amnuxoll
First Post
A number of solutions to the fact that minions are too easy to kill have been posted. Some solutions I've seen along with the chief argument against using them:
1. Double or triple the number of minions (problem: too many bad guys!)
2. Increase minion hp and require that you do at least that much damage to kill them or not at all (problem: It's hard to reliably pick a hp level that "works")
3. Require two hits to kill a minion (problem: bookkeeping, slows combat)
4. Don't use minions at all (problem: minions fill an important niche in some combats)
5. Minions get a saving throw to stay alive if they are hit (problem: slows down combat)
So, I'm going to throw a new idea into the mix:
6. Minions receive a +5 bonus to all their defenses vs. bursts and blasts.
I realize this cuts down on the controller's spotlight moment, but at this point most classes have a decent set of AoE powers so it's less of an issue.
Thoughts?
1. Double or triple the number of minions (problem: too many bad guys!)
2. Increase minion hp and require that you do at least that much damage to kill them or not at all (problem: It's hard to reliably pick a hp level that "works")
3. Require two hits to kill a minion (problem: bookkeeping, slows combat)
4. Don't use minions at all (problem: minions fill an important niche in some combats)
5. Minions get a saving throw to stay alive if they are hit (problem: slows down combat)
So, I'm going to throw a new idea into the mix:
6. Minions receive a +5 bonus to all their defenses vs. bursts and blasts.
I realize this cuts down on the controller's spotlight moment, but at this point most classes have a decent set of AoE powers so it's less of an issue.
Thoughts?