Minion Pathfinding

convocation would be nice, but I see it as more of a band-aid than a real solution. GGG need to address the root issue, which is the bad minion pathing.
NGL, as a spray chaos aids everywhere but also skeleton snipers go boom shotgun gas detonation build, most of my deaths in maps are due to "minions got stuck between a rock and a monster, then despawned, and now everything is chasing me instead".

I see no particular reason why minions **need** to die on distance, for the first time in any ARPG since Diablo 2. Reason everybody including POE1 moved away from that was because it was and still is frustrating and awful to play around.
Last edited by Bigwilleh#1842 on Dec 17, 2024, 7:18:04 PM
There needs to be a complete rework of the mninion pathfindig and the complete removal of the minion automatic dying/reviving mechanic when they're a couple of meters too far from you.

Apart from being stuck, they will very frequently flat out refuse to do their active ability, but the mana cost will be deducted from you regardless, what the actual frick.

I hope that they take their time in this early access state to overhaul them, as it is atrocious, this is my number one cause of death in maps, I can dodge and avoid attacks, but minions dying just because the game says so or them not attacking at all are beyond frustrating.

While I understand that this is early access, the whole minion side is woefully early-alpha stage, and this isn't an issue just in PoE, 99% of most modern ARPGs are completely unable to do minions right and satisfying to use.
I can only agree with the sentiments stated above.
I failed the Mire map as the last boss to be killed was on a platform that I couldn't reach without the minions despawning. On reaching the platform, I was body-blocked and killed whilst attempting to wait for the minions to respawn.
Minions just remind me of the Braveheart quote: "The trouble with Scotland is that it's full of Scots". Well, the trouble with minion builds is that it's full of minions.

They will get stuck with even 2 of them in doorways, because someone thought it was a good idea to make them collide with each other? They will stand in place and shake due to pathfinding flip flopping. They will need to revive if they get off screen. The clerics will lead the charge into battle and never move to a ranged spot. They're only useful to die and they can't even do that right.
Absolutely this! Minion pathfinding in maps like Augury, Mire, Lost Tower, and any other map with narrow passageway is atrocious at bet and makes playing nearly impossible at worst. Please fix all minions so that they can get past these roadblocks, or better yet, just correct maps to not have such frustratingly narrow passages in the first place. Thanks!
"Though evil endures, and legends don't die, the hero exists in a blink of time's eye"

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