Honestly Hedgie, making minions unable to attack Citadel doesn't make much sense. After all, if they can tear down citadel the way they do is because they've been able to easily destroy every single defensive turret before it. Then, why not making them unable to attack turrets/forts too? It wouldn't make much sense either.
It's not about "making sense" it's just a gameplay aspect that I think was unintended and it devolves into an NPE (Negative Playing Expierence - it's completly unrewarding for the victim and doesn't share common gameplay aspects). In general, NPE strategies should be removed or nerfed to the point where they are no longer effective. Another NPE was how Nightcrawlers could get stuck in the citadel. Sure, that could be an exploit as well and many exploits are in turn NPEs. But, still.
Defending your citadel from Spirits while your opponents are gallabanting around was the reason the Horn was initially nerfed, after all.
The issue with minions, is that it puts a time-bomb on the game. You have X amount of minutes to win before they nuke your citadel. Making them unable to target the citadel still means you can win with Giants and whatnot. And Giants will be a LOT more effective when they have no towers left, etc. And being a ninja is easier. So there are still plenty of advantages and reasons to go minion.
The other fix you suggest looks overly complicated."
Not really. You have to use a Thread.addDebuff() call in the "takeDamage" function, wherever that is. Then in the PriestUtil or whatever you just have a buff check and adjust accordingly. It's not very hard for someone with good knowledge of the games' inner workings to do. That said, it is a bit more complicated for newbies. Plus, I'm not a /huge/ fan of a monk nerf, since the real issue is good DPS + HP Stacking + HP flag + Sigils == more effective monks which means that first 900 gold is the best 900 gold you will ever spend in terms of what you get back from it over the course of the game. I know it makes ranged characters (esp) more viable, but it really buffs UB even more and I'm not sure if we want that (even if he gets healed for less as well...).
The best nerf for monks would be for them to have a drastic reduction in their dps or make them unable to attack at all. Still hurts Sedna a lot though because the majority of her dps comes from monks :-/
So, i'd really like to see an increase in idols summoning cooldown (let's say, being conservative, 45secs), and maybe a lil increase in mana cost."
Rapes Sedna. So hard. Monks drop too fast late game as it is, and a Sedna without monks is a dead Sedna. Sedna can currently dance with a UB, but a good UB will position himself so that Ooze is killing your monks. You can move your monks around as well but just moves too and, trust me, he kills them after a few seconds. You can then resummon them with half hp (damn minion HP bug), he then Ooze-rapes them and then you have no monks for the next goddamn minute.
Even though Sedna is a general, she is played like an Assassin more than every other general. Any minion nerf should not make Sedna unplayable against top tier demigods. Also Siege Gunners are her really only good counter to a Rook.
Archer/Monk- 400 mana
Gunner/Cleric- 650 mana
Canoneer/High Priest- 900 mana
Demolisher/Bishop- 1150 mana
Right now it's 200 + 50/level.
Just so we are clear guys. Minions do /not/ scale.
http://demigod.wikia.com/wiki/Priest
http://demigod.wikia.com/wiki/Siege_Archer
900 gold -> 2700 gold (3x) and Priests heal 50% more, do 50% more damage, have 50% more hp and heal other units 40% more. They do attack 250% faster though D:
350 gold -> 1850 gold (5.25x) and Minotaurs do 2.5x damage, 2.5x hp, +600 Armor, +10% attack speed
550 gold -> 2050 gold (4x) and Siege Gunners do 2x damage, 2x hp, +10% attack speed
Plus, remember that people are getting armor and stuff. High-level minions are NOT a cheap investment and they aren't THAT much better than what they had before. The fact that their mana costs double from tier 1 to 4 is more than enough. Plus, the only minion-idol that is super-effective is the Demolisher, which is 2000 gold. You can get NR or early Priests (which counter minion builds somewhat decently. Priests kill minions for you, and also they help you push. Minion builds also tend to lack a good AoE, unless they are Queen. It does give them more souls to throw at you in the case of nightwalkers and spirits, so there is that :-/) or even an extra point in FS.
Spirits (esp) and Nightwalkers are just as effective at raping towers and demigods as Demolishers and cost no or very little mana. A nerf that you propose here would just mean that minion builds only get tier 2 minions at most and then invest the rest in buggy minion items.
Another idea
Citadel priests should heal more as War Rank increases, this will help assasins phenomenally.
WR 3- Monk heal quivalent
WR 5- Cleric heal equivalent
WR 7- High Priest heal equivalent
WR 9- Bishop heal equivalent
Priests biggest asset is the fact they do massive, utterly massive dps, esp when they clump together. They do more damage to Demigods than Catapults -.-
Citadel priests should heal more as War Rank increases, this will help assasins phenomenally.
Assassins need help phenomenally? Not really.
Rook is completely competitive, and if you monk split with him his towers make sure they stay alive against everyone but TB. He has the largest health pool in the game and already benefits the most from monks.
UB is completely competitive and you do not want to be giving UB 44% healing with Sedna. (Sedna gets Bishops + Heailng Wind, + Citadel Priests). Seriously. I don't think you want him regaining /HALF/ of his hp every 10 seconds. Espiecially if he sigils.
Reg should never be in melee range or taking damage anyway if he can help it and the only thing that priests will do will be healing off Spit/Pentitence/Fireball/whatever. Plus, he has a tiny hp pool larger priest heals barely benefit him. Plus, his weak AA will get healed off by monks AND priest now. Terrific!
TB already is competitive if you play him not like a retard and also has a similar style with Reg in that he is only healing off ranged harrassment abilities. The reason TB loves Priests is because of the dps they give him in conjunction with all his other ranged damage abilities and Fire Aura.
DA won't benefit much from Priest heals due to a small health pool and he is arguably the one most in need of it (weakest melee demigod in the game currently).
Generals:
Erebus... larger priest heals + Bite...?
Sedna. Healing Wind. Oh shit, Sedna will never die.
Oak. Large health pool for a general, already strong
Queen. Small health pool means that larger heals won't help her much and already makes her pathetic dps even more useless
Occ. Massive health pool.
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I know I bring Sedna up a lot and that's because I have the most expierence with her, she is my favorite/best demigod and I'm one of the top Sedna's in the game so I feel like I have a bit of authority to her when it comes to balance compared to other people. That said, I think Sedna has a great power level: she has counters, she doesn't OMGWTFPWN everything on contact, and yet is a great asset to the team, can compete with tier 1 demigods and can hold lanes, etc.
I don't think that anyone thinks that Sedna needs a nerf, and I don't really think she needs a buff either (except a slight increase in her armor/level to make her more competitive end-game). I'm extremely wary about any changes to monks because that /really/ affects Sedna since Sedna is soooo dependent on them as it is. Anything but a superficial change can either make her unplayable or overpowered.