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ShadowHeart 6540Moderator

RotW Paladin Europe PC Playstation
jrlafrance wrote: 19 hours ago
I didn't read through all the pages, but I'm a little disappointed that the Warlock Teleport issue wasn't even mentioned! I hate it when I Teleport and my minions and merc don't move until all the monsters on the screen are dead, THEN they move "freely" around. My wife has the same buid, but her minions don't behave like that, so it doesn't happen to everyone the same.
This issue is not Warlock specific, it’s an old issue that’s been around forever but only really affected necros before RoTW. Some monsters when Revived, especially Blunderbore, will cause the exact same behavior - all skeletons and your golem will remain fixed on your feet until you move, and necro doesn’t even have a Death Mark equivalent! Also, only a few steps are necessary for the minions to start moving, not 10 yards, that’s a massive over-exaggeration (yes, I’ve played warlock extensively with bound Blunderbore). This issue is as old as the game itself, Warlock just made more people aware of it because the class is way more popular than necro ever was.

It is triggered by having a large minion. Bind a medium sized or small sized minion and it will stop happening if you find it too annoying. But yes, of course, most of us wish Blizzard would do something about it.

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ShadowHeart wrote: 15 hours ago
jrlafrance wrote: 19 hours ago
I didn't read through all the pages, but I'm a little disappointed that the Warlock Teleport issue wasn't even mentioned! I hate it when I Teleport and my minions and merc don't move until all the monsters on the screen are dead, THEN they move "freely" around. My wife has the same buid, but her minions don't behave like that, so it doesn't happen to everyone the same.
This issue is not Warlock specific, it’s an old issue that’s been around forever but only really affected necros before RoTW. Some monsters when Revived, especially Blunderbore, will cause the exact same behavior - all skeletons and your golem will remain fixed on your feet until you move, and necro doesn’t even have a Death Mark equivalent! Also, only a few steps are necessary for the minions to start moving, not 10 yards, that’s a massive over-exaggeration (yes, I’ve played warlock extensively with bound Blunderbore). This issue is as old as the game itself, Warlock just made more people aware of it because the class is way more popular than necro ever was.

It is triggered by having a large minion. Bind a medium sized or small sized minion and it will stop happening if you find it too annoying. But yes, of course, most of us wish Blizzard would do something about it.
I appreciate your experience. I've played plenty of necros and have never experienced this issue, pre-RotW. Is it possible it's a RotW bug? Also, I'm not exaggerating about the distance I have to travel to "release" the minions. From the Teleport spot, when I move, my minions are almost off screen before they'll move (unless they kill all monsters on the screen first). and with this character, I don't even have a bound demon, 3 summoned Tainted and my merc. Regardless of when this started, it's super annoying and should have been addressed with the popularity of Warlock making this more prevalent, IMO.

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Schnorki 5562Moderator

RotW PC
jrlafrance wrote: 9 hours ago
ShadowHeart wrote: 15 hours ago
jrlafrance wrote: 19 hours ago
I didn't read through all the pages, but I'm a little disappointed that the Warlock Teleport issue wasn't even mentioned! I hate it when I Teleport and my minions and merc don't move until all the monsters on the screen are dead, THEN they move "freely" around. My wife has the same buid, but her minions don't behave like that, so it doesn't happen to everyone the same.
This issue is not Warlock specific, it’s an old issue that’s been around forever but only really affected necros before RoTW. Some monsters when Revived, especially Blunderbore, will cause the exact same behavior - all skeletons and your golem will remain fixed on your feet until you move, and necro doesn’t even have a Death Mark equivalent! Also, only a few steps are necessary for the minions to start moving, not 10 yards, that’s a massive over-exaggeration (yes, I’ve played warlock extensively with bound Blunderbore). This issue is as old as the game itself, Warlock just made more people aware of it because the class is way more popular than necro ever was.

It is triggered by having a large minion. Bind a medium sized or small sized minion and it will stop happening if you find it too annoying. But yes, of course, most of us wish Blizzard would do something about it.
I appreciate your experience. I've played plenty of necros and have never experienced this issue, pre-RotW. Is it possible it's a RotW bug? Also, I'm not exaggerating about the distance I have to travel to "release" the minions. From the Teleport spot, when I move, my minions are almost off screen before they'll move (unless they kill all monsters on the screen first). and with this character, I don't even have a bound demon, 3 summoned Tainted and my merc. Regardless of when this started, it's super annoying and should have been addressed with the popularity of Warlock making this more prevalent, IMO.
What ShadowHeart is describing isn't an RotW bug but far precedes that.
Necros aren't usually affected by this with just skeletons or golems as those aren't large enough to trigger it. But once you add in revives to grab larger mobs (e.g. Urdars), you'll experience the exact same problem.

What you're describing though, if you really have to move that far, that's something different and seemingly entirely broken then as that should not be the case (and isn't something I've ever seen, be it with locks or necros, neither with binds nor with Tainted). The tele-lock bug works the same today as it always has in that as soon as you take a tiny step, just to "cross the bounds of the larger mob you're stacked on", they all get released and start moving.

Only thing that comes to mind for what you're describing is if you tele some distance from the next mob, your Tainted and (ranged) merc might decide to just shoot from where they are, rather than move anywhere. In that case, they'd sit still but attack and wouldn't move until you move far enough away from them to force them into movement despite them just wanting to attack instead.
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