Raise Zombie

A tooltip on how much damange your minions do would be nice.
After the recent Zombie resistances nerf they are almost not even worth summmoning. I used mine for a defensive wall and now they barely last 2-3 min in a Map maybe even less.

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melgaroth wrote:
After the recent Zombie resistances nerf they are almost not even worth summmoning. I used mine for a defensive wall and now they barely last 2-3 min in a Map maybe even less.

That wasn't a nerf, it was a bug fix - the code to handle one of the unique items that was introduced to the game a few weeks before was giving all zombies, regardless of whether you had the item or not, +1403% to all resistances due to a bug. We removed that and let them go back to their actual resistance based on their level.
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Mark_GGG wrote:
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melgaroth wrote:
After the recent Zombie resistances nerf they are almost not even worth summmoning. I used mine for a defensive wall and now they barely last 2-3 min in a Map maybe even less.

That wasn't a nerf, it was a bug fix - the code to handle one of the unique items that was introduced to the game a few weeks before was giving all zombies, regardless of whether you had the item or not, +1403% to all resistances due to a bug. We removed that and let them go back to their actual resistance based on their level.

They are back to their intended -1403% now ;)
On that note, zombies still need a bump in hp in early progression. Going from 21 to 29 hp still means they are made of wet paper. At gem level 5 (required level 12) you're beyond Brutus and with 63 hp your Zombies get insta-smushed by the flying goatmen squadrons and melt like snow in hell to the fire dogs death. Having the AI move while getting degen would help.
... is not a troll
I was thinking about buying raise mummy effect just from the start.
Now, with the nerf to zombies and also with the ninja increase (aprox x3) to the damage of the monsters since last patch, won't do so until it's fixed or changed in a future patch.

It looks like summoner is not fun again, aoe damage absolutely destroys them. I was able to solo maps easily before and now I can, but is a totally headache going to make more and more each tima a dangerous monster appears. They even die to random monsters sometimes.

I understand there exists a bug before, but the actual situation has destroyed the fun of playing a summoner, imho.

Moving to other character until situation changes, I guess.

Honestly, I think you did the bad move, puting in shop an amazing raise mummy effect (Im pretty sure many people like me wanted to take it), and making zombies big nerf at the same time looks not optimal. I understand the issue, but... oh boy.


IGN: Gonorreitor
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Valmar wrote:
and also with the ninja increase (aprox x3) to the damage of the monsters since last patch

You mean the 0.11.1c patch, right:
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Fixed a bug introduced in 0.11.1 where magic/rare/unique monsters did too much damage.
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Vipermagi wrote:
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Valmar wrote:
and also with the ninja increase (aprox x3) to the damage of the monsters since last patch

You mean the 0.11.1c patch, right:
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Fixed a bug introduced in 0.11.1 where magic/rare/unique monsters did too much damage.


OH, I even didnt play today, so didnt know a 0.11.c was going on.
As usually, GGG did an amazing job with their fast patches.
I was meaning the 0.11.1 patch, so I suppose now its correctly fixed, thanks.
IGN: Gonorreitor
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Mark_GGG wrote:
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melgaroth wrote:
After the recent Zombie resistances nerf they are almost not even worth summmoning. I used mine for a defensive wall and now they barely last 2-3 min in a Map maybe even less.

That wasn't a nerf, it was a bug fix - the code to handle one of the unique items that was introduced to the game a few weeks before was giving all zombies, regardless of whether you had the item or not, +1403% to all resistances due to a bug. We removed that and let them go back to their actual resistance based on their level.


What's funny is I think that the zombies were actually in a really good place with that bug. They would still die to some packs of rares/uniques.

Now I have to have minion/totem res gem and run Purity to keep them going even a semi-decent amount of time. Constantly having to micromanage my zombies because they keep getting blown away is not fun at all. Also the intense drain on my mana and time means my DPS is reduced just from not being able to cast anything offensive.

The recent nerf to damage of mobs in 0.11c did help some but they still die far too fast in some cases.

On another note I can't compare their damage vs. survivability because I can't see any kind of information about what exactly they hit for. If they were doing some insane melee dps I would see the balance as fair, but we can't see that.
Last edited by melgaroth on Jun 27, 2013, 1:18:29 PM
in all honesty minions are some of the hardest abilities to balance properly in an aarpg (i spent a good while on stuff i modded into titan quest and getting it right was annoying as hell) but as it stands zombies don't survive long enough to serve any role really, they definately suck early game and now even with all the minion life passives i could muster by act 3 they just flat out get demolished (mind you i have necro aegis as well)

I'm not sure how to go about balancing the zombies out unfortunately, potentially add a all around damage resistance effect to minion life nodes or just improve the nodes..... alot, they definately need something unless the only summoner build is meant to be minion instability in which case why even have resist gems etc for them if they are meant to be suicide bombers?

another thing i can say is we could benefit from are some shield bonus to minion improvers behind necromantic aegis, it might potentially help alleviate the issue with zombies that die just from being looked at menacingly by the orphan down the street, yes they are that frail in act 3, that or just some powerful minion survivability improvers behind aegis to allow players a choice between durable minions or suicide bombers.
The pure builds are the most suceptible to poor game design because they take the full hit when the devs try to set things straight. Thats why combinations of builds are more resiliant to change.


@topic I can just say that its a shame that blunders like this reduces build diversity. From a constructive standpoint I have some ideas apart from just playing with the numbers that might solve the issue about zombies dying fast.

What seems to kill zombies and most other totems and summons are heavy elemental damages amd multiprojectile monsters. Give zombies more base all resist to combat the sickness of crying infant zombies.

But why is multiple projectiles just melting my ONE zombie so fast? Its like the zombie is hit with all tjree projectiles which is just stupid. Or perhaps its a bug because it seems that multi proj monsters in general suffers NO penalty to damage like players do! So either make it so the summons is hit by ONE projectile or/and give multiproj a damage penalty like a player has.

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