New Minion AI Making Last-Hitting Harder

SnowLeopard91·5/2/2016, 3:40:45 AM·2 votes·343 views

I understand the desire to keep minion wave micro-management from being a necessary strategy in the game. I really do. However, the new AI that makes the creeps change targets to "balance" their damage output is making it really hard to gauge the incoming damage from your own creeps and time your last hits. The "don't focus fire" mechanic is leading to seemingly erratic target changes that slow down and speed up minion deaths on time scales that create difficulty with timing last-hits.

Is there any chance we can get a slight tweak to the minion AI so that they don't re-assess their targets after their initial engagement unless champion aggression or target death occurs? I feel like last-hitting was enough of a skill before the changes, and now is almost on scale with unit management in Starcraft.

1 Comments

FACE THE WlND5/2/2016, 4:01:41 AM1 votes

Last hitting is not hard at all...