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Old Nov 12, 2006, 02:57 PM // 14:57   #1
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Default My Biggest Gripe with NF

I love the fact that monsters now behave more like player characters by running when their health gets low.

BUT...

Anet needs to fix the aggro. There's nothing worse than having the monster reduced to and handful of health points, only to have them take off running into another mob.

This has happened to me on numerous occasions. I spend energy taking a group down to nothing, only to have them aggro all their buddies. On the journey to Nightfall Jahia, mobs aggro way to easily and they aren't spaced out enough to finish taking down one group, before the runners bring another group (or two, or five) right down on top of you.

Even with the flag system, your heroes and henchies will still pursue unless you set them to avoid combat, in which case you aren't going to win there at all.

Highly frustrating.
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Old Nov 12, 2006, 03:02 PM // 15:02   #2
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The enemy Ai can get incredibly annoying in Torment, Attacking one "Arm of Corruption" or whatever, can end up luring the entire Explorable Area with it's weird, erratic movements once you get it's health low enough.
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Old Nov 12, 2006, 03:07 PM // 15:07   #3
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Quote:
Originally Posted by Beckii-Chan!
The enemy Ai can get incredibly annoying in Torment, Attacking one "Arm of Corruption" or whatever, can end up luring the entire Explorable Area with it's weird, erratic movements once you get it's health low enough.
And to add insult to injury, if you don't pursue him he will use the skill to copy himself, which seems to only trigger when his health gets low. So you are sort of damned if you do, damned if you don't.
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Old Nov 12, 2006, 03:11 PM // 15:11   #4
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And if he's not plain moving erratically, he's just plain running across the entire map anyway to get away from you, which is a pain in the arse without the aggro issue.
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Old Nov 12, 2006, 03:12 PM // 15:12   #5
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Quote:
Originally Posted by stamenflicker
And to add insult to injury, if you don't pursue him he will use the skill to copy himself, which seems to only trigger when his health gets low. So you are sort of damned if you do, damned if you don't.
Yeah, forgot about the duplication xD
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Old Nov 12, 2006, 04:14 PM // 16:14   #6
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To change the AI as they have done then add the Call to Torment (uninteruptable AFAIK) HAS to be one of the biggest wind ups of the year in game design
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Old Nov 12, 2006, 04:48 PM // 16:48   #7
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The AI seems to have some kind of super "alert" mode on them. Especially the Kouran(sp?) guys. I thought that I was NOT supposed to aggro a monster or bad guy UNLESS they were in my aggro bubble that I see on the radar. Well, those Kouran guys can be a good 1/4 inch away from my bubble and all the sudden, here they come at a dead run straight at me. What gives?

And what makes them come running when they are out of my aggro bubble BUT it I attack the Spirit of Infuriating Heat they seem to know what I am doing, like they are still attached to the Spirit somehow, and come running back at full speed.

And the flag system doesn't seem to keep my Heroes in place. I drop the flag waaaay back from a mob, I go forward to pull them, and OMG here comes Jin at full speed to try and "help" me?!?! I thought she was supposed to stay at the flag?!?

I also agree that the half dead monster running across the map like a chicken with his head cut off is just plain stupid. It does seem that Anet needs to tweak this in some ways.
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Old Nov 12, 2006, 04:49 PM // 16:49   #8
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Quote:
Originally Posted by stamenflicker
I love the fact that monsters now behave more like player characters by running when their health gets low.
Personally, I haven't seen this since the 31st of October.
What I have seen is mobs running away when they are called as a target; mobs fleeing when "run at" (there's a great video of that happening around here); mobs fleeing when hit once; mobs fleeing off compass and never returning to battle (a problem in some Factions missions when fighting against the clock); heroes enter into a perma-kite mode and mobs chase them, once the mobs are then hit, they enter into perma-flee while perma-aggro locked onto the kiting hero, which now means the hero is perma-kiting while being followed by mobs who no longer attack/cast or anything... just follow the heores while other heroes are following the mobs... in other words it looks like a congo-line or AI playing ring-a-round-the-rosy.
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Old Nov 12, 2006, 05:07 PM // 17:07   #9
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Quote:
Originally Posted by beanerman_99
The AI seems to have some kind of super "alert" mode on them. Especially the Kouran(sp?) guys. I thought that I was NOT supposed to aggro a monster or bad guy UNLESS they were in my aggro bubble that I see on the radar. Well, those Kouran guys can be a good 1/4 inch away from my bubble and all the sudden, here they come at a dead run straight at me. What gives?
Yep, I had that same problem yesterday while taking my necro through "The great escape" where you're saving Koss. I'm a good way away from the mob of Kouranan guys summoning a minion or whatever and, for some reason, only the Kouranan group's PRIEST comes running at me while the others hang back. My hero/hench/minions all attack the Priest, which triggers the aggro on the other group and after the first couple of hits, the priest starts to run. So my whole team (7 hero/hench and 10 minions) are all chasing after the priest who's very slightly surviving with reversal and shielding hands while all the other Kournan guards/bowman, etc. are all trying to kill my casters.
It's not really a problem, just an annoyance at this low level in the game, but taking my Paragon through the Realm of Torment (Especially in the Gates of Madness at the portal part) it's very hard to keep my heros/hench from chasing after a demon and aggroing titans/margonites/more demons and sometimes ends in us dying due to over-aggro. *sigh*
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Old Nov 12, 2006, 05:12 PM // 17:12   #10
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Quote:
Originally Posted by beanerman_99
The AI seems to have some kind of super "alert" mode on them. Especially the Kouran(sp?) guys. I thought that I was NOT supposed to aggro a monster or bad guy UNLESS they were in my aggro bubble that I see on the radar. Well, those Kouran guys can be a good 1/4 inch away from my bubble and all the sudden, here they come at a dead run straight at me. What gives?

And what makes them come running when they are out of my aggro bubble BUT it I attack the Spirit of Infuriating Heat they seem to know what I am doing, like they are still attached to the Spirit somehow, and come running back at full speed.

And the flag system doesn't seem to keep my Heroes in place. I drop the flag waaaay back from a mob, I go forward to pull them, and OMG here comes Jin at full speed to try and "help" me?!?! I thought she was supposed to stay at the flag?!?
The reason why the Kourun's have such a huge arggo circle is because of the Spotter in the group, consider him like a scout and stay away 1.5-2 arggo circles from his group to prevent him to see you.

The reason why Jin would go running up is maybe because she's on Offensive mode, meaning she would attack the same target as you no matter how far the enemy is. Had to learn that the hard way.
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Old Nov 12, 2006, 05:52 PM // 17:52   #11
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I had a fun game of chase with some corsairs the other day on noob island. The healer would run, at full health, when i went for him. People say, well just use cripple... I had cripple... and never got close enough to use it because I was a melee character. So basically, now we have to take a character with ranged slowdowns and HOPE they use it on the right target at the right time just to avoid this stupidity of running in circles or halfway across the map? And if the game's supposed to be more like pvp... well in pvp I don't see densely packed mobs of lvl 28 monsters that the opposing foe can flee to. This is not a "challenge" it's just very very frustrating. And frustrating = not fun.
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Old Nov 12, 2006, 05:59 PM // 17:59   #12
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Enemies Luring eh?

Good on them.
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Old Nov 12, 2006, 06:20 PM // 18:20   #13
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Quote:
Originally Posted by beanerman_99
The AI seems to have some kind of super "alert" mode on them. Especially the Kouran(sp?) guys. I thought that I was NOT supposed to aggro a monster or bad guy UNLESS they were in my aggro bubble that I see on the radar. Well, those Kouran guys can be a good 1/4 inch away from my bubble and all the sudden, here they come at a dead run straight at me. What gives?

And what makes them come running when they are out of my aggro bubble BUT it I attack the Spirit of Infuriating Heat they seem to know what I am doing, like they are still attached to the Spirit somehow, and come running back at full speed.

And the flag system doesn't seem to keep my Heroes in place. I drop the flag waaaay back from a mob, I go forward to pull them, and OMG here comes Jin at full speed to try and "help" me?!?! I thought she was supposed to stay at the flag?!?

I also agree that the half dead monster running across the map like a chicken with his head cut off is just plain stupid. It does seem that Anet needs to tweak this in some ways.
set them to passive or defensive
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Old Nov 12, 2006, 07:59 PM // 19:59   #14
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thats ok i have to put up with devona running off attacking groups for no reason.
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Old Nov 12, 2006, 08:22 PM // 20:22   #15
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You can pull groups now by wanding any spirits they put down. So, if an Arm of Torment puts down a QZ, you can wand it to pull the group.

I've noticed that Jin is a little enthusiastic too. All of my henchies are on guard. Always.

My only real complaint with the AI now, is that if you leave the argo circle and run away, you never fully break agro with that group. Basically if their red dot appears on your radar any time in the next 5 minutes, they start to come for you. Yuk.
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Old Nov 12, 2006, 08:54 PM // 20:54   #16
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I think the new mob AI has made them play more like humans (luring & chasing), thus making it more difficult to do quests with hero/hench parties. You need real people to split your party correctly; some to chase the runners, some to protect casters.
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Old Nov 12, 2006, 09:32 PM // 21:32   #17
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/agree

When i was playing my dervish on noob island once, i chased a corsair something-or-other so far that i actually broke aggro with the rest of his group.
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Old Nov 12, 2006, 09:52 PM // 21:52   #18
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Another example of something that wasnt broken, but they decided to "fix" anyways. And fix they did, since instead of targetting the botters, they took the easy way and just messed w/ 98% of the community that wasnt botters and forced them to deal with it. How childish. Calling this "fun", if i wanted to play tag, ill go play CS, at least i shoot for the head from 100 feet away. Now that we cant even depend on the aggro-circle for any form of safety, shouldnt our weapons span the whole radar then?

w/e This isnt that until u realized that the aggro-system was also screwed for runners and chestrunners. When the hell did bots chestrun or run period?
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Old Nov 12, 2006, 10:00 PM // 22:00   #19
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Absolutlely-this is the worst change in AI ever.


It's not fun running/chasing after targets.Not fun at all, gets very old VERY FAST
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Old Nov 12, 2006, 10:09 PM // 22:09   #20
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Carry a D/- at all times, make him spam cripple.

I have found that some groups will consider a spirit, or the location of a recently killed spirit to be a hostile zone, IE ive aggro'd a spirit to soon see 5 ppl running from off my radar, i have also watched a spirit expire out of aggro, then walked to it, and again 5 ppl came running.

Ive found that if you have an enemy dervish that runs off... let him go. He'll either come back or youll fight him when you fight the next mob, the worst he can do is heal. But if the target is soft enough to run, hes soft enough to drop almost isntantly.
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