Fix animate guardian
I just finished my animate guardian build after coming back from not playing for a long time, and it died within 1 hour of testing it, on strand t3 blight encounter, and it had godly auras/life regen not just from its own items but from my formidable defense auras.
The save animate guardian item on death is only for armor, which alone was being the only armor that could do the 20% life converted to es thing was a blight unique very rare and pricey with grave intentions anointment 4 divine, the mask of the stitched demon was 4.5 divine, the kingmaker was 8 divine, the curse mod on hit southbounds 1divine, the windwalker boots 15c. So lets add that up 4d+4d93c+8d+1d+15c=17d108c, my animate guardian died in a tier 3 strand map blight encounter with very weak map mods. Im severely disappointed. Even diablo doesnt punish you so hard when your merc dies. Im so numb. Is a no lose items animate guardian so game breaking? Its health pool is negligible now, so why the brutal punishment for it? And why is it so weak given its gear? 17 divines and 108 chaos was lost in less then 1 hour from me spending about 3-5 days gathering the gear for it. Is it too much to ask for the mod for all items to drop when it dies? Or not lose them on death? Last bumped on May 26, 2025, 11:41:16 AM
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I hadnt thought itd need convocation on a t3 easy mod map, but apparently its been nerfed so hard that even in a hungry loop (t20 meatsheld, t20 elemental armor, t20 life support), with t20 armor/es regen/life regen auras, on a 21/20 animate guardian isnt enough to deal with a strand t3 map without issue.
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" I think the fundamental issue with AGs not losing loot is that they would basically become mandatory for every build. AGs can be REALLY powerful in the buffs they give you. My AG gives crit immunity and action speed not below base (garb of the ephemeral) extra curse from boots (windscream) curse on hit from gloves, and the Kingmaker Axe gives culling strike magic find and 10 fortify. If he can die and easily be resummoned with that gear every single build in the game would use it. They would need to completely change the entire balance of the game. So the options would be to nerf AG to the ground, require a very significant investment in passives to get the benefits or create some onerous and unfun cool down. It needs to stay the way it is but the UI experience can certainly be improved |
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" AG is really only viable with strong gear at GEM level 20 and above. AG can be fun if you expect him to die and just resummon him every map from drops and get some extra DPS and maybe a buff depending on what dropped. |
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" And to add to that you can get your AG basically immortal in the end game with like 80K+ health and 10% regeneration per second. |
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