Witch Minion Pathing

The pathing for minions is very buggy and needs some TLC. The minions are constantly getting stuck in doorways and around corners. This prevents them from casting and attacking. They'll then sit there until the battle finishes and i run a certain distance then they'll respawn. This happen over and over again and with most zones be very corridor heavy and door way heavy its becoming extremely frustrating.
Last bumped on Dec 30, 2024, 3:29:12 PM
Seconding this, with added details

The hellhound seems to be the main problem, possibly because the goodest boi is taking up a little more space. I just had a spot in Jiquani's Machinarium where the heckhound simply can't get through a space, and he blocks everyone else from passing.

There's a similar, but related issue with pathing in the dreadnought section, where I think the AI is trying to have my team go over the narrow bits two-abreast, but that doesn't work well in all cases, and you get some minions doing a three stooges routine, in each other's way the whole while.

I don't suppose there's an easy way to convince them to do a zipper merge? Good luck with this one, and happy holidays.
This is borderline unplayable on maps with smaller corridors. This needs to be addressed soon. Make minions able to walk through one another or something so they can path to the enemy as if there were nobody in the way. You can randomize and adjust their final positioning slightly so they don't all stand on top of each other in one spot once they have reached an attack-viable range.

Edit: As a workaround, we can use a secondary weapon set that swaps them out when we switch to it, then swap back to the main weapon set that will resummon them into a new room. Clunky, but at least it works until GGG fixes things. Sometimes the AI still gets confused and just stands there though, but at least towers got easier to do with that strategy.
Last edited by Absconditus#0168 on Dec 30, 2024, 11:07:50 PM
I'm currently running frost mages and sometimes they just don't attack if I press the button to redirect them. They disappearing and entering on revive cooldown when you get too far from them all makes it impossible to run fast through the map, you have to babysit their path. I can't complete Difficult 3 of Twisted Domain because they just don't follow me and keep attacking , they just stop attacking sometimes, not to mention they somewhat IGNORE your "redirect/target" command, you press once, they change to your target and then immediately go back the their previous target, they should lock-on the target you designated until it's dead!

I'm so sad they are more worried about nerfing and changing minions percentages instead of really making them actually PLAYABLE. Because being honest here, it's really stressful to play minions in most maps. I don't care running Augury, Crypt, Vaal Factory, I think they add a new layer of complexity to the game and I think they are fine, but NOT to navigate with minions. It's a NIGHTMARE to run these maps with minions. The worst enemy in those maps is conducting your minions through the maps. Most of us have to use swap weapon set in order to repositioning them.

I'm not asking for buffs or nerfs, I don't care if they are strong or weak, I just want to have a good time playing with minions, and I can't because their pathing AI is HORRENDOUS!
+1

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