Please fix minions

Yes. For the ones that have that setting. Helps only slightly. Skeletons and other non unique summons do not allow for this setting.

I don’t focus on pet movement speed. All dps and survivability. I am sure if I changed I would see what you describe but I don’t want to adjust my strategy…

Also…I have tried pet attack, but this too has a very limited range. They’ll ignore it unless in range of the unique minion aggressive range. So this too is an incomplete solution.

Isn’t that the point of a heavily focused summoner build? To let your army do battle?

The mobs will target the player, and then you have to bob and weave to keep from dying. This would not change if the distances were adjusted. I am not arguing for kilometers here I am arguing that the mobs should never outrange my minion aggro.

Hm, I don’t know what to advise because once my pets are set on Aggressive they charge all the way across the screen to get at foes in most cases.

When you say DPS and survivability, who are you talking about? Because pets do best with gear that has “bonus to pets” on it. You should be grabbing anything you can find with that on.

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Pretty sure skeletons and other “non-configurable” pets have Aggressive stance by default, 'cause my skellies attack everything on sight, basically. You’re probably mistake agro range for Threat level. From my experience skeletons don’t pull much agro on them.

And you should probably post your build here, maybe you’re level 20 fighting Krieg or something.

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Threat changes the distance at which minion aggro activates?

I am, have filters set as such. But my preference is for anything other than “overall speed” bonuses. I’d rather them hit hard and often and take punches better, than run faster (yes I know overall means attack speed as well but attack speed bonuses are usually higher).

My cabalist with all configurable pets (hound, fiend, familiar), all set on aggressive, would have those three aggro first while the 8-9 skeletons would hang back until the fight got closer. In fact, waiting for enemies to come within this range while the 3 config-able pets weren’t the closest in the formation to the enemy would still have them acknowledge the enemy and engage first.

Of note: these behaviors seem to become more exaggerated the more minions you have on the field.

Config pets are set to normal. If non-configs have aggressive by default why are none of them engaging while being shot at by the mob? I sat there and let several volleys hit with no reaction from the troops.

Configed pets set to aggressive go murder things at that range. Skeletons are less enthusiastic.
I’d like 5m added to the range of the aggro, but I’d settle for 2-3 even…

Not my game though so all I can do is ask.

Routinely run into the described behaviors with all 3 pets on aggressive.
The aggressive ones attack as expected, the skeletons and other non-configs do not.

why you have 3,8k health at level 55? :open_mouth:

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Summoner focused build.

Could you post your build please.

Summoners “do not” have low health bars and you’ve posted that they do twice which clearly signifies you are doing something wrong.

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You are just playing the game wrong in general tbh.

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Putting it a tad more nicely, summoners can make some of the most sturdy and defensive characters out there as already shown. It sounds like you’re a fairly new player so there are chances you’ve made some mistakes but that’s to be expected - everyone here will have made mistakes early on into playing the game and learned as time went on.

Like Duck_King said, it’d be great if you can upload you character and share a link with grimtools so we can advice you on how to improve.

As someone who has levelled a couple of pets character from 1 to 100 including Skeletons, they are certainly viable, though I will say Skellies are on the harder end to make work and require more knowledge and careful choices in devotion, mastery skills and gear to compensate for their frailness. You can’t just steamroll everything with damage, especially when you get to Elite/Ultimate.

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You know what RPG stands for right? (Rhetorical)

It does not mean that you can do whatever you want and get desired results.

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“Your character isn’t the way I want it so you’re wrong”.

I have a founders license for the game back when it was kickstarter. Also…where did I say I was stuck or finding it impossible to progress? I’ve beaten it before years ago and am playing it again to see the additions and changes.

Having my character circle the intended targets so the minions engage is really goofy looking. The aggro range modification would alleviate this. That’s why I made the post.

So sure, I’ll run up to the mob, pat it in the head, shout “yes this one” while being sure to have eye contact with the minions so they get the message. Then I’ll run circles around the murder like my character is on some macabre weight loss plan, just as I did through titan quest.

-evil_baka:. It’s not entirely consistent either. Probably a bug. I don’t have the code so can’t say that with any degree of certainty but the behavior seems to fit the bill. It just happens enough that after playing the game so long I thought it was a valid suggestion.

No need to be passive-aggressive about it. If you weren’t struggling or having issues in some respect, you wouldn’t have made this topic would you?

Your experience differs from mine then. If I walk up to an enemy or crowd of enemies with my pets out, they engage them immediately and while I’m at a distance :man_shrugging:.

Take a Skellies character as you’ve shown screenshots of your character with them, this is roughly the distance they start engaging for a typical crowd and I find that perfectly fine for standard gameplay:



This isn’t just for the Archers either. The basic Warriors charge into an enemy well in advance, it’s just harder to showcase that in a screenshot.

Beats me. I played this exact same character with Raise Skeletons from the moment I made the character to the moment in those screenshots and never had complaints with the way pets respond to enemies.

Aggro management (e.g. how often your pets keep the attention of any kind of enemy, Bosses especially) is something that all summoners struggle with as some skills your character casts to support your pets raises aggro to your player character immensely, Curse of Frailty being a well-known one. Bosses and rarely some common enemy groups (like Dranghouls in my experience) are also resistant to threat/aggo generation effects so are harder for your pets to keep occupied than others.

But like you said, it’s your suggestion. I just wanted to voice my experience on it and believe I’ve done plenty.

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Personally the minions leash or aggro range feels fine.

If you are referencing to Skeletons, then sure, they could use a bit more aggro range, but personally I would recommend against using them unless you want a challenge as they are nothing like Diablo 2’s Skeletons.

Different people have different opinions and that is natural, but while others may not necessarily agree with me on this, Skeletons atleast in my opinion are underwhelming atm and there hasn’t been a top Skeleton based build in like forever.

(Anyone going to post about Plasmo’s Ghol Ritualist using Skeletons, it runs on the power of Ghol with Skeletons for extra bit of DPS. Not the same thing)

I would be against this. Reason is because I often rely on that teleportation to get my pets out of danger or to position them between me and the boss to body block. Otherwise, I would have to manually do it with the Pet Command button, which is extra work with there being plenty of things to do already on a pet build.

Also, unless you increase the base speed of pets by a good margin and make the slower ones like Salazar’s Harbinger or Dirge Skeleton walk much faster, you are essentially asking for a nerf to Pets.


Now, I could offer to take a look into your build or suggest changes to make it easier for you or something like that, but since you are here to post feedback and not for help, I will refrain from giving unsolicited advice.

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