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Old Oct 19, 2008, 01:45 PM // 13:45   #321
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Originally Posted by jaximus View Post
h/h acting like that isnt a mistake. anet wants people to play the game as it was designed. mmo. if you are gonna play the game with just h/h and complain about lag, why not play a single player game...
I see you believe GW is delieberately programming the HH badly to force people to play with bad players and those they do not want to play with.

However, you mistakenly assumed the two issues of lag and deliberate poor programming were connected. This was not intimated. That GW is not honest with us, and possibly with themselves, about these seperate issues is. It is like telling me that in 2 years they have never been able to replicate the lock-ups the NPCs have that one escorts in missions. While these things occur so regularly that Wiki contains detailed descriptions of how and where Togo, Mhenlo, Danika, Koris Deeprunner, etc. get caught and force players to map and start over - and I experienced this for 3 hours in a single day on one mission - somehow they are incapable of having it occur. Uh-huh, right. Just like they had no farm code, but then miraculaously they used to have a farm code and then well just got rid of it and don't anymore. So, either they lied the first time when they said they didn't or they lied the second time whent they said they used to. I have learned not to believe now NC West.
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Old Oct 19, 2008, 10:20 PM // 22:20   #322
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perhaps a hint with how gw2 is gonna work? focus on player development and making these 'bad players' better no? instead of the days where heroes didnt exist and good players helped teach other players the right ways of doing things you are promoting giving up on them all together. glad to see the gw community has members like you...
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Old Oct 20, 2008, 02:27 AM // 02:27   #323
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Originally Posted by Fitz Rinley View Post
Because Magma's sole purpose in responding to anything I state is to call me a liar even when she knows I am 100% right I always discount anything she has to say or contribute.
Fitz, get over yourself. Where in my post did I comment on anything you said? I commented on the topic, which is hench behavior. Just because I think you are an idiot does not mean I respond just to disagree with you. In fact, you may notice I disagree with quite a few people in this topic. I'd also like to see evidence to show you are 100% right in anything. You stated an opinion, just like everyone else. Where did I call you a liar? Want me to call you a name, here:

Fitz is an idiot.

I use hero+hench extensively, just like many other people do. I use them in both NM and HM. I rarely have problems with them, when I do, they are problems I can expect and deal with.
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Old Oct 20, 2008, 04:35 AM // 04:35   #324
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Originally Posted by MagmaRed
Where in my post did I comment on anything you said?
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Originally Posted by MagmaRed
I haven't had issues with heroes or hench either one since the 'fix' update. Before they made the 'fix' there were some minor issues, but they were predictable ones I could avoid. Those predictable issues have disappeared for me.
Observed issues others state do not exist.
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Originally Posted by MagmaRed
Hench and even heroes are not perfect, never have been, and never will be. They are, however, useable if you know how. Considering I use hero/hench to do quite a bit of HM, I'd say the problems are based on how they are used, and not how they are programmed.
Those observing issues must merely be incompetant because MagmaRed is the clearly superior divine being of HH mastery.
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Old Oct 20, 2008, 06:49 AM // 06:49   #325
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There is a huge difference between "H/H's still have problems from the AI update" and "H/H's are unusable".

They're obviously not unusable, never have been since the game was released. And they do still have issues which they did not have before the first AI update two months ago.

They no longer have the "insane rusher" issue, but instead they now have an aggro range roughly half the size of the players, and the monk hench are still on aggressive setting.

Last edited by Numa Pompilius; Oct 20, 2008 at 06:51 AM // 06:51..
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Old Oct 20, 2008, 07:02 AM // 07:02   #326
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There IS still an issue with henches, and that is that the hench monks are set on 'aggressive'. If you aggro a mob, then back off until the mob starts to lose aggro, then you will see your monks run after the mobs, way outside your aggro bubble, to wand them.

As far as I can tell it's only the monks which do this, none of the other casters.

Another problem now is that aggro range has been lowered TOO much for your heroes. If you look you will occasionally see heroes, if set to 'defend' which do not attack enemies even though both the hero and the enemy is inside your aggro bubble. Hero aggro bubbles are much smaller than human aggro bubbles, and the heroes now are set to attack enemies inside THEIR aggro bubble range. Which is not how it's supposed to be.
I haven't noticed this and I find the hench monks are set on guard not combat just like my heros . I find both are fine although hench monks still ressing in mid combat.It would be nice if flagged res is disabled on them.

I haven't noticed any problems with either AI.
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Old Oct 20, 2008, 10:07 AM // 10:07   #327
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I haven't noticed this
Here's how to replicate these issues so you can study them. These aren't the only times these issues occur, but this is how I know to reliably replicate them.

1) Set to hardmode. Assemble a full team, including the two hench monks, in Vlox's Fall. Enter Vloxen Excavations, and go to the big room where the boss with the key is. Kill the scattered patrols, wait until the group with Dredge slaves have headed out, then kill the boss. Flag your group to the top of the little hill in the middle of the room, and try to pull the huge group of Stone Summit guarding the locked door to them.
What will happen is that after a brief fight the stone summit will start to retreat back to the door, and when they do, your monks will leave their flagged position and follow them to wand them. If you flag them back they'll return briefly then head off to wand the stone summit again (if they survive that long, that is).

2) Grab a 600 monk plus smiter (or a 55 monk) plus a domination anti-caster mesmer. Set the mesmer to defend. Enter hardmode. Find any group which has a healer boss - Mungri Magicbox for example. Using normal technique (keeping the smiter and mesmer far outside aggro range) you will quickly be able to kill the melee mobs, but will of course not be able to kill the healer boss. Now start bringing the mesmer closer. You will find that the mesmer does not attack the healer boss until it is just a little over half an aggro circle from the boss.

Both of these problems (aggressive hench monks and small "areas of awareness" of heroes) occur everywhere, all the time, but as both heroes and aggroed monsters are typically well within your aggro circle it isn't always obvious.
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