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Better Minion Control

AuthorMessage
Survivor
Jul 26, 2012
6
A problem I find a lot when using minions is that they just do whatever they want. They can waste your traps, you might need them to attack an enemy or support a wizard. So I think they should add something to better control your minions, like a tab below their name. And give options like targeting a certain enemy, focus on powering up, defending, or healing a player, maybe just healing in general. I hope others will have ideas to add on.

Astrologist
Dec 26, 2013
1124
Jacob GhostHunter on Sep 2, 2015 wrote:
A problem I find a lot when using minions is that they just do whatever they want. They can waste your traps, you might need them to attack an enemy or support a wizard. So I think they should add something to better control your minions, like a tab below their name. And give options like targeting a certain enemy, focus on powering up, defending, or healing a player, maybe just healing in general. I hope others will have ideas to add on.
This issue is as old as the Spiral (which I guess is about 7 years now - Happy Birthday W101!). Unfortunately, there are a lot of possible problems that could arise. First, in case you haven't noticed, there seem to be a lot of wizards that have a problem deciding what to do in the 30 second planning phase... and that's just for themselves! Compound this by adding a second choice - the minion's spell - and this forum would be filled with complaints like "I don't have enough time to pick my spells, give us a full minute". Street battles could end up taking an hour and people would start leaving the game in droves. I'd wager to guess that 80% of posts on these forums deal with time in one aspect or another. It takes too long to train pets, it takes too long to level up, it takes too long for my plants to bloom, it takes too long to get where I want to go... everyone wants immediate gratification and fewer and fewer people just want to sit back, relax and play the game.
Anyway, sorry, got off on a rant... regarding more control over minions... one solution could be to have certain sets of spells which could be assigned to a minion at the time they're summoned. Maybe a box to check-off for offensive or defensive specialization. It wouldn't give you the ability to directly control them but it would limit what they can do. There's nothing more frustrating than being down to 10 health points and your "healing" minion is Taunting the enemies.

Delver
Mar 29, 2012
237
I think your suggestions would make minions too op. however, i would like to see some additional minion manipulation spells such as a smoke we could cast on them causing them to fizzle. Amber

Explorer
Dec 09, 2011
65
AmberRavenSong7 on Sep 2, 2015 wrote:
I think your suggestions would make minions too op. however, i would like to see some additional minion manipulation spells such as a smoke we could cast on them causing them to fizzle. Amber
I don't think this would make the minions over powered

Since it would take pips to cast them and not all minions have the best spells.

As for the minion problem I think it would be best if they are smarter with the spells they cast.

Like if someone has a trap on a boss the minion wont attack it. (unless the minion put the trap on)

Or maybe something like this.

You go to a new page and what it does is it shows you what spells the minion has.

Then it will give the player options (Healer, Hitter, trap and blades, ect)

Then the player can choose what the minion has a higher chance of doing on the target.

Astrologist
Dec 26, 2013
1124
copycatingwizard on Sep 2, 2015 wrote:
I don't think this would make the minions over powered

Since it would take pips to cast them and not all minions have the best spells.

As for the minion problem I think it would be best if they are smarter with the spells they cast.

Like if someone has a trap on a boss the minion wont attack it. (unless the minion put the trap on)

Or maybe something like this.

You go to a new page and what it does is it shows you what spells the minion has.

Then it will give the player options (Healer, Hitter, trap and blades, ect)

Then the player can choose what the minion has a higher chance of doing on the target.
**Like if someone has a trap on a boss the minion wont attack it. (unless the minion put the trap on)

Unfortunately, some of the humans that play this game are just as guilty as the summoned minions. I'm sure at one time or another everyone has had a teammate wand a Feint. Another problem with smarter minions is that there's the possibility that the enemy minions will also get smarter. I know my bacon has been spared on numerous occasions when an enemy minion with full health has healed themselves instead of their nearly dead boss. If minion IQ were to be raised it would probably be a universal change so we could look forward to tougher boss battles.

Explorer
Dec 09, 2011
65
TucsonWizard on Sep 3, 2015 wrote:
**Like if someone has a trap on a boss the minion wont attack it. (unless the minion put the trap on)

Unfortunately, some of the humans that play this game are just as guilty as the summoned minions. I'm sure at one time or another everyone has had a teammate wand a Feint. Another problem with smarter minions is that there's the possibility that the enemy minions will also get smarter. I know my bacon has been spared on numerous occasions when an enemy minion with full health has healed themselves instead of their nearly dead boss. If minion IQ were to be raised it would probably be a universal change so we could look forward to tougher boss battles.
Why not just add only wizard minions

But I do see the point of tougher battles