I've been out of play for 10 days but coming back I'm not seeing effective minion generals. There have been a few threads about why this is the case but essentially
- minions are not responsive enough - UI, movement speed, and AI prioritizing could all be buffed to help this
- minions can safely be ignored by an attacking opponent - damage scaling, minion passive buffs and debuffs, and health and damage tweaks could help this
The most elegant way to tweak minion mechanics would be to scale them as a percentage of the parent General's stats but they could also be implemented in the current upgrade system.
Either way, somethings I'd like to see on a Minion General Build -
1. Increase minion speed to 115% of their parent
2. Increase minion damage enough that enmasse they provide a significant threat very quickly. Right now Assassin burst-damage combos will remove a General from play before minions become dangerous. There are several ways to make minions more dangerous, but simply buffing their damage output 30-40% would be a start. Or make attack speed lower but increase damage much more so that a general can use minions to achieve burst-damage capability.
3. Lower minion health significantly. No one hits them right now anyway, but an Assassin should be able to 2-hit most minions. That way you can mitigate their much greater damage cap by killing them, as opposed to just ignoring them as in the current system.
What you end up with is a responsive swarm of glass cannons who keep their General relevant in the endgame and actually make minions viable as a build...
Thoughts? Comments?