So, I realized that one of the systemic imbalances of the game (As in, the systems involved are not balanced) is the whole conceptualization of what is a General, and what is an Assassin. As far as I can tell, the break down is like this:
General:
Must have Minions
Assassin:
Can't have Minions.
One could argue that the direct damage abilities of generals are, or should, be weaker, but there isn't any necessity for it. In fact, it rather seems infeasible, as DG vs DG combat is a large percentage of the game.
Based on the above assumption, a few major problems come about:
- As a corner stone effect, minions do not have much pizzaz in a game. A DG gives xp and gold, levels up his own stats, can activate items, has screens showing information. Minions just kind of exist and follow you around.
- Minions have no special use, except perhaps 'finding' mines for you. That is to say, just by having a minion, you do not gain a strategic advantage. This is caused mainly by the game being so DG centric in both effects and controls. If it were easier to, for instance, buy some siege archers and tell them to attack a tower on the far left side of the map (While you are on the far right) this would be effective. This isn't the case however. Also, since experience is gained based on proximity from the DG, sending an army to fight far away from you is an iffy endeavor at best.
- Minion effects are often INSTEAD OF other effects. This once again drives a nail in between the two styles of play. Because you need special gear to use your minions effectively, they represent a strong opportunity cost that most other abilities do not.
A Few solutions:
- I've mentioned elsewhere, but I'll re-iterate here: Better systems to track and manage your minions. A better highlight graphic when they are selected, expanded list of quick commands, allow them to be seperated from your DG. A Pop up window showing you your minions' strength
- Allow minion damage to give you experience in a similar way that damage gives you gold. If you can have your army of nightwalkers parked in a lane, while you take a different one, it is a noticeable advantage. You can make xp gained in this way scaled down (50 or 25% of normal for instance).
- Remove Minion based buffs completely. Every normal stat buff for minions from items should just go away. Instead, and I'll bold this for emphasis: Give minions some percentage of the stat boosts the DG is getting. Maybe this percentage is DG or stat dependant. Maybe it's based on level. The point is that as you level up and get better gear, your minions also do. No need to buy special stuff just for them. If Minions simply gain 10% of the health, armor and damage buffs you got, that would make them far easier to play with right there. No need for silly +4 minion damage items.
Make minions less of a pain to work with, and you can bet they will become much more well loved.