Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > Sardelac Sanitarium

Notices

Reply
 
Thread Tools Display Modes
Old Nov 23, 2006, 05:45 PM // 17:45   #1
Wilds Pathfinder
 
Zexion's Avatar
 
Join Date: Apr 2005
Guild: Warrior Nation [WN]
Profession: N/Me
Advertisement

Disable Ads
Default Make henchies follow your calls, even when dead

I have posted this before, but due to the great search options of GWG, I failed to find it again for a bump.
Anyways, it just happened to me in RoT, that I died in a full hero/hench party as the only one. There were a Torment monk on 10% health, and 2 Torment warriors.
The monk was using Call to the Torment. Obviously, I started spamming calls like crazy. But nothing happened. Not even a single wand attack hit the enemy I had called. They just did whatever they felt like. Total, I think I called the same target 50+ times!

Why is it that henchies must lose all focus when you die? It is not like real players panic, and start attacking a warrior with 100% health, when a monk is at 10% using Call of the Torment, just because a single party member lies dead.

I am sure this is not a bug, but made so at purpose.
But please ANet, why do you insist of torturing us such and keeping it that way? Make henchies intelligent enough to follow your called target, EVEN WHILE YOU ARE DEAD, thank you.

_Zexion
Zexion is offline   Reply With Quote
Old Nov 23, 2006, 05:51 PM // 17:51   #2
Desert Nomad
 
Anarion Silverhand's Avatar
 
Join Date: Sep 2005
Location: Denmark
Guild: None
Default

To my knowledge, henchmen DO follow your calls when you're alive.
Anarion Silverhand is offline   Reply With Quote
Old Nov 23, 2006, 05:52 PM // 17:52   #3
Frost Gate Guardian
 
Join Date: Jun 2006
Location: Netherlands, gelderland
Guild: none yet
Profession: E/Mo
Default

i think you kinda overreact, but still i like your idea. But you just doing if the henchies are really stupid, but sometimes they do something smart. I don't think Anet just did is to torture us, but i think they just didn't create that AI after the point you die.

EDIT: I see someone is saying that he thinks henchmen do follow your call, but he says alive, but i think he means dead

Last edited by levortex; Nov 23, 2006 at 05:55 PM // 17:55..
levortex is offline   Reply With Quote
Old Nov 23, 2006, 05:54 PM // 17:54   #4
Lion's Arch Merchant
 
Join Date: Jun 2005
Guild: The Black Hand Gang [BHG]
Profession: Mo/
Default

I can understand why they don't follow your calls when you are dead; after all, how are you calling while dead. However, I hope that's not their reasoning. It's quite annoying because if you get spiked in a large group the heroes go rambo on anyone they choose and you just have to wait patiently for the enemy to pick off your team one by one (while they waste all their rez sigs, mind you) because they let the monk sitting in the back go on his merry way keeping everyone healed.

Of course you are going to get people saying, well you can use your 3 heroes to target. Mmmk, unless you are using all offensive heroes (or have one specifically designed for shutting down monks, which in PvE = funny), 3 of them aren't going to kill a monk themselves, especially monks that replicate themselves!

As of current, if I die first in a hench group I instantly tell them to run away and then order one of my heroes to go rebirth me. Saves hundreds of DP across the team doing it that way.

Last edited by TheSonofDarwin; Nov 23, 2006 at 05:57 PM // 17:57..
TheSonofDarwin is offline   Reply With Quote
Old Nov 23, 2006, 06:18 PM // 18:18   #5
Wilds Pathfinder
 
Zexion's Avatar
 
Join Date: Apr 2005
Guild: Warrior Nation [WN]
Profession: N/Me
Default

Quote:
Originally Posted by TheSonofDarwin
I can understand why they don't follow your calls when you are dead; after all, how are you calling while dead. However, I hope that's not their reasoning. It's quite annoying because if you get spiked in a large group the heroes go rambo on anyone they choose and you just have to wait patiently for the enemy to pick off your team one by one (while they waste all their rez sigs, mind you) because they let the monk sitting in the back go on his merry way keeping everyone healed.

Of course you are going to get people saying, well you can use your 3 heroes to target. Mmmk, unless you are using all offensive heroes (or have one specifically designed for shutting down monks, which in PvE = funny), 3 of them aren't going to kill a monk themselves, especially monks that replicate themselves!

As of current, if I die first in a hench group I instantly tell them to run away and then order one of my heroes to go rebirth me. Saves hundreds of DP across the team doing it that way.
Yes, excactly. The thing with "you can't shout commands when dead" is why I thought ANet might have done this on purpose.
But it would suprise me if ANet did something due to realism, instead of basing it of "what would work on a gameplay basis".

I for example, use 2 monk heroes, and only 1 offensive (Searing Flames).
They can't kill a replicating monk on their own.

Your idea with getting them to run away if you die first is good, however it is a workaround to a bad AI problem which ANet needs to focus on. If that extra focus on ironing out such problems will make the next chapter come out 1 month later, then so be it.

ANet, it is good you add challenge to PvE (however, I would rather have it in optional places instead of mandatory places such as the Realm of Torment. Ring of Fire was by far not this hard (minion masters able to make tonnes of minions thanks to jagged bones, groups with 4 Rain of Terrors, able to AoE spike with 4x 150 damage Deep Freeze).
If you wanna add replicating uber-elementalists, at least give us AI intelligent enough to have a CHANCE of beating them.

_Zexion
Zexion is offline   Reply With Quote
Old Dec 28, 2006, 10:17 PM // 22:17   #6
Ascalonian Squire
 
Join Date: Nov 2006
Profession: E/N
Default

I agree entirely. henchmen and heroes alike completely go haywire after i die and wipe even if the odds are in their favor (at first)

And I dont mean to hijack the thread because I feel this topic is related. Does Call to the Torment have some sort of de-aggroing effect?

because I just came from the domain of pain trying to kill that beastly group across the bridge (with Fahralon the Zealous) and on multiple occasions I found a mob casting Call to the Torment and all of a suddenly my henchies stop attacking or wanding it entirely. at 10% health.

Before someone gets smart, the comment about it De-aggroing is sarcasm. But I do believe theres a breakdown in AI involved. And I believe CttT needs to be an interruptable skill.
TehTpyoKing is offline   Reply With Quote
Old Dec 29, 2006, 12:23 AM // 00:23   #7
Forge Runner
 
Redfeather1975's Avatar
 
Join Date: Sep 2006
Location: Apartment#306
Guild: Rhedd Asylum
Profession: Me/
Default

I remember trying to kill monsters in the ditch in one zone and commenting that it was a never ending tide of monsters. Someone on the forum said that they were probably using call of the torment, which summons more creatures!
Redfeather1975 is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 09:47 AM // 09:47.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("