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Old Aug 11, 2008, 05:35 PM // 17:35   #1
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Default Mad H/H behavior after the update?

Update - Friday, August 8, 2008
Bug Fixes
....
* Fixed a bug with Hero combat range.



Starting a new thread since I saw it being discussed a bit in the update thread - but I feel it needs a bit more exposure (plus after seeing that GWO has a thread on it also - it seems that it's not an isolated incident).
(This of course all applies to their non-flagged behavior.)
I was doing HM Boreas today and my heroes and hench (although they were all on Guard and whatever the third option is (well those that can be)) - were acting insane (well more then usual at least).
They refuse to retreat and after getting rezzed they INSTANTLY engage in combat again.
They also aggro groups (yes PLURAL!!) that are far out of our aggro bubble.

Anyone else here with the same problems?
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Old Aug 11, 2008, 05:40 PM // 17:40   #2
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Yeah i had a few issues yesterday with henchies.

Devonna had an aggro range like spirit range, noone had aggro'd/engaged anything and she ran off to the mobs.

Happened multiple times so i stopped after it caused aggro on 4 mobs.
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Old Aug 11, 2008, 05:54 PM // 17:54   #3
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Cynics amongst us might speculate that the devs intentionally tweaked the h/h combat aggro range for the worse so that they become less appealing than using other players on your team...
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Old Aug 11, 2008, 05:56 PM // 17:56   #4
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Gehraz ran off after some gibbly plants. After I let him die he didn't do it again. Pratt.
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Old Aug 11, 2008, 05:58 PM // 17:58   #5
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Quote:
Originally Posted by Yol
Cynics amongst us might speculate that the devs intentionally tweaked the h/h combat aggro range for the worse so that they become less appealing than using other players on your team...
I don't care how bad H/H AI gets, playing with other players will never be appealing. H/H AI will always be > (most) human players.
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Old Aug 11, 2008, 06:45 PM // 18:45   #6
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Quote:
Originally Posted by Yol
Cynics amongst us might speculate that the devs intentionally tweaked the h/h combat aggro range for the worse so that they become less appealing than using other players on your team...
A lot of people I know and I have played with just behave like Devona and Gehraz, so no big deal...
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Old Aug 11, 2008, 06:46 PM // 18:46   #7
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I've had a few issues as well, Koss seemed to develop the taste to charge head on on mobs almost an aggro buble away, and the overall AI doesn't seem to follow my flag commands. I flag them to different areas but they always run back or into where the enemies are. F'ing annoying since that usually ends in a party wipe...
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Old Aug 11, 2008, 06:54 PM // 18:54   #8
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Quote:
Originally Posted by Gill Halendt
A lot of people I know and I have played with just behave like Devona and Gehraz, so no big deal...
Indeed. The amount of times I've said "stop leeroying FFS" exceeds the "GJ Guys". At least, in general, flag the heroes and they'll stay. In general. The times they don't, I just LMAO at the stupidity - if you're as stupid as the PUGs I get you deserve to be laughed at.

Guildies > Guildies with heroes > Full H/H team > Solo > No play/other games > PUGs.

Except elite missions. I don't like micromanaging, so I doubt you'll see me in DoA with heroes. I'd rather take a PUG than micromanaging 2-3 heroes. (Thus why I don't do Hero Battles... yet I don't mind HFFFing)
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Old Aug 11, 2008, 07:00 PM // 19:00   #9
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Yeah, Devona seems to have the patience of a 10 year old. I was doing HoS and she just couldn't wait 5 seconds for a few of my skills to recharge before she ran head first into a patrol.

Livia, who when acting as a restoration healer, feels the need to stand in the center of the largest pile up she can find. Even flagged behind me, she won't stay put.

Maybe this is their way of telling me I should use some other hero's, or henchmen, but c'mon...this is no time for a vacation. We have evil to defeat!


Nothing worse than emo hero's.
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Old Aug 11, 2008, 07:09 PM // 19:09   #10
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Quote:
Originally Posted by fowlero
Yeah i had a few issues yesterday with henchies.

Devonna had an aggro range like spirit range, noone had aggro'd/engaged anything and she ran off to the mobs.

Happened multiple times so i stopped after it caused aggro on 4 mobs.
Have noticed this more with Devonna than anyone else, she has turned into a kamikazee maniac since the update. Running in the opposite direction or almost completely off the compass just to get a piece of something.
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Old Aug 11, 2008, 07:17 PM // 19:17   #11
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I had the problem right after the update and told my guild. They asked me all questions like what settings I had them on etc, and I insisted I hadn't altered anything. I thought I was going crazy tbh, lol! It would seem that they have rectified it though, as their agro range for me anyway is back to normal...as much as I've tested it.
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Old Aug 11, 2008, 07:26 PM // 19:26   #12
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H/H will always be better than the rude players in PUGs.

When will ArenaNet realize that?
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Old Aug 11, 2008, 07:29 PM // 19:29   #13
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Quote:
Originally Posted by Zahr Dalsk
When will ArenaNet realize that?
Make them PUG, through every campaign, Hard Mode, quests, all of it; maybe then.
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Old Aug 11, 2008, 07:30 PM // 19:30   #14
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I have also noticed that if they're flagged outside of your range aggro bubble, they have the tendency to run away. It's a problem that gets a bit annoying having to double flag.
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Old Aug 11, 2008, 07:31 PM // 19:31   #15
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Yesterday, while I was leveling my new character in Factions, I noticed [in the mission] that Taya got stuck, but if she didn't get stuck she would only heal Togo, but Togo rarely took damage...

Glad they fixed it though.
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Old Aug 11, 2008, 07:31 PM // 19:31   #16
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Quote:
Originally Posted by Zahr Dalsk
H/H will always be better than the rude players in PUGs.

When will ArenaNet realize that?
idk, I can turn off the team chat. I can't seem to find box for the "henchman go cause a party wipe" option.

Also noticed a weird glitch in Dunkoro now that I think of it. Doing Rragar's in HM he got "stuck" to where he kept trying to heal but would immediately get interupted. It was like he was standing in a never ending Maelstrom and wouldn't move.

Last edited by Damian979; Aug 11, 2008 at 07:35 PM // 19:35..
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Old Aug 11, 2008, 07:50 PM // 19:50   #17
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Quote:
Originally Posted by kupp
I've had a few issues as well, Koss seemed to develop the taste to charge head on on mobs almost an aggro buble away
i believe that's intended. if they're almost an aggro bubble away they're already aggroed.
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Old Aug 11, 2008, 07:54 PM // 19:54   #18
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I mean an agro bubble from the edge of he's aggro buble. Make it 1.5 aggro bubles away then, it's way too much.
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Old Aug 11, 2008, 07:57 PM // 19:57   #19
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I think he means almost an aggro bubble away outside of the 'normal' aggro bubble, i.e. almost 2x aggro bubble away.

And yes, I have experienced this with W, R and D heroes/henches since the update. I've played through all campaigns and eotn mostly by h/h'ing. Never had this problem. Since the update, I find myself only taking casters when I'm going h/h'ing now, very annoying to have to resort to that. Especially warriors tend to run off very easily when I'm just recouperating from the last battle. 2x aggro bubble sounds about right.
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Old Aug 11, 2008, 08:01 PM // 20:01   #20
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I had problems with henchman dying to rez (pun intended) a player not only in mid-mob, but also about 3/4 radar range away. Even flagging wouldn't stop them, unless I flagged them to the other side of the radar.
No problems with Hero's so far (apart from the fact I don't get why mob-ai WILL step out of AoE, and hero-ai doesn't).
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