1.1.2 Patch Notes

I think one of the reasons for changing smoke mine was that it made snapshotting more attractive. When you can reliably keep your minions alive, there is no reason not to use it.

I play a summoner without snapshotting. My reason for that is that I want to be able to
re-summon equally strong minions when I need it. I don't want to have to go back and spend time doing the gear swap and all that.

The reason why I don't like the change is that it makes it hard to keep spectres alive. I use a degen bear (have to go back to cavers lvl 1 when they die) which is annoying as hell. Smoke mine not only allowed me to keep it alive, but also gave me control preventing minions from getting stuck. Also it gave me a way to deal with monsters hitting me. The targeting system is so random, I often find my self running around in circles until my minions decide to kill whatever is hitting me. With smoke mine I could port them to me and use that as a way to keep me safe.

I feel that nerfing smoke mine was a bad move just because there are no way to reliably control the minions. That combined with the bad AI makes summoners very tedious to play.

My suggestion would be to make a Rallying Cry skill which forces the minions to rush to the casters location. (if no path is available, they port to the caster). Once they reach the location, they automatically target whatever is targeting the summoner.

With a skill like that, we could control minions better without unnecessary teleporting and still have some of the utility provided by smoke mine. The downside is that minions will have to run unless they are stuck somewhere, meaning that people would have to time it right on atziri fights, instead of just spam teleporting on the caster. The ability could even have a 3-5 sec cooldown to prevent spamming.
I've a good mind to recall (without using smoke mine)
The royal family's visit to New Zealand.

That will make you think twice about ruining my day again!
The nerf to evangelist only time will tell how much of a nerf it is but the Smoke Mine nerf is a horrid change so i would add my voice to all those calling for some way to instatly recall all my minions to me without having to worry about their fail pathing.
Nerfing Evangelists. Well... This is the first time from two years when I'm really sad about new patch.

I understand that a lot of players were complaining about evangelists (too strong, too immune to everything... Babies complaining, but nevermind), but if you want to make them weaker, please introduce new monster, effective as a spectre. I want to test new evangelists, but it seems that they will become useless on higher lvl maps. It's sad, because they were the only monsters for summoner, which were usefull on +70 maps. Flame Sentitels became definitely too weak - they are great but only in content.

So please GGG, think about it one more time.
IGN: Cacofonya - Spectre Summoner Witch lvl 87
I think it's time to use my first and probably last post for a while.
I Would like to say Great company/Game/Ideas/experience, Although you are making my life hard trying to play your 'game' with as many aspects of 'Fun' still involved every patch.


I'm over the BM nerf (good protection when mobs got close), It's taken a while but My summoner is sitting at level 87 in standard

GGG can I please ask - At what player level you do your testing and what location(s) in game?.. You say minion path finding was fixed a while ago (I didn't see the difference in my survivability) I was still left in the open while my minions scratch their heads trying to walk through tight walkways and even walls at times :S (I don't have to list maps/instances.). Thanks to 'smoke mine' this was a thing of the past..so I have recently made this summoner on ambush. I can use my minions as they are intended to be used(to protect me, I mean I'm a summoner! All my nodes placed into my minions and the rest into my health/mana) If I play sloppy for 1 second I'm dead.. I'm not CI with 9k es+ or wearing some op gear. You have wiped out 2 forms of my protection here.. First the evangelist (did people actually use these for reasons other than the bubble? and secondly smoke mine used for when your game mechanics mess up. Bring smoke mine back to re-group my minions or make a new feature that comes with 'minion' gems like ''''RE-GROUP''''

Also nerf player RF in next patch please. They have had enough fun for now ;)
Nerfs completely justified. Just look at those OP Evangelists totally owning shit up:

Shop closed until further notice. Check out my Dominus musical tribute instead:
https://soundcloud.com/hackproducer0815/dominus
More nerf's to summ...

thx ggg, every time doing the same.
I don't get the smoke mine nerf to summoners.. I thought that was a smart way of being able to control your minions better.. I've made a summoner before and always hated positioning my minions.
IGN Ken__Kaniff
Last edited by Knightmare101#0485 on Apr 7, 2014, 8:11:09 AM
Man atleast invasion bosses don't instagib you
perma stunlock is another thing but that will make invasion more fun atleast
thx to make the summoner a bit harder to play, is so annoying to see all that casual players who jump to Arpgs only to make a summoner and look like hardcore gamers :P

i think the opposite to the check points and bosses... GGG plz dont make D3 mistakes and remain HC.
Last edited by lokone303#7035 on Apr 7, 2014, 8:14:37 AM

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