Buff Sednas Yetis!

Right now everyone play this GENERAL as an assasin, skipping the summons completely. Except the n00bs that just started and want to try them out, getting owned in the process until they learn the ropes. The ropes = Sednas Yetis Sux.

Why? They simply cost too much mana, and dont give any buffs to sedna in any way. Also, they are melee. Which means they die alot, and are expensive to resummon. Worst of all, they cost skill points, heavy skillpoint investments specifically to even be viable. And even then, they will keep your mana pool drained at all times, as they die faster than your mana regens to resummon.

Lets compare with the other generals summons.

Erebus vampires. These are almost as bad as yetis, being melee and dying alot, except for one MAJOR difference, they are free, they dont cost any mana, and you dont even need to invest a single skillpoint in them. They spawn close to Erebus whenever anything dies, even from level 1 without skillpoints! Also, if you DO invest skillpoints into them, they will eventually become much stronger, with life leach, and you can have 10 of them.

Oak spirits. These guys are similar to Erebus vampires in that they are free(well almost, since totem is really cheap and will summon them all in a few secs if placed correctly). Also, these guys buff oak with more weapon dmg, and oak have abilities that boost THEM as well. Also they fly, making excellent harassers, and since they are so cheap, and dont yield any exp when killed for the opposition, its no worries if they die even to towers, making for excellent chasers/hol interrupts to lock on fleeing demigods.

Queen of thorns. Shamblers are perhaps the best summons, if invested in. They have high hp, are ranged, got good dmg compared to other summons, and they can be eaten for instant healing! Whats not to like? Every QoT get the shamblers.

 

Summary: Either make sednas yetis cheaper to summon, or give them "something" that no other summon does have, (like for example, a 15% chance to inflict a 1 sec//(0.2 sec dg) stun on attacks) making them at least viable unless you are a complete noob.

 

 

18,164 views 33 replies
Reply #1 Top

yetis are powerful  if u use them right  they are ment to be sednas  guardians  not warriors   as in if a melee demi charges at sedna yetis can attack it

and yetis  i believe have the most health and armor out the summons

Reply #2 Top

Sedna skill set have to be reworked a little to give the yetis an interest. I have only played a few times with them and it was not really encouraging, they cost too much mana, need a lot of micro and are not especially strong or fast. The only 2 ways i can see Sedna be played is either as a support demigod (with healing aura, heal and speed maxed, in order to effectively help the team) or a tank/harrasser (decent damages or enormous health, Sedna is not the demigod that does the more damages, she is even a little weak (only one spell at 1k dmg, and non aoe non ranged attacks) and i don't see her played as a general with an army of yetis. It is a waste, we only can play her in 2 ways and both of them do not need the yetis.

Reply #3 Top

like for example, a 15% chance to inflict a 1 sec//(0.2 sec dg) stun on attacks
End of quote
Erm, no!?! With 4 active yetis this would lead to almost locking other demigods abilities with a cast time. This would cripple Rook's hammerslam and would make it a gamble to use anything with more than 0.3 sec cast time.

Sedna can already silence and interrupt with pounce, the last thing we need is another inerrupt/stun skill for her minions IMO. ;)

Reply #4 Top

QoT has the same issue... I think that both Sedna and QoT should summon double (or maybe 1.5 times) the current amount of minions, and the maximum amount of minions should be doubled to account for this. I'm only referring to Shamblers and Yetis, not idol minions, when I say minions.

Reply #5 Top

give the yetis  more hp and more armor  so  that they are little tanks  not that they can't be kill but that they are enough to stay alive for a few good wacks on the enermy

Reply #6 Top

i agree about doubling number of summons....for 8 yetis I would invest the skillpoints gladly. Erebus has 10 creeps and oak 10 spirits...qot and sedna should get 8 considering their summons are a bit stronger.

Reply #7 Top

Archon, you're wrong. 1 spirit > 1 Yeti. Spirits got no pathfinding issues, spirits cost no mana, and spirits give huge weapon damage buff, AND, because they fly, you can't even use AoE on them. It's fucking impossible to kill a bunch of Spirits. I think that Spirits need a slight nerf, and they're a good example of how strong minions should be.

In order for Yetis to be competitive, each one would have to be about as strong as a Giant. The truth is that their health isn't bad, but their pathfinding and incredibly poor DPS is what lets them down. I say, give them splash and high frontloaded damage, and they'll pwn hard.

Reply #8 Top

Spirits got no pathfinding issues
End of quote
true, its so much fun NOT to have to care about pathfinding for once...

Still, you have trouble with your other 'normal' minons like everybody else...

Reply #9 Top

They should be free, like erebus and oak (in oaks case, nearly free)

Reply #10 Top

Archon, you're wrong. 1 spirit > 1 Yeti. Spirits got no pathfinding issues, spirits cost no mana, and spirits give huge weapon damage buff, AND, because they fly, you can't even use AoE on them. It's fucking impossible to kill a bunch of Spirits. I think that Spirits need a slight nerf, and they're a good example of how strong minions should be.

In order for Yetis to be competitive, each one would have to be about as strong as a Giant. The truth is that their health isn't bad, but their pathfinding and incredibly poor DPS is what lets them down. I say, give them splash and high frontloaded damage, and they'll pwn hard.
End of quote

 

Not entirely true, oak spirits are affected by aoes, despite flying, like all other minions. A bunch of spirits die in 2 seconds flat against a TB that knows what hes doing, or against any other DG with a good AOE. Also, they cannot hit a moving target, only shamblers can do that since they are ranged.

Reply #11 Top

I would love to see Yeti's get a  buff so I could play a siege/healer build.  Not only do they cost too much mana but they die far too easy. I'd like to see them have more armor (to at least tackle a tower) and lowered mana cost.

Reply #12 Top

erm  to the dude who said spirits can't be killed easily  because  i believe fire nova works on them

and oaks aoe does for sure

towers  destroy them  because off splash dmg

regs wings own them

rooks tower spam owns them

they arn't the strongest  just the most annouying hmm i beleive every character has a counter for minions

Reply #13 Top

Oak spirit is far better purely because of flying. You can even send them off to scout like a cheap totem of relevation above a hole between lanes. They also travel faster to actually hit a demigod escaping, no other minion in the game can do that.

When attacking a tower, the tower's AoE damage can not effect both the spirit and the ground troop. That means your spirit can be a total tank for oak when taking tower down. Of course you will need to invest on some minion hp/armor for them to last long enough.

Unlike oak, sedna can not stand next to her yeti while whacking on tower.

Another shitty issue is that when 1 yeti is dead, and you want to re-summon for full power; you have to re-summon them all. That means the yeti have to AGAIN go through that horrible collision detection and reach target enemy. With shambler, you at least don't need to do that; however shambler are made of pure garbage, and QoT use them like one too except she can't afford them without investment.

Then there are those countless disadvantage of yeti others have mentioned.

8 yeti and 8 shambler? I am up for that.

Reply #14 Top

Sedna is fine as she is. Do not try to fix that, which isnt broken.

Also to people who compare spirits of oak to sedna.

Yes, spirits give the oak bonuses. Guess what, those bonuses come from skills. Sedna yetis do not give sedna bonuses. Her skills do however and some might argue, that they are at least as good as the ones oak has.

So stop comparing the oak spirits to the sedna yetis, because balance is not just about one type of minion, but about the whole demigod as a fighting unit.

Reply #15 Top

Whether it's appropriate to compare Yetis to other summons or not isn't the issue. The issue is that other Generals get a decent amount of use from their summons, whereas almost everyone ignores Sedna's summons completely. Every skill within a DG's arsenal should be viable or it needs to be reworked. Skills are there for a reason. If the skill is so horrible that it's avoided like the plague then it needs to be looked at to make it viable again. Otherwise, why even have it as an option?

It's there because the devs meant for people to want to pick it. Now you have users telling the devs, "Thanks, but no thanks." So at some point a dev will have to say, "Well shoot, that's my idea, but it's not implemented properly I guess. What can we do about it?"

Reply #16 Top

Also, they are melee. Which means they die alot, and are expensive to resummon.
End of quote

I think Sedna's minions should be ranged so she does not have to resummon them all the time and QoT's minions should be melee so when you eat them and do aoe damage, they are actually near someone to damage!, lol

Reply #17 Top

Yes, they could throw snowballs or some other Yetish attack.

Reply #18 Top

Sedna is strong enough already, if the yetis would be stronger she would be overpowered.

Reply #19 Top

Quoting themadmanazn, reply 16

Also, they are melee. Which means they die alot, and are expensive to resummon.


I think Sedna's minions should be ranged so she does not have to resummon them all the time and QoT's minions should be melee so when you eat them and do aoe damage, they are actually near someone to damage!, lol
End of themadmanazn's quote

That kind of makes sense, but I don't think QoT minions should be melee. Keep the free or near free summons at melee while making the mana based summons at range.

Something like this:

Erebus - Free Minions from Corpses - Melee

Oak - Raise Dead Ward from Corpses - Melee but Flying to offset mana cost of Ward

QoT - Summon Shambler - Ranged + Mulchable for HP / Damage to enemy to offset even higher mana cost

Sedna - Summon Yeti - Ranged + ??? to offset high mana cost (possibly reduce incoming damage by 5/10/15% with higher levels and add +10 HP regen at final level)?

Reply #20 Top

I wouldn't mind if the yetis would get a buff, but I don't think it's really all that necessary. I've been playing Sedna a lot online, and I always go for the yetis. And I haven't been doing all that bad I think...

You win some, you lose some... In the end, it's only a game :grin:

Reply #21 Top

Quoting Kalizaar, reply 15
Whether it's appropriate to compare Yetis to other summons or not isn't the issue. The issue is that other Generals get a decent amount of use from their summons, whereas almost everyone ignores Sedna's summons completely. Every skill within a DG's arsenal should be viable or it needs to be reworked. Skills are there for a reason. If the skill is so horrible that it's avoided like the plague then it needs to be looked at to make it viable again. Otherwise, why even have it as an option?

It's there because the devs meant for people to want to pick it. Now you have users telling the devs, "Thanks, but no thanks." So at some point a dev will have to say, "Well shoot, that's my idea, but it's not implemented properly I guess. What can we do about it?"
End of Kalizaar's quote

The problem with Sedna's Yeti's isnt that they are bad. It's that all her other powers are so fucking awesome that most players pass up Yeti's for everything else. The fairly weak AI doesn't help either. And it's just easier to deal direct damage rather than learn to play.

You could easily solve the problem by cutting all Sedna's direct damage by 33%, including Pounce. Sedna would still be very useful but you'd have to choose between easy to use direct damage and harder to learn but substantially better minion damage. That would solve the 'problem' as it exists today. I doubt that would make many players happy though. But I also expect that many players who like Sedna aren't really looking for balance. They just want to make their favorite demigod unbeatable, which Sedna is already very close to being.

Reply #22 Top

Quoting ChromeWeasel, reply 21

You could easily solve the problem by cutting all Sedna's direct damage by 33%, including Pounce. Sedna would still be very useful but you'd have to choose between easy to use direct damage and harder to learn but substantially better minion damage. That would solve the 'problem' as it exists today.
End of ChromeWeasel's quote

Minions would be a must have then, and that would not be a good thing since you would have no other options than going for the minions. The devs have to come with an utility for Sedna minions by other ways than making her unable to make damages without them.

Reply #23 Top

What if Yeti's had a +1 healing wind aura per level.  2 of them wouldnt be much, but by level 4 you'd have 4 of them doing +5 each. +20HP/sec isnt bad, and the healing combined with Sedna's would help keep an army alive that much longer.  They can also adjust the aura some if +1 isnt enough, but we dont want it too high.

Reply #24 Top

Sednas minions are pretty dam bad. I played around with a minion build for a while and it just doesn't compare with Oak or QoT. Sure you can still be powerful against bad players, but good players won't be so affected. The only good thing about a Sedna Minion build is that Tower Rook will have a really tough time against them, due to the damage distributed.

 

Yetis need the following :

Range attack, no more melee, not a long range but enough that you can focus fire a DG, instead of the Yeti hitting on the nearest creep, because the collision detection won't let it past.

Faster speed on the ground to keep up with Sedna.

 

Minions/Generals in general need the following :

Item stats that do more than just buff HP or melee damage. There should be snares, poisons, debuffs that you can add to your minions.

Maybe a reduction in some of the direct damage the generals have, and more concentration on minions.

 

At the moment, playing a minion build general is a waste of time, sure you can be powerful, but you will sacrifice a lot and not be as powerful as your assassin build counterpart.

Reply #25 Top

Quoting InfiniteVengeance, reply 17
Yes, they could throw snowballs or some other Yetish attack.
End of InfiniteVengeance's quote

I lol'd.