Petition: Get rid of Minion Limit

Blackhawk

Wilds Pathfinder

Join Date: Jun 2006

N/

Raise limit to whatever you have in Death Magic and put Veratas back to what it was before Isaiah Cartwright had one of his brain farts, thats all that needs to be done.

natuxatu

natuxatu

Wilds Pathfinder

Join Date: Apr 2006

Wisconsin

Rt/Mo

The limit is reasonable. I was playing when there was no limit and even after there was I hardly noticed a difference. Besides this makes a necro have to actually *do something* other than spamming minions which requires no skill whatsoever.

/not signed

Darksun

Darksun

Jungle Guide

Join Date: May 2005

USA

Karr's Castle

W/E

I'm fine with the limit, but I wish there were more ways to buff/sustain the minions. Barbs & Mark of Pain are nice with minions, but still, there are VERY few minion helps. Order of Undeath sounds interesing, but I don't know that it should be an Elite.

Blackhawk

Wilds Pathfinder

Join Date: Jun 2006

N/

Quote:
Originally Posted by Darksun
I'm fine with the limit, but I wish there were more ways to buff/sustain the minions. Barbs & Mark of Pain are nice with minions, but still, there are VERY few minion helps. Order of Undeath sounds interesing, but I don't know that it should be an Elite.
Why do you think so many MM's just want Veratas Sacrifice fixed, only Minion Sustain skill I ever used to take, and the only one you really need on certain builds.

I love these people who think there's no skill involved in being a Minion Master, obviously never had more than 10 and kept them under control in certain situations, and I agree that a lot of Minions can cause problems with blocking, but you take that into consideration and take appropriate action if and when it happens, and if you cant think like that and just go round creating Minions for the sake of it and causing problems for the team, well you shouldnt be a MM.

Bit more to it than just popping one up I'm afraid, and I wish some of these new MM's would realise that when it goes tits up cos they raised one in a monsters aggro circle when someone was trying to lure or trap one.

Ridiculed

Ridiculed

Ascalonian Squire

Join Date: Oct 2006

I.O.W, England.

Ligatio Diabolus (I'm leader)

They should instead introduce a skill that could temporarily increase the limit, but if they removed a limit altogether, AB's would get raped...badly.

/signed for a necro skill that could increase the numbers of max minions you get to have.

Vel Satis

Academy Page

Join Date: Jul 2005

No guild as yet

/notsigned

I remember being in parties where the rest of us were pretty much useless bystanders looking on as a minion army rolled over everything on the map.

Even with the 10 minion cap having a good MM in your party makes PvE stupidly easy, no need to change it.

The Pointless

The Pointless

Wilds Pathfinder

Join Date: Jul 2006

Stuck in the UK

Rage International [RAGE]

W/Me

Quote:
Originally Posted by Vel Satis
/notsigned

I remember being in parties where the rest of us were pretty much useless bystanders looking on as a minion army rolled over everything on the map.

Even with the 10 minion cap having a good MM in your party makes PvE stupidly easy, no need to change it.
Yes, I remember this happening once... I felt like I didn't deserve the XP I was getting...

SpeedyKQ

SpeedyKQ

Krytan Explorer

Join Date: Dec 2005

E/Me

/not signed

MM's are well-balanced as is.

Zui

Desert Nomad

Join Date: Mar 2006

The Benecia Renovatio [RenO]

Mo/

Anyone who signs this is clueless. The cap was placed BECAUSE Minion Masters were deemed to be overpowered in PvE. Arguing that having no cap is balanced is absolutly retarded.

Counter petition:

Everyone who /signed should get their heads examined.

/sign counter petition

Phoenix Ex

Lion's Arch Merchant

Join Date: Nov 2005

Mo/R

They really need to make the limit equal to the death magic attribute instead of one every 2. Also verata's suckyfice needs to be less sucky.

/signed to increasing limit and fixing veratas

Blackhawk

Wilds Pathfinder

Join Date: Jun 2006

N/

Quote:
Originally Posted by Zui
Anyone who signs this is clueless. The cap was placed BECAUSE Minion Masters were deemed to be overpowered in PvE. Arguing that having no cap is balanced is absolutly retarded.

Counter petition:

Everyone who /signed should get their heads examined.

/sign counter petition
Actually it was done for AB because too many people we're whinging after the FPE, otherwise if they were so overpowered in PvE don't you think they would have been nerfed months before instead of right on the eve of Factions?

falling demon

Frost Gate Guardian

Join Date: Jun 2006

dunno

Dawn's Omen {Leader}

W/Mo

i think Veratas should become something such as 'Sacrifice 40% Health. For 10 seconds, your minions suffer no health degeneration, 3 sec cast, 15e, 30 sec recharge' Increasing it's spammability and also its cost, with its long cast, high sacrifice, and slightly higher energy cost. but don't raise the minion cap to anything higher than 15 minions please

lishi

Forge Runner

Join Date: Jul 2005

Quote:
Originally Posted by Phoenix Ex
They really need to make the limit equal to the death magic attribute instead of one every 2. Also verata's suckyfice needs to be less sucky.

/signed to increasing limit and fixing veratas
ok 10 minion(with a golem) make more damage then most of other party member ,give to all necro a huge amount of energy, they assorb a lot of damage ,while monking having a mm is pretty boring.

why increase the limit?

im pretty sure "I want feel very overpowered" is not a good reason

Emik

Emik

Jungle Guide

Join Date: Nov 2005

Belgium

[FaRM] Farm For The Win

N/

What kind of comment is this?
'while monking having a mm is pretty boring'
and if you don't you get called names should the party fail.
Well if you prefer namecalling over ease then ok.
Go ahead

lishi

Forge Runner

Join Date: Jul 2005

Quote:
Originally Posted by Emik
What kind of comment is this?
'while monking having a mm is pretty boring'
and if you don't you get called names should the party fail.
Well if you prefer namecalling over ease then ok.
Go ahead
ok maybe i didnt explained well

i will rewrite in another way

A MM offer more damage and protection then other profession. they make a lot of damage while offering a big meat shield plus the amout of energy they give back due the soul reaping is considerable.

so there is no need to buff the MM simple becouse it will overbalaced it.

now , if you dont agree with me is fine. but since the devs clearly thinks in my the same way ...

lishi

Forge Runner

Join Date: Jul 2005

Quote:
Originally Posted by Blackhawk
Actually it was done for AB because too many people we're whinging after the FPE, otherwise if they were so overpowered in PvE don't you think they would have been nerfed months before instead of right on the eve of Factions?
the devs said clearly the reason was more then only AB.

And like i said before.

A MM can solo thirsty river. killing everthing on the way.

i call that overpowered.

(a wammo can do solo the mission as well but is more then using A.I. poor mission design and A.I. stupidity)

AuraofMana

Wilds Pathfinder

Join Date: Jun 2005

Georgia, US

Original Verata's Sacrifice was TOO GOOD. No minion cap is TOO GOOD.
Balance people. Understand and quit whining.

Faer

Faer

La-Li-Lu-Le-Lo

Join Date: Feb 2006

Quote:
Originally Posted by lyra_song
ok...whos been using

"Raise the dead thread horror" ?
Probably my fault.

Quote:
Originally Posted by Faercronomicon
Order of Necroposty
Elite Enchantment Spell
20e, 4c, 120r
Linked to the Dead Thread Magic attribute line.

For the next 1...4 days, target dead thread will be revived as an undead forums outlet for individuals who are upset with a change that was made to a game months in the past. If target thread is locked by staff, this enchantment ends immediately.
/sigh

Riceboi

Riceboi

Wilds Pathfinder

Join Date: May 2005

Bumping because mod closed my other thread


To make PvE more fun as it was before they nerfed it.

/signed

Omnidragon42

Krytan Explorer

Join Date: Oct 2005

Pantheon of Shadows [dei]

W/A

Don't you think they might have closed it for a reason?

They wont remove it, necros are good enough as is.

/notsigned ad-infinitum.

Kook~NBK~

Grotto Attendant

Join Date: Mar 2005

A little chalet outside Drok's

Natural Born Killaz

Quote:
Originally Posted by Omnidragon42
Don't you think they might have closed it for a reason?
The reason they closed the other thread was because this one exists!

There are already too many over-powered things on the PvE side of things.
/not signed.

N1ghtstalker

N1ghtstalker

Forge Runner

Join Date: Dec 2007

E/

so like
in AB i can expect a guy with like 30 minions coming at me?
and they're each lvl 18 too if he's any good
what's next
remove the cap on only having only 1 flesh golem?
o yea lets put the cap on flesh golems to having 10!
/notsigned

RotteN

RotteN

Forge Runner

Join Date: Jun 2005

W/

retarded idea, the cap is fine, MMs are still powerfull stuff.

Phoenix Tears

Phoenix Tears

Desert Nomad

Join Date: Feb 2007

/signed

remove the shit cap for PvE, let it stay for PvP...

When we talk about MM's with no Minion Cap, then you have to find first A PLACE that gives you enough corpses quick, so that you can build up your little army, without loosing them permanently, because so more minions you get, so harder it will become to keep them all alive, especially while fighting some enemy groups, when you minions get additional damage, beside their increasing life degenerations.

With Blood of Master you can handle only a certain amount, before they become to much and you kill yourself with it, when using, if it would stay at the actual skills effect and wouldn't be changed to its old effect too.

Who cares for MM's ,which can solo a certain Mission, really who the f*** cares about such shit, heck people all can solo this shit mission mentioned theoretically with heroes and henchs. Thisty River is a joke mission, since release of factions, absolutely not challeging anymore, noobs could rush it even with blindfolds on -.- and henchs and heroes would do all the rest...

MM's were really fun to play, before the shit cap came, with that cap they cutted of a big chunk of that fun factor necros had and that nerf is the reason, why many players changed over to curse builds, like SS and SV or toucher builds, because stupidNet destroyed with that nerf the most funny way to play a necro for pvE, and why ? only again cause of some pvp shit that stays in NO RELATION for general balance of the game and with general balance at that time, I mean the true pvp - RA/TA/HA/GvG, because those thigns aren't tryed to be bond with PvE, like AB

They really should increase the limit for PvE and 1 Minion per Character Level sounds there really fair and good for PvE.

nd when they finally give skills effect splits for PvE and PvP, each having their own version, why shouldn't anet do that not also too with gameplay mechanics of certain other professions.

for PvE only:
Necros: get again their increased Minion Cap
Rangers: become able to have simultanously max 3 Pets (each pet using up 1 Skill Slot) and self decide, when they want to activate their layed traps
Ritualist: Spirits become able to move and stay ever in near of the Ritualist and surround their master like a Shield (a la Chaos Legion) and Spirits in pvE can be multiple casted, so get rid of the "only one spirit of 1 sort can be on field"
Elementalists: become able to select the place, where exactly their AoE's should be casted, before they cast them and certain AoE's like Firestorm follow the movement of their targets
Assassins: get Skill Effects, that sets them into Stealth Mode aka. the way better balanceable Shadow Step
Dervishs: changign into an Avatar Form, changes also then their skill bar like UB, each avatar has its own fixed Skill Bar of special Avatar Skills

that would be imo some gameplay mechanics I'd change for pve only including the said increase of necros minion cap.

then those classes would become far more epic to play in PvE , hmm, for the rest I couldn't think for something fitting to them

Crunk N Monkey

Crunk N Monkey

Frost Gate Guardian

Join Date: May 2007

Bellevue Nebraska

The Mystic Tokers

R/D

it sounds to me that some people do not know how to manage their minions, and they are the ones complaining about the cap and it needs to be removed, thinking that it is their problem.

/notsigned


10 minions is plenty

i cleared out Istan in HM solo with my MM build, there is no reason to get rid of the cap.

Shayne Hawke

Shayne Hawke

Departed from Tyria

Join Date: May 2007

Clan Dethryche [dth]

R/

Looks like this thread is going to be closed soon.

I would love to go back to the days of having infinite minions. I never had an MM back then, but I'd love to try and get as huge an army as I can.

But I love PvE fairness more.

/notsigned

Crunk N Monkey

Crunk N Monkey

Frost Gate Guardian

Join Date: May 2007

Bellevue Nebraska

The Mystic Tokers

R/D

they used to have infinite minions? O_O madness i tell ya!! hahaha

NickelPlate

NickelPlate

Academy Page

Join Date: Dec 2006

N/E

I usually take Olias or Masters with me and keep their skill bar open. With a little finesse, you can easily raise and keep a 20 minion mob going between yourself and your hero provided the corpses are around. Just alternate Blood of the Master between the two of you so as not to stress out the monks (Hexors Vigor or Soul Feast when the monks can't get to you keeps your health up from the sacrifice).

With a full party and 20 minions of high lvl (2 golems + whatever else you like), you can mow down just about anything in the game rather nicely. So much so in fact my guildies often complain that everything is dead before they can even activate a skill or get close enough to hit.

Another Felldspar

Lion's Arch Merchant

Join Date: Sep 2006

Alchemy Incorporated

Mo/E

/notsigned

There is no reason to make this change. MM's are not at all underpowered.

zwei2stein

zwei2stein

Grotto Attendant

Join Date: Jun 2006

Europe

The German Order [GER]

N/

Sigh. As expected, Phoenix QQ is doing "retard pve moar" dance.

Anyway, OP, if you want more minions, get more minion masters.

Its not like MMs are underpowered or anything (see: Saabs triple necro vanquish.). Hell, they are not even fun to play to begin with (and that was way back before limit) it's just button smash. Anyway, nowadays MM is way more powerful than in pre-limit days too. Smart builds that require micromanagement skill, etc ...

Kanyatta

Forge Runner

Join Date: Jun 2006

Guildless, pm me

R/Mo

Quote:
Originally Posted by Phoenix Tears
for PvE only:
Necros: get again their increased Minion Cap
Rangers: become able to have simultanously max 3 Pets (each pet using up 1 Skill Slot) and self decide, when they want to activate their layed traps
Ritualist: Spirits become able to move and stay ever in near of the Ritualist and surround their master like a Shield (a la Chaos Legion) and Spirits in pvE can be multiple casted, so get rid of the "only one spirit of 1 sort can be on field"
Elementalists: become able to select the place, where exactly their AoE's should be casted, before they cast them and certain AoE's like Firestorm follow the movement of their targets
Assassins: get Skill Effects, that sets them into Stealth Mode aka. the way better balanceable Shadow Step
Dervishs: changign into an Avatar Form, changes also then their skill bar like UB, each avatar has its own fixed Skill Bar of special Avatar Skills
Wow, PvE isn't easy/IMBA enough for you? How about a concept skill of "Kill every enemy within compass range. 5 Energy, 5 recharge 1/4 cast time." Oh wait, you'd ask for a buff on that too...

Kanyatta

Forge Runner

Join Date: Jun 2006

Guildless, pm me

R/Mo

Quote:
Originally Posted by zwei2stein
Its not like MMs are underpowered or anything
This is basically a thread winner. Can we please close this finally?

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

The limit was not added due to PvP, was added because it was 'too much' in PvE.

So there is no need to remove it just bcause they make some division between PvP and PvE.

Riceboi

Riceboi

Wilds Pathfinder

Join Date: May 2005

Quote:
Originally Posted by MithranArkanere
The limit was not added due to PvP, was added because it was 'too much' in PvE.

So there is no need to remove it just bcause they make some division between PvP and PvE.
Yeah minion master aka minion factory was never abused in pvp. LOL

Omnidragon42

Krytan Explorer

Join Date: Oct 2005

Pantheon of Shadows [dei]

W/A

Quote:
Originally Posted by MithranArkanere
The limit was not added due to PvP, was added because it was 'too much' in PvE.

So there is no need to remove it just bcause they make some division between PvP and PvE.
QFT.

I remember when you could run through Sorrow's Furnace easily holding 40-50 minions with Glyph of Renewal and Verata's Sacrifice. You know, before that sucked too, and BoTM was a fixed health sac.

DarklingKiller

Krytan Explorer

Join Date: Aug 2006

USA

Quit

W/

How is an MM any worse than Ursan? Ursan allows you to rampage around and kill anything with little to no worries of dying. There are many counters to MMs such as holy damage, a few minion stealing skills, or just killing the MM directly.

DarkNecrid

Furnace Stoker

Join Date: Jul 2006

Sure, it seems like the majority of people seem to not care about balance, so why not.

/signed

ilipol

Frost Gate Guardian

Join Date: Mar 2007

W/

The only thing I would sign for MM's would be the ability to retain the raised minions when passing from one area to the next ...

other than that
/notsigned

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

Quote:
Originally Posted by Riceboi
Yeah minion master aka minion factory was never abused in pvp. LOL
It wasn't. Every team you faced in HA during minion master's hayday was IWAY. And every good IWAY team at the time packed EoE (the unnerfed version that dished out damage even if you were about 90% health), which basically just wrecked minion factory.
I actually used to run minion factory, and let me tell you, it never worked well. I think I got like... 10 fame off of it over the course of ~20 runs.

The only time MMs were "overpowered" in PvP was in AB during the factions preview event. But even then, it had counters, usually W/Ns with 4 death magic and verta aura or EoE.

xDusT II

Wilds Pathfinder

Join Date: Aug 2006

Melbourne

Quote:
Originally Posted by Phoenix Tears
/signed

remove the shit cap for PvE, let it stay for PvP...

When we talk about MM's with no Minion Cap, then you have to find first A PLACE that gives you enough corpses quick, so that you can build up your little army, without loosing them permanently, because so more minions you get, so harder it will become to keep them all alive, especially while fighting some enemy groups, when you minions get additional damage, beside their increasing life degenerations.

With Blood of Master you can handle only a certain amount, before they become to much and you kill yourself with it, when using, if it would stay at the actual skills effect and wouldn't be changed to its old effect too.

Who cares for MM's ,which can solo a certain Mission, really who the f*** cares about such shit, heck people all can solo this shit mission mentioned theoretically with heroes and henchs. Thisty River is a joke mission, since release of factions, absolutely not challeging anymore, noobs could rush it even with blindfolds on -.- and henchs and heroes would do all the rest...

MM's were really fun to play, before the shit cap came, with that cap they cutted of a big chunk of that fun factor necros had and that nerf is the reason, why many players changed over to curse builds, like SS and SV or toucher builds, because stupidNet destroyed with that nerf the most funny way to play a necro for pvE, and why ? only again cause of some pvp shit that stays in NO RELATION for general balance of the game and with general balance at that time, I mean the true pvp - RA/TA/HA/GvG, because those thigns aren't tryed to be bond with PvE, like AB

They really should increase the limit for PvE and 1 Minion per Character Level sounds there really fair and good for PvE.

nd when they finally give skills effect splits for PvE and PvP, each having their own version, why shouldn't anet do that not also too with gameplay mechanics of certain other professions.

for PvE only:
Necros: get again their increased Minion Cap
Rangers: become able to have simultanously max 3 Pets (each pet using up 1 Skill Slot) and self decide, when they want to activate their layed traps
Ritualist: Spirits become able to move and stay ever in near of the Ritualist and surround their master like a Shield (a la Chaos Legion) and Spirits in pvE can be multiple casted, so get rid of the "only one spirit of 1 sort can be on field"
Elementalists: become able to select the place, where exactly their AoE's should be casted, before they cast them and certain AoE's like Firestorm follow the movement of their targets
Assassins: get Skill Effects, that sets them into Stealth Mode aka. the way better balanceable Shadow Step
Dervishs: changign into an Avatar Form, changes also then their skill bar like UB, each avatar has its own fixed Skill Bar of special Avatar Skills

that would be imo some gameplay mechanics I'd change for pve only including the said increase of necros minion cap.

then those classes would become far more epic to play in PvE , hmm, for the rest I couldn't think for something fitting to them
This post is indescribable.


MM's are fine as they are, they have always been accepted in pugs and recognised as a viable build to run in most missions. They do not need to be buffed in any way.