TLDR minions need to be reworked to not be suboptimal beyond wizard city/krok.
This is coming from someone who has maxed a myth and never summoned a minion on that character.
Beyond super niche play style or doing a minion only challenge pretty much nobody uses minion. You can’t use them in pvp anymore and they’re too slow / expensive for pve. The update to remove your minion to prevent them from wasting your traps was a great qol change. You can’t use them at all if you’re in a 4 person fight and they don’t do anything useful anyway. Not to mention wasting all of your pips to spawn most of them so they can myth shield themself into dark sprite
I’ve seen animus minion tcs but those are 1 time use and not really a viable repeatable questing / pve play style. Maybe these could change to be trained spells? That would make animus more than a niche house collector hobby / raid requirement. I heard someone say they had a devourer summon tc and thought A. I’d probably frame it and never use it bc it’s a 1 time use and probably took ages to farm and B. I probably still wouldn’t even summon that for 2 pips if I’m questing bc I can just aoe with my team. And I can’t even summon minions if I have a full squad.
Feel free to add minion rework suggestions that might actually be implemented.
Mine would be
- Animus spellements Ie train summon devourer 2 pips. So you can farm it out on your max and pass it on to your lower level for a fun unique play through of the game
- Set minion decks - add a minion tab for all minion spells you have trained and customize their decks and maybe even gear?
- Pip cost needs to be 0-2 or they will not be used anywhere outside of first arc because players have learned the pip investment isn’t worth it. (Except for phoned a friend)
- Need a pve solution for minions when you have a max party that makes myth unique beyond having shatter and pierce. Maybe like those krysallis companions giving you a tiny stat boost.