#Minion overhaul

1 messages · Page 1 of 1 (latest)

cloud heart
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Alrighty well I had this in the message boards but I guess I’ll add it here too, we really need an overhaul on minions. What I suggested was to allow us to summon minions before fights with a menu similar to how cantrips have their own menu and how they get activated and also with minions I think it’s clear we need to be allowed to control them, this isn’t game breaking and in fact pirates on pirate101 are allowed to control what minions do, they don’t just do what they want like minions in wizard101. Minions are a core part of myth and as we know stun is barely a thing due to immunity for bosses so at least can we give something to one of myths core things that makes it the myth school. And also this is for all minions not just myth but obviously myth would be more involved with minion spells and such, and as an addition to all this for a new minion overall I think we should be able to increase a minions rank, not the 1-3 pip raise rank but I mean being able to level up that minion spell to meet your level like 180 or have the minions scale with your level, either way would work. sigilMyth

white ridge
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It should only be partial control, not full control if we ever get control imo.

I don’t think it makes any sense that we would ever get full control of autonomous beings that have sound off on a contract, and every contract has its limits.

Minions should have dispositions that one can ask them to command, ie a standard Fire minion has attack / heal / pass while an defensive Ice minion has defend (taunt/shadsentinel) / support (trapsetting) / pass vs the offensive Ice minion with attack / support / pass

If you want them to do what they aren’t dispositionally desired to then you should have to cast a separate spell that costs %HP, ie how it’s detailed for the daemon Furfur in the Ars Goetia here, that you have to compel it to speak the truth / send it through the triangle w/o the circle.

Standard Balance minions can sidestep this but their deck must be less powerful than the school minions that do specialize in these effects / specialised Balance minions w minion-only spells that are slightly weaker than normal Balance spells

cloud heart
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Pirates can have their crew buff themselves, attack, defend. And while the fight mechanics are a bit different it is still you with minions vs an enemy with their minions and deciding what to do

white ridge
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That’s a whole separate game that I’m not going to have an answer for, this game is entirely different and I would like control of minions to be in line with how conjuration functions as magick and not in line with Pirate101.

cloud heart
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Do you think it would be better instead of being able to say choose what spell the minion does, you just set it up where it can only do support or damage? That’s another idea I’m willing to go for a minion overhaul

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That is what they sorta have in beastmoon where minions mainly just do support stuff

white ridge
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Offensive Myth minions is attack/support + pass

Defensive is support/defend + pass

Middle of the road is defend/attack + pass

DoT centred minions, shield centred minions, etc

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They’ll have one card in their deck for other behaviors but won’t use it unless you force them to with separate spells

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That require %s of your HP

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Because they don’t want to but you want it so, but it requires a threefold price of pips, HP & a turn

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Minions that are better for other situations than others makes every minion relevant as well