Gah, I'm starting to become a bit annoyed with my summoner. It's not because the build is weak or anything -- the damage output is actually quite nice -- but because some of the game systems aren't working too well.
First, the pathfinding. If an enemy is behind a wall or up on a platform, it will aggro the minions to run into the wall even if they can't reach the enemy. This is a huge pain because of the second problem:
Minion targeting. The minions tend to stay focused on the first enemy they aggro in an encounter, if that means a guy behind a corner or out of sight they'll usually run past all other enemies in order to get to the one in the back. That makes my character very vulnerable since he seems to have a much higher priority than the minions (they run straight for me in all cases). When there are a lot of enemies out you'll inevitably be forced to run in circles with the chunk of the mobs while your minions chop on some dude in the back. This wasn't a problem in Mythos since there you had a "target" spell that made your guys attack whoever you put that spell on, making it much more manageable. I haven't seen such a skill here.
As it is now, the only way to get your minions to re-target is to run away until the enemies in the back "despawn" (they "disappear" if you go too far away, even putting debuffs and such on pause), and that's very tedious.
Maybe it'll get better when I get the teleport spell, provided it works like in Diablo and teleport your minions along with you that could solve the problem. But I'm not sure how that works yet.
Oh and again, not having an indicator showing how many minions you have out really sucks. Especially now that I'm having ~6 out just from skills. It's impossible to see the tiny little imps in all the chaos.