Minion Mastery: Isnt about time to split?
Death Syndrome
I see alot of PvE talk, but some PvP talk.
As for PvP would anyone like to explain how they are overpowered, and why they are never used/seen in pvp (assuming they are overpowered), because in pvp they are about as useless as smiters boon.
As for PvP would anyone like to explain how they are overpowered, and why they are never used/seen in pvp (assuming they are overpowered), because in pvp they are about as useless as smiters boon.
robmdq
That's a very good question, but i guess it is because nowadays skills can be split into different versions for PVE/PVP. I do not play PVP so tha is all i can answer, i'm sure someone else can give you a better explanation.
About all the ranting, i do not understand it. The PVE game is instanced, so what you do in PVE only affect you and your party (granting that youy found a party and you are willing to deal with usually dumb people who focus more in telling what you should do according to their strange points of view instead of doing their own job, hence leading the group to fail).
The second thing i see is that people here have proven unnable to discriminate what is one game setting than others, all asume that you have all expansions (and if you don't you arealmost a criminal by not doing so) and that is wrong, if an expansion skill makes MM's too powerful, then nerf THAT skill, not nerf the basic ones, but it seems that asking people to understand stuff from a neutral point of view and make it fair for people playing all the 4 different states of the game is asking too much.
The role of a minion master is to actually have their minions alive, period. The bomber is not really a minion master, it's just a minion user/abuser. It is over powered, yes, i can be the first on the line to suggest modifying Death Nova so it cannot be cast on summoned creatures and end of the problem, i don't care since i do not play that style and if it would bring back the fun of the original MMs let's be it.
Playing a minion master as they were was one of the most fun things in this game, it had its pros and its cons, specially when you reached the high-end areas where corpses weren't that much available, without being efficiently able to keep your minions alive for long periods of time and heal them during battle with non-laughable skills was mandatory, now it is effecively impossible.
About all the ranting, i do not understand it. The PVE game is instanced, so what you do in PVE only affect you and your party (granting that youy found a party and you are willing to deal with usually dumb people who focus more in telling what you should do according to their strange points of view instead of doing their own job, hence leading the group to fail).
The second thing i see is that people here have proven unnable to discriminate what is one game setting than others, all asume that you have all expansions (and if you don't you arealmost a criminal by not doing so) and that is wrong, if an expansion skill makes MM's too powerful, then nerf THAT skill, not nerf the basic ones, but it seems that asking people to understand stuff from a neutral point of view and make it fair for people playing all the 4 different states of the game is asking too much.
The role of a minion master is to actually have their minions alive, period. The bomber is not really a minion master, it's just a minion user/abuser. It is over powered, yes, i can be the first on the line to suggest modifying Death Nova so it cannot be cast on summoned creatures and end of the problem, i don't care since i do not play that style and if it would bring back the fun of the original MMs let's be it.
Playing a minion master as they were was one of the most fun things in this game, it had its pros and its cons, specially when you reached the high-end areas where corpses weren't that much available, without being efficiently able to keep your minions alive for long periods of time and heal them during battle with non-laughable skills was mandatory, now it is effecively impossible.
End
Quote:
That's a very good question, but i guess it is because nowadays skills can be split into different versions for PVE/PVP. I do not play PVP so tha is all i can answer, i'm sure someone else can give you a better explanation.
|
Quote:
About all the ranting, i do not understand it. The PVE game is instanced, so what you do in PVE only affect you and your party |
Quote:
(granting that youy found a party and you are willing to deal with usually dumb people who focus more in telling what you should do according to their strange points of view instead of doing their own job, hence leading the group to fail). |
Quote:
The second thing i see is that people here have proven unnable to discriminate what is one game setting than others, all asume that you have all expansions (and if you don't you arealmost a criminal by not doing so) and that is wrong, if an expansion skill makes MM's too powerful, then nerf THAT skill, not nerf the basic ones, but it seems that asking people to understand stuff from a neutral point of view and make it fair for people playing all the 4 different states of the game is asking too much. |
I have shown you a mm build that rolled through near endgame hm nf missions....QQ moar just because YOU won't buy the next chapter dosen't mean the game should be balanced based on the 1 campaign you own...ok so you only own proph and want your skills to be kept the same...so you DEMAND they nerf the factions skills....Well maybe I could only afford factions...So you demand I have underpowered skills so YOU can have overpowered skills?
If anyone is not looking at it from a neutral point of view its you.
Quote:
The role of a minion master is to actually have their minions alive, period. The bomber is not really a minion master, it's just a minion user/abuser. |
Quote:
It is over powered, yes, i can be the first on the line to suggest modifying Death Nova so it cannot be cast on summoned creatures and end of the problem, |
Quote:
i don't care since i do not play that style and if it would bring back the fun of the original MMs let's be it. |
Quote:
Playing a minion master as they were was one of the most fun things in this game, it had its pros and its cons, |
Cons: it was Overpowered and especially these days would mess up the economy beyond any repair it's messed up enough because of SC's
Quote:
specially when you reached the high-end areas where corpses weren't that much available, without being efficiently able to keep your minions alive for long periods of time and heal them during battle with non-laughable skills was mandatory, now it is effecively impossible. |
Death Syndrome
Well, I was just pointing out the obvious.
They could use a PvP buff or be useless in PvP.
It will however, not be the ladder.
They could use a PvP buff or be useless in PvP.
It will however, not be the ladder.
Coverticus
Since End has pretty much covered the in and outs of robmdq's post rather well, the only addition I would comment on is:
I would actually say the role of a Minon Master is to create minions and utilise them - how they are utilised from this point is up to the player (be it a bone fiend wall or a bomber).
I would actually say the role of a Minon Master is to create minions and utilise them - how they are utilised from this point is up to the player (be it a bone fiend wall or a bomber).
MagmaRed
Quote:
The role of a minion master is to actually have their minions alive, period.
|
I won't post a build, but I'll list some skills that are easily used in a HM quality build for an MM (not the bomber you are trying to avoid).
Animate Bone Horror
Animate Bone Fiend
Aura of the Lich
Blood of the Master
Dark Bond
Taste of Death (yes, this can be used effectively even by a Minion Master)
Barbs
Mark of Pain
And that doesn't include skills from a secondary like Heal Area, Healing Breeze, etc. I even ran an MM build for a long time with N/R using Winnowing and Healing Spring to boost damage and healing options. And I didn't list damage skills like Deathly Swarm that can be used outside of dealing with the minions. I just dont' see a single problem with running an MM, especially if only having Prophecies, as some of the more versatile skills are available there. If you want a specialize build, of course you need to buy the other titles.
End
Quote:
I won't post a build, but I'll list some skills that are easily used in a HM quality build for an MM (not the bomber you are trying to avoid).
Animate Bone Horror Animate Bone Fiend Aura of the Lich Blood of the Master Dark Bond Taste of Death (yes, this can be used effectively even by a Minion Master) Barbs Mark of Pain |
I didn't like bone fiends as if he's gonna be trying to keep them up...he's not gonna be getting al the energy from minions dying so I figured the energy would be a bit much for him.
Bone Horror though could easily replace the minion skill I had in there...
Trust me Magma...It's not the skills thats a problem its the brain that's trying to use them in this case...
Arkantos
ANet should just reverse everything, PvE sucks now anyways.
robmdq
Houw could i even think into considering the post from someone who seem unnable to make sentence in reply to me without throwing a direct insult? Is that insulting people even allowed by the forum rules?
Well, since there can't be anadult discussion here, i'll just move on, i had hopes that there would be a more respectufl community around here as it was sometime ago when i was more active in these forums, but obviously it isn't.
I can accept all discussion, but everything ends when people start to insult like child.
Well, since there can't be anadult discussion here, i'll just move on, i had hopes that there would be a more respectufl community around here as it was sometime ago when i was more active in these forums, but obviously it isn't.
I can accept all discussion, but everything ends when people start to insult like child.
Shayne Hawke
Minion masters are weak. Minion bombers are strong. If you've got an idea for how to improve minion masters without needlessly buffing minion bombers, great. To be honest though, I don't really care for seeing either of them made stronger.
Deviant Angel
I think minion masters are fine the way they are! They aren't as powerful as bombers, but they get the job done. That's all that really matters.
Am I the only person that found it a little annoying when the MM with an army of 50 died? With the cap at 10, there's only 10 minions to pew pew after the MM decides to tank!
Am I the only person that found it a little annoying when the MM with an army of 50 died? With the cap at 10, there's only 10 minions to pew pew after the MM decides to tank!
miriforst
No offence, dont want to but necros have been nerfed before and all wasnt because of pvp, and definitively not MM.
Pets got a buff so they could be better at some degree of situations, and spirits got overbuffed since they were terrybad at insane casting times, low levels and long recharges (while being immobile) and not giving the intended profession any energy management primary attribute.
Id hate to see a circular powercreep from necros that roll through both pve and pvp following this scheme ( the first number refers to a attribute ( eg attrib 1 or attrib 2 = 1-, 2-) the second number means the relative power compared to other professions attribute lines (where zero indicates a balanced attribute and 10 is 1337 }{4x0r5 0m3!) eg a attribute with the power 4 (imba) has the ID 2 and is therefore 2-4.
It is organized in rounds that is the number of skill balances touching any of the attributes.
In the beggining of the develompment:
1-1
2-1
3-0
4-1
Update since attribute 3 was weaker than the others and saw no use when there were other, better choices.
1-1
2-1
3-2 (+2)
4-1
Update since attribute 3 were so good that it ended up being the only choice for profession X. This update is to encourage more versatility and tuning down the efficiency on attribute 3
1-2 (+1)
2-2 (+1)
3-1.5 (-0.5)
4-1
Update because of the new X-heavy meta meant we got to build some counters in other professions skills, but not necessarily killing them
1-1.5 (-0.5)
2-1.5 (-0.5)
3-1 (-0.5)
4-1
Since the last update we are seeing a massive inflation of Y since the X heavy meta disappeared so we are buffing the attribute 4 that have some counter in this but wasn't good enough in other circumstances so we have buffed the overall power on certain skills to bring back profession Z in the meta
1-1.5
2-1.5
3-1
4-3 (+2)
Update since attribute 3 was weaker than the others again and saw no use when there were other, better choices.
1-1.5
2-1.5
3-3 (+2)
4-3
The attributes 1 and 2 had no use compared to 3 and 4 so a bit of a buff is in place
1-2 (+0.5)
2-3.5 (+2)
3-3
4-3
And powercreep so on, I am only testing this model so please don't flame me^^
The purpose of this was only to find some way to explain powercreep, death magic isnt bad, its the other attributes that have gotten buffs while DM hasnt been buffed as much
Pets got a buff so they could be better at some degree of situations, and spirits got overbuffed since they were terrybad at insane casting times, low levels and long recharges (while being immobile) and not giving the intended profession any energy management primary attribute.
Id hate to see a circular powercreep from necros that roll through both pve and pvp following this scheme ( the first number refers to a attribute ( eg attrib 1 or attrib 2 = 1-, 2-) the second number means the relative power compared to other professions attribute lines (where zero indicates a balanced attribute and 10 is 1337 }{4x0r5 0m3!) eg a attribute with the power 4 (imba) has the ID 2 and is therefore 2-4.
It is organized in rounds that is the number of skill balances touching any of the attributes.
In the beggining of the develompment:
1-1
2-1
3-0
4-1
Update since attribute 3 was weaker than the others and saw no use when there were other, better choices.
1-1
2-1
3-2 (+2)
4-1
Update since attribute 3 were so good that it ended up being the only choice for profession X. This update is to encourage more versatility and tuning down the efficiency on attribute 3
1-2 (+1)
2-2 (+1)
3-1.5 (-0.5)
4-1
Update because of the new X-heavy meta meant we got to build some counters in other professions skills, but not necessarily killing them
1-1.5 (-0.5)
2-1.5 (-0.5)
3-1 (-0.5)
4-1
Since the last update we are seeing a massive inflation of Y since the X heavy meta disappeared so we are buffing the attribute 4 that have some counter in this but wasn't good enough in other circumstances so we have buffed the overall power on certain skills to bring back profession Z in the meta
1-1.5
2-1.5
3-1
4-3 (+2)
Update since attribute 3 was weaker than the others again and saw no use when there were other, better choices.
1-1.5
2-1.5
3-3 (+2)
4-3
The attributes 1 and 2 had no use compared to 3 and 4 so a bit of a buff is in place
1-2 (+0.5)
2-3.5 (+2)
3-3
4-3
And powercreep so on, I am only testing this model so please don't flame me^^
The purpose of this was only to find some way to explain powercreep, death magic isnt bad, its the other attributes that have gotten buffs while DM hasnt been buffed as much
jayce
The prophecies MM was hit extremely hard with the cap, VS, and later on with the SR changes.
/signed for:
Fiends no longer affected by minion cap, 15r (if Im spending 25e, why not)
Revert of Vertas Sacifice but work only for Fiends (without cap, Botm will kill you)
Bone Horror PvP not subject to minion degen, 15r (see if any show up in pvp now)
/signed for:
Fiends no longer affected by minion cap, 15r (if Im spending 25e, why not)
Revert of Vertas Sacifice but work only for Fiends (without cap, Botm will kill you)
Bone Horror PvP not subject to minion degen, 15r (see if any show up in pvp now)
Myotheraccount
Quote:
Minion Mastery got severely nerfed tru the years, the two main blows on it were the Minion Limit and the rework of Verata's Aura.
I believe they got nerfed mainly because of PVP. But now the engine supports skill splitting. Why not give us some of the ol'good minion army back? If not reversing, at least increasing the limit of minions and the skills to keep them alive. Some prolly will say: its overpowered BS! But since PVE is greatly driven by raw power (and thats why we have pve skills), why not? |
I don't think a buff for MM's is needed. We got skills such as Masochism, AoTL, Death Nova, Jagged Bones which make minion mastery extremely effective at least on Heroes. We can summon 11 lvl21 minions that will explode and cause mass, armor ignoring aoe damage as well as providing us with much needed meatshield.
I wouldn't mind increase or removal of minion cap for the sake of selfish fun but I do understand that with the current skills we have that can summon you a lvl21 army at a click of a button (AoTL) such a change would just explode the balance even by PvE standards. Imagine running with roughly 100ish minions.
Ariovist Lynxkind
I guess we are forgetting one underlying problem here: MM isnt a skill, it is a group of skills. While they can easily split a skill for PvE/PvP, this is one thing that is tied directly into the profession, and they would have to alter the lot in order to implement it.
personally though...
/not signed. why? a minion army may be fun to see for shits and giggles, but seriously if you cant get by with the current cap you mustn't be that good at playing the game. Also, there is a reason why they put the cap on in the first place, just like they nerfed SF and 600/Smite.
Sidenote: I have seen 2 teams enter Vizu Square, each having 2 necros. We had a lot of issues with rogue minions because the necros kept killing themselves. If that happens with 4 MMs and the current cap, think about if there was no cap...
personally though...
/not signed. why? a minion army may be fun to see for shits and giggles, but seriously if you cant get by with the current cap you mustn't be that good at playing the game. Also, there is a reason why they put the cap on in the first place, just like they nerfed SF and 600/Smite.
Sidenote: I have seen 2 teams enter Vizu Square, each having 2 necros. We had a lot of issues with rogue minions because the necros kept killing themselves. If that happens with 4 MMs and the current cap, think about if there was no cap...
agrios
Quote:
I guess we are forgetting one underlying problem here: MM isnt a skill, it is a group of skills. While they can easily split a skill for PvE/PvP, this is one thing that is tied directly into the profession, and they would have to alter the lot in order to implement it.
personally though... /not signed. why? a minion army may be fun to see for shits and giggles, but seriously if you cant get by with the current cap you mustn't be that good at playing the game. . |
My point is, the main reasons for the nerf are no longer valid because of the skill split.
And many people are also saying, "its ok...its just a matter of bone minions+splinter weapon+ death nova" Fine, it works very well, but..its not the same thing.
Thats what Im talking about
Nuclfus
/signed. And buff Ursan back so the PvE balance will be fair to other professions.
Neo Atomisk
necros are pretty underpowered.
(sarcasm)
/unsigned
(sarcasm)
/unsigned
Dimus
It would be better left as is, but increased their damage or armor. But if you need increase the quantity of minions... how about change function the Signet of Corruption?, (an increase in the maximum quantity of minions) Two problems solved at once, Heroes can not use it signet (To avoid imbalans), and in PvP this signet is not available. Only need is the skill to bind to the Necromancer primary attribute (such as the Seed of Life from the monks)
rb.widow
LOL ah the good old days of unlimited minions, if they brought this back, id be happy to re-roll SF in HM with AotL hahahaha, its things like that should be getting rolled in for the weekend or even ( week long events ) the game is pushing 5 years old now, people are getting pissed with nerf after nerf after nerf,
If they said ok for 1 week, uncapped minions
week 2, SF returns to its former self
week 3, UB comes back for a week
See all this, codex arena, whoopie doo, heros ascent weekend, oh yea lets watch all the noobs shout, OMG your not r9 you suck, or OMG you cant iWAY everyone knows you get fame running iWAY <--- LOLZ
I think this far in the game there running out of ideas, and the so called war in kryta come on, money maker right there, buy your costumes today, they look horrible but give us the money.
If they said ok for 1 week, uncapped minions
week 2, SF returns to its former self
week 3, UB comes back for a week
See all this, codex arena, whoopie doo, heros ascent weekend, oh yea lets watch all the noobs shout, OMG your not r9 you suck, or OMG you cant iWAY everyone knows you get fame running iWAY <--- LOLZ
I think this far in the game there running out of ideas, and the so called war in kryta come on, money maker right there, buy your costumes today, they look horrible but give us the money.
Devil Luca
im in accord that minion aren't a lot pro in pve we want more then 10 minions xD
agrios
Quote:
I think this far in the game there running out of ideas, and the so called war in kryta come on, money maker right there, buy your costumes today, they look horrible but give us the money.
|
Its also about bizz. Theyre making a new game because the old one is not as profitable as desired.
Thats why GW2 will incorporate more mainstream MMO elements, to improve the potencial customer market and keep'em hooked longer.
But thats not the focus of the thread. Peace.
ValaOfTheFens
Quote:
Way back when they introduced the limit on the number of minions, I was mad. At that time I farmed Sorrow's Furnace regularly with the standard Tank, bonder, healer, SS, MM, and 3 nukers. No loot scaling, no scatter issues, and gear/keg aggro magnet made tanking EXTREMELY simple. Having 50-60 minions in Sorrows was a blast. However, I soon learned that it didn't mean things couldn't continue. Having fewer minions didn't mean the game became impossible, in fact, it didn't really increase the difficulty much.
|
People, if you want more minions use Masochism + cons. I don't know if thats a bug but I've had 12 minions before and the additional 2 didn't explode because I was over 10. Unless ANet reverted Soul Reaping to its previous state then there'd be no point to uncapping the minion limit.
agrios
Well, I dont take the SR nerf too hard. With that signet that gives energy when a foe its under 50% health on my bar I rarely runs outta mana. The old SR was too passive, now you have to work for it. I think that is fair enough.
robmdq
I would just be happy just with the un-nerfing of verata's sacrifice, i can live with the rest including the 10 minions cap (though for real fighting purposes, 10 minions including only bone horrors, bone minions and/or fiends is not really "that" strong).
Verata's sacrifice is even one of the very few skills that have a storyline during the game, you see it starting in pre-searing while Verata was studying how to get the ultimate control for the minions, and you see his research complete when you go to Kessex Peak, and then they made this skill basically unnusable anymore, that is what really sucks.
I wish also Verata was included in more advanced stages of the campaign, he was vanished too early
Verata's sacrifice is even one of the very few skills that have a storyline during the game, you see it starting in pre-searing while Verata was studying how to get the ultimate control for the minions, and you see his research complete when you go to Kessex Peak, and then they made this skill basically unnusable anymore, that is what really sucks.
I wish also Verata was included in more advanced stages of the campaign, he was vanished too early
miriforst
then they would make it elite and verata should be the only one with it so unless spending on tomes you had a pretty long walk to get there ^^
Ariovist Lynxkind
Quote:
Also, nice leaving off the SF and 600/Smite bit at the end of the section quoted. If they are going to remove the minion cap they probably should also revert those skills, and maybe Ursan while we are at it. The nerf is still valid because of those: No OP thnx
robmdq
I can asure that IF that would ever happen, i would be more than happy to have that elite in my bar, and yeah, making it elite wouldn't be a bad idea at all.
agrios
C'mon Anet...its not that hard:
Death Magic[PVE]: Now you can control up to two minions for every point spent in this attribute.
Verata's Sacrifice[PVE]: Reverted to its previous functionality.
Death Magic[PVE]: Now you can control up to two minions for every point spent in this attribute.
Verata's Sacrifice[PVE]: Reverted to its previous functionality.
Morphy
Yeah, why not. PvE is broken anyway. I'd love to see some massive 100 minion armies again.
/signed
/signed
majoho
Cuilan
You posted in the mesmer and dervish threads, but then you have this thread. Buffing something that already works very well would mean you just want everything huge, but without balance.
Morphy
agrios
Quote:
You posted in the mesmer and dervish threads, but they you have this thread. Buffing something that already works very well would mean you just want everything huge, but without balance.
|
Im posting on these other thread because I have other toons of that classes too.
I had one MM back on the time of 4-man Oro runs and out of pure coincidence I found an old screenshot. Thats the main reason behind this thread. To check if Im the only one who thought that was a fun play style. Old minion mastery was powerful, but not like Cryway or Discordway.
As for my Mesmer, I always enjoyed playing her, no matter how tricky is to effectively play one. But, since the introdution of skill splitting, I was hoping to see some *minor* buffs to the Mesmers. Mostly changing some skills/spells to affect multiple targets. Adjacent or nearby. Also, possibly one or two more ways to apply dazed. If you read my post on the Mesmer thread you'll see Im not jumping into the new Overmez, painted in the Preliminary skills update thread.
And about the Dervish, I really want to have a reason to play mine. It doesnt make sense the fact of my Warrior dishing out more scythe damage than the original weapon wielder.
Its like, any one can go secondary monk and heal. But why monk primaries are better? Because its primary attribute, Divine Favor helps them to do what they are meant to. Thats my point on the Dervish. If he needs to be in the front lines, doing the mob control role with PBAoE and Scythe attacks, Mysticism should help them doing so. Anyone can use a Scythe? Cool, but no one should be better than the Dervs at it.
Is good that any char can use any skill, but primaries should be better at their primary stuff. Thats my point.
I do not want a win button.
Kosar The Cruel
Didn't read the whole thread, so sue me I'm lazy. but anyways...
If you think MMs are underpowered try running a N/Mo Hero with Death Nova/Dwayna's Sorrow/Jagged Bones works wonders....
If you think MMs are underpowered try running a N/Mo Hero with Death Nova/Dwayna's Sorrow/Jagged Bones works wonders....
Dimus
After the buff for Mesmers (AoE armor-ignoring damage such Overload) Necromancers become even more useless for party. And they also need a buff
In the latest update has been nerfed Spoil Victor. Because it was considered too powerful in PvP. Question immediately arises why it was impossible to create a PvP version and not nerfed the PvE version SV? This looks much more reasonable.
SV is just one example, a lot PvE skills has been nerfed, I do not play in PvP, but then why these changes should refer to me?
In the latest update has been nerfed Spoil Victor. Because it was considered too powerful in PvP. Question immediately arises why it was impossible to create a PvP version and not nerfed the PvE version SV? This looks much more reasonable.
SV is just one example, a lot PvE skills has been nerfed, I do not play in PvP, but then why these changes should refer to me?
Xenomortis
Quote:
After the buff for Mesmers (AoE armor-ignoring damage such Overload) Necromancers become even more useless for party. And they also need a buff
|
Just, no.
A Necromancer is still very useful to a party. The Mesmer buff hasn't affected Necros at all.
Quote:
In the latest update has been nerfed Spoil Victor. Because it was considered too powerful in PvP. Question immediately arises why it was impossible to create a PvP version and not nerfed the PvE version SV? This looks much more reasonable.
SV is just one example, a lot PvE skills has been nerfed, I do not play in PvP, but then why these changes should refer to me? |
Although since the split, they don't use it nearly as often as they should.
HigherMinion
I wouldn't mind the minion cap being raised, it balances itself anyway, if what you're looking for is to maintain a better army as either a player or hero.
1. You need to control your sacrifices when using Masochism, Order of Undeath and Blood of the Master.
2. Maintaining more than 20 Death Novas is going to be a waste of time anyway, and the hero will be stuck even more so in attempting to maintain it on every single minion.
3. Energy. With the state Soul Reaping is in at the moment, the energy engine becomes tougher and you have to work hard to keep your minions alive and counter the sacrifice.
All in all, human or hero Minion Masters are not really effective as they are. Minions Bomber heroes are effective due to the amount of support they can give while maintaining minions and targeting them with ease.
But really, I would prefer more minions to trigger my hexes, Death Nova can fo
1. You need to control your sacrifices when using Masochism, Order of Undeath and Blood of the Master.
2. Maintaining more than 20 Death Novas is going to be a waste of time anyway, and the hero will be stuck even more so in attempting to maintain it on every single minion.
3. Energy. With the state Soul Reaping is in at the moment, the energy engine becomes tougher and you have to work hard to keep your minions alive and counter the sacrifice.
All in all, human or hero Minion Masters are not really effective as they are. Minions Bomber heroes are effective due to the amount of support they can give while maintaining minions and targeting them with ease.
But really, I would prefer more minions to trigger my hexes, Death Nova can fo
The Josip
Quote:
Sorry, but when i purchase a product i expect it to remain unaltered or improved, not nerfed to favor a newer product.
|
When you buy a cheese, it remains unaltered or improved. Really?
When you buy a car, it remains unaltered or improved, right? It doesn't really break down once in a while, rust, etc? And then environment laws force you to do some modifications, and the price of your car falls with the newer products.
When you buy a MMO, it remains unaltered? Really?
Please tell me. You're so smart, and I'm still so inexperienced. I thought that if today I buy a laptop, in 5 years that laptop will have much lower price because it will be indirectly nerfed by newer strong laptops. I also thought that laptop components could fail after 50 years, but now I learned that my laptop will actually IMPROVE over time or at least stay unaltered.
Chris616263
Quote:
Really? And what product would that be?
When you buy a cheese, it remains unaltered or improved. Really? When you buy a car, it remains unaltered or improved, right? It doesn't really break down once in a while, rust, etc? And then environment laws force you to do some modifications, and the price of your car falls with the newer products. When you buy a MMO, it remains unaltered? Really? Please tell me. You're so smart, and I'm still so inexperienced. I thought that if today I buy a laptop, in 5 years that laptop will have much lower price because it will be indirectly nerfed by newer strong laptops. I also thought that laptop components could fail after 50 years, but now I learned that my laptop will actually IMPROVE over time or at least stay unaltered. |