The old AI makes melee minions so bad, ranged mid, and we'd probably use orbital as it was, reverting to the old AI we'd need to improve that AI so melee minions are useable at least XD, also as the player moved ranged minions would lose target pretty easy which meant losing dmg potential unintentionally, same can be said with any minion on the old AI, but I wouldn't mind it for jellyfish I guess, nothing would change there 🤣
But if there's a barrier between straight up bad minions for perma, and good minions for timers, I feel as if the exploration part of summoning issue isn't solved, nor is the complaint about it being time management as a build, it just divides it up into a mess unless we are talking a whole much of overhauls
I get the intention of minions right now, and honestly they are just free passives for everyone, it's just confusing why we even have progressive gear when the build itself has so many issues but also minions are meant to just be said passives, we do have an armor set to eventually maximize our summons dps alongside ourselves doing even more dps, but magic and summoning are so glued together why not just combine that playstyle with armors the entire game? So it's less confusing overall whether minions are a proper build or not
But also I feel as if the approach overall to summoning is pretty bad if it's meant to be viable throughout the game just as melee and ranged are, even if we make no changes and make minions permanent right now, since they don't benefit from anything, they still have low dps, they really don't shine till grim set, and maxing out skills alongside foodbuffs
But the same argument can be said that it's only a difficulty issue as causal mode and standard summons can do the entire game fine dmg wise, it's only the timers that hold them back from being convenient
So overall summary, I think summoning needs some massive identity as a whole, is it just support? Or is it meant for combat as a build? The common conundrum