Kirro
05-31-2012, 03:55 PM
I'd like to start off by saying this suggestion would have to be approached carefully to avoid making minions insanely OP. A lot of people already see minions as making the game too easy, but I would respond that the 4th Shards DLC will balance it out by making nightmare even tougher. That said, onto the suggestion.
Minions, especially archers and spiders, have a problem. On my minions, I get about a 54% increase in damage, in line with towers. Fair enough, it's in line with towers. However, archers do so little damage and their rate of fire is so low that this doesn't even come close to justifying any mana spent on upgrading minions, and results instead in favoring quantity over quality. 40 mana gets you a 100% increase in damage compared to 2620 for a ~50% increase.
So what I suggest is a system of experience for minions, where minions are able to upgrade after a certain number of kills, or based on the value of the mob killed. Nothing crazy. A minion would never get to the 3 star level without some mana investment. Only the mob that delivered the killing blow would get the exp, which means that 1-2 minions at a position would level much faster than a 4-5-15 minion blob. Higher tier minions would require more kills to level, to the point that you might as well just invest the mana in your ninjas and ogres.
I think this would add a little more strategy to placement of minions, and a shift to quality over quantity. Veterans could be shifted to positions where they're most useful, requiring some degree of micro-management.
Alternatively, just make upgrades for minions cheaper. But that's not as cool.
P.S. Apparently veterancy isn't a word. Someone call up Webster and tell them to fix that.
Minions, especially archers and spiders, have a problem. On my minions, I get about a 54% increase in damage, in line with towers. Fair enough, it's in line with towers. However, archers do so little damage and their rate of fire is so low that this doesn't even come close to justifying any mana spent on upgrading minions, and results instead in favoring quantity over quality. 40 mana gets you a 100% increase in damage compared to 2620 for a ~50% increase.
So what I suggest is a system of experience for minions, where minions are able to upgrade after a certain number of kills, or based on the value of the mob killed. Nothing crazy. A minion would never get to the 3 star level without some mana investment. Only the mob that delivered the killing blow would get the exp, which means that 1-2 minions at a position would level much faster than a 4-5-15 minion blob. Higher tier minions would require more kills to level, to the point that you might as well just invest the mana in your ninjas and ogres.
I think this would add a little more strategy to placement of minions, and a shift to quality over quantity. Veterans could be shifted to positions where they're most useful, requiring some degree of micro-management.
Alternatively, just make upgrades for minions cheaper. But that's not as cool.
P.S. Apparently veterancy isn't a word. Someone call up Webster and tell them to fix that.