentally delete one Remove (One attempt only mechanics) in this game full of lag spikes, one shots and random disconnects.
2FA and register phone number PLEASE! |
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" idk all i know is that it wont solve the issue us minion players are having (that are not holy convic, or srs, etc..) |
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