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Old May 17, 2005, 09:32 PM // 21:32   #1
Forge Runner
 
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Default Tired and sick of seeing henchman walk thru wall and mountain and then get stuck!!

this bug got to go... it happen almost 1 out of every 3 rezz from shrine for me... it is getting really annoying.
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Old May 17, 2005, 10:23 PM // 22:23   #2
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Happens to me ALL the time..I love the fact that when you respawn your henchies are already into the stratosphere and are dead before you even get a chance to set foot out of the shrine. OR when all the real members of your team have died on a LONG quest and the henchies are just floating around in the air, or stuck in the ground...You have no option but to redo the whole bloody thing. Worst bug ever
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Old May 17, 2005, 10:37 PM // 22:37   #3
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Default Worst Bug atm

I agree here that it is very annoying.

The sooner this is fixed, the better!
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Old May 17, 2005, 10:58 PM // 22:58   #4
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There should be a regroup function that occurs every 10 minutes, so if any henchmen are astray or misplaced they will "teleport" to the location of the leader. This would relocate the henchmen in your vasinity in the case that they may be elsewhere (in a void or glitch), it comes with its flaws, but better to have a disfunctional addition then a flawed dispargence.

I also think there should be 3 different "movement" patterns selectable on the party menu to control henchmens movement. Active, Passive, and Follow. Which basicly means, Active would attack anything that approched them, Passive would attack only monsters your attacking, and Follow would cause your Henchmen to follow you without attacking. This would add some tactical value to players who simply wish to run around enemies in an area, or don't want thier henchmen to focus on the target they are hexing, It is expecially annoying when I play necromancer with henchmen as party mates, because many hexes are used to usurp enemy power or steal health, which does not work well if the henchmen axe murder your Life Siphon host before you get some health back from him or attack a target that your simply trying to hex wile placing the blows on another target. This undermines the power of a party who should function better, but for certain characters henchmen are little more then meat shields who do not provide enough to merit the exp and gold they are sponging
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Old May 18, 2005, 02:17 PM // 14:17   #5
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Quote:
Originally Posted by BahamutKaiser
I also think there should be 3 different "movement" patterns selectable on the party menu to control henchmens movement. Active, Passive, and Follow.
Yes henchmen need more control but they are not the only required patterns. By far the biggest problem with henchmen is them messing up your attempts to pull mob and organise a battle on your terms. I try to pull one monster with a ranged attack and the meele henchmen rush in bringing the battle to the monster and agroing everything else in range (and might come into range during the battle).

They need a 'stand ground' mode - attack anything in range with very restricted movement,

A follow mode where they stay close and attack nothing would be good. I had heard calling yourself as a target encourages the henchmen to follow you but it doesn't seem to make much difference to me.

There is also the question of who they follow with more than one real person in the party.

Finally the healer henchmen need to understand why you took them along!
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