More than anything, I intend for this thread to get the attention of Gaile Grey so that she may inform the programmers of this bug. The last bugfix for Minions did sucessfully fix most of the sluggish behavior, however in my experience I have found lingering problems with Factions Minions, namely Flesh Golem and Vampiric Minions. The behavioral problem is that when i move they delay for a short period of time before moving. In extreme cases this can be up to a ten second delay. The picture here will show you Fleshie and a Vampiric lagging far behind whilest a normal fiend is where he is suppose to be. I have not encountered this bug with any other minions other than Factions ones. Good Luck, Have Fun Programmers.
http://img170.imageshack.us/img170/3644/gw530or5.jpg
Mod Edit: Please use URL tags and not IMG tag's for images that are bigger than 1024*768. Edited post to display URL only.
Minion Bug Still Persists After Fix.
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This thread was not intended to degenerate into a discussing of Flesh Golem as a good skill or not. All skills in the game should work as intended whether you like them or not.
I am 100% certain that this is a bug as Ch1 and 3 minions, fiends, and jaggies do not behave this way, as i stated earlier it is a problem with fleshie and vampiric. If it were to be intended this way, i would expect it to be noted in the skill description, perhaps like this
Animate Vampiric Horror
Spell. Exploit nearest corpse to animate a level 1...14 Vampiric Horror. Whenever a Vampiric Horror you control deals damage, you gain the same amount of Health. Vampiric Horrors often become distracted by blades of grass and pretty flowers.
Animate Flesh Golem
Elite Spell. Exploit nearest corpse to animate a level 3...21 Flesh Golem. The Flesh Golem leaves an exploitable corpse. You can have only one Flesh Golem at a time. Flesh Golem must stop periodically to relive himself of pressure.
I would love if Gaile could respond here, just so i know shes made note of this problem.
I am 100% certain that this is a bug as Ch1 and 3 minions, fiends, and jaggies do not behave this way, as i stated earlier it is a problem with fleshie and vampiric. If it were to be intended this way, i would expect it to be noted in the skill description, perhaps like this
Animate Vampiric Horror
Spell. Exploit nearest corpse to animate a level 1...14 Vampiric Horror. Whenever a Vampiric Horror you control deals damage, you gain the same amount of Health. Vampiric Horrors often become distracted by blades of grass and pretty flowers.
Animate Flesh Golem
Elite Spell. Exploit nearest corpse to animate a level 3...21 Flesh Golem. The Flesh Golem leaves an exploitable corpse. You can have only one Flesh Golem at a time. Flesh Golem must stop periodically to relive himself of pressure.
I would love if Gaile could respond here, just so i know shes made note of this problem.
If you use the ALL PARTY flag placement, even beside you, the minions move again. I've noticed the hesitancy since the update as well (though not as bad as before) and using the flags work instantly to get them moving.
Just don't be too far around corners or obstacles when doing this, for they will still get jammed on walls/corners if the 'line' from you to them is extreme.
P.S. To those who gave up Flesh Golem, and stated it such here:
Amen. Icy veins gets a thumbs up. I haven't looked back since.
Just don't be too far around corners or obstacles when doing this, for they will still get jammed on walls/corners if the 'line' from you to them is extreme.
P.S. To those who gave up Flesh Golem, and stated it such here:
Amen. Icy veins gets a thumbs up. I haven't looked back since.

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