User blog comment:Emptylord/Sandbox/Custom Patch Notes/@comment-12904660-20150426072231/@comment-3974211-20150426103519

I think Willbakalbach would tell you that minions as a whole lack any form of strategy, and that your issue with choosing a promote target stems much deeper than Promote.


 * Siege Minions
 * Inspired by Heroes of the Storm's trebuchets and Hand of Baron.


 * Attack range increased to match tower range and will be attacked by the tower after other minion types. ''Hand of Baron still extends the range beyond tower range.'m
 * Are now last in the minion wave.
 * Basic attacks are slightly slower, but deal off-cantered AOE damage (like Dragon). Like Dragon on release, but not now, these attacks can miss.


 * Caster Minions
 * Attack speed slightly reduced.
 * Now deal magic damage.
 * Basic attacks now deal AOE damage (I'm thinking like AOE Meeps).

Promote could then strengthen the differences, rather than create them. Siege minions now do bonus damage to towers and larger AOE; casters have a larger AOE and much greater attack speed.

Not sure what to do with melee minions. They're the cannon fodder of the hypothetical minion army, so I thought to give them a soft taunt to other minions (sorta improve their aggro) or have them intercept other melee/caster attacks (so they sorta function like the shield-line of the wave). Promote could then make their shield work versus champions (intercepts basic attacks).