Mar 02, 2012, 05:24 AM // 05:24
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#41
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Desert Nomad
Join Date: Mar 2008
Location: Sacramento, CA
Guild: Geezers
Profession: R/
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Quote:
Originally Posted by HigherMinion
It makes more sense for Guard to be like this.
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It makes sense for heroes to stand around taking caster damage without reacting at all? Some guard...
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Mar 02, 2012, 05:37 AM // 05:37
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#42
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Lion's Arch Merchant
Join Date: Nov 2008
Location: WI
Guild: Dark Phoenix Risin [DPR]
Profession: R/
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Fight seems to correct most of the issues I was having with heroes not reacting. The guard status seems to have changed quite a bit. For those really struggling try that and it should help. I haven't tested anything with reactions while flagged yet.
JK
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Mar 02, 2012, 05:43 AM // 05:43
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#43
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are we there yet?
Join Date: Dec 2005
Location: in a land far far away
Guild: guild? I am supposed to have a guild?
Profession: Rt/
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sigh...just did a vanquish with my heroes....good thing spirits and minions arent affected by this update or I would just stop playing....I never flagged my heroes...I can now pull WITH A WAND mobs into my group without having my heroes do anything! I watched sosucky just stand there and get bombed (I thought on guard they would at least fight if they take damage, nope, now they just stand there--kind of like when they are in aoe....).
sigh and sigh...guess I could do some house cleaning....
__________________
where is the 'all you can eat' cookie bar?
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Mar 02, 2012, 05:45 AM // 05:45
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#44
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Jungle Guide
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also seemed to affect summoning stones. My ooze was hopping around sight seeing in the middle of a battle.
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Mar 02, 2012, 05:50 AM // 05:50
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#45
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Forge Runner
Join Date: Sep 2007
Location: Right here
Guild: Ende
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Quote:
Originally Posted by DRGN
I know it's hard for people to not be insecure and try to make themselves look elite in PvE, but let's stop and look at what happened:
If the update has worked as intended, heroes would behave how you want on guard when flagged and behaved normally when unflagged. Theyscrewed up and affected unflagged hero behavior as well. This was unintended going by the update notes themselves and Zack Nickerson's comments in a thread about flagged heroes having problems on Guard, which is exactly what this patch was to address. Again, if the update worked as intended, you would be able to have heroes work as you like and so would everyone who liked them before.
You're basically saying "I hope Anet doesn't revert something they screwed up and never intended to do in the first place because I like it". If there's anyone I hope Anet doesn't listen to, it's someone with that kind of mentality.
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Actually, I for one agree with Minion in this case. Read the Buttons you use to controll the Heroes with. In my Guild Wars, the middle option is "Guard". The Update sets the Heroes to actually guard the group instead of the old option which was more like "Randomly agro half the map".
Try setting the Melee heroes to "Fight" if you want the old agro"controll" back before complaining. My heroes are working fine if I set the Casters to "Guard" and the Melee to "Fight".
The only thing Id like Anet to look at is the "Avoid Combat" button. A few of my Monk Heroe bars use Mesmer interrupts for energy management, but refuse to use them if set to "Avoid combat" even if they are already in the middle of combat. It would be nice if they would use it without haveing to be set to "Guard", but as written there is a way around it. I just have to accept them randomly wanding enemies durign a fight .
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Mar 02, 2012, 05:51 AM // 05:51
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#46
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Lion's Arch Merchant
Join Date: Apr 2009
Profession: R/
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timing on this could not be worse for me. 10 tyrian zones left to VQ.. and 4 of them coming up in the next 5 days as Z missions.
rant rant. Not looking forward to what shiverpeaks casters and Rangers are gonna do safely out of aggro bubble.
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Quote:
Originally Posted by Rushin Roulette
Actually, I for one agree with Minion in this case. Read the Buttons you use to controll the Heroes with. In my Guild Wars, the middle option is "Guard". The Update sets the Heroes to actually guard the group instead of the old option which was more like "Randomly agro half the map".
Try setting the Melee heroes to "Fight" if you want the old agro"controll" back before complaining. My heroes are working fine if I set the Casters to "Guard" and the Melee to "Fight".
The only thing Id like Anet to look at is the "Avoid Combat" button. A few of my Monk Heroe bars use Mesmer interrupts for energy management, but refuse to use them if set to "Avoid combat" even if they are already in the middle of combat. It would be nice if they would use it without haveing to be set to "Guard", but as written there is a way around it. I just have to accept them randomly wanding enemies durign a fight .
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My casters will stand there and take hit after hit on guard. unflagged.. and do nothing if the mob is out of their aggro radius. That is not guard as currently described.
First part of what a hero says when put on "guard" is an unconditional "I will defend us from Attackers" It is not defense to stand there and take damage regardless of aggro bubble.
Livia was particularly idiotic, as she would run forward to nova minions.. but not attack, set spirits. or use any offensive skill. run up, nova, run back even if she was attacked. unflagged.
Take your on "guard" casters through something like consulate docks, full of high ground bowmen and watch them do nothing but take hits.
Better yet.. give Zos Shiv a whirl. Naga rangers should be just special now.
Last edited by Lasai; Mar 02, 2012 at 06:27 AM // 06:27..
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Mar 02, 2012, 06:00 AM // 06:00
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#47
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are we there yet?
Join Date: Dec 2005
Location: in a land far far away
Guild: guild? I am supposed to have a guild?
Profession: Rt/
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yeah, GUARD to me says 'when I take damage I will fight back' AVOID to me says 'I wont fight EVEN if I get hit'...right now even guard is doing avoid--my casters just sit and take hits and do NOTHING about it--that is not guard. I really dont want to put them on FIGHT as that says 'run around and argo the whole map, the next map and 2 more maps'...there needs to be something in between again, right now we have avoid and fight.
__________________
where is the 'all you can eat' cookie bar?
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Mar 02, 2012, 06:01 AM // 06:01
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#48
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Lion's Arch Merchant
Join Date: Nov 2005
Guild: NA
Profession: W/Mo
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Issue with hero behaviour from the last update has already been reported on the official support site, here.
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Mar 02, 2012, 06:03 AM // 06:03
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#49
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Krytan Explorer
Join Date: Nov 2005
Guild: In Memorium [iBot]
Profession: Mo/A
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Quote:
Originally Posted by Rushin Roulette
Actually, I for one agree with Minion in this case. Read the Buttons you use to controll the Heroes with. In my Guild Wars, the middle option is "Guard". The Update sets the Heroes to actually guard the group instead of the old option which was more like "Randomly agro half the map".
Try setting the Melee heroes to "Fight" if you want the old agro"controll" back before complaining. My heroes are working fine if I set the Casters to "Guard" and the Melee to "Fight".
The only thing Id like Anet to look at is the "Avoid Combat" button. A few of my Monk Heroe bars use Mesmer interrupts for energy management, but refuse to use them if set to "Avoid combat" even if they are already in the middle of combat. It would be nice if they would use it without haveing to be set to "Guard", but as written there is a way around it. I just have to accept them randomly wanding enemies durign a fight .
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Again, you can argue the merits of what Guard should do with unflagged heroes, but that is not what the update was meant to do and is plain as day to anyone who can read. I don't know what's so hard to grasp about the idea that everyone would be happy if this had been done properly. People who like this kind of guard can flag their heroes, people who don't have a need for it can play normally. Maybe the people that need to stop complaining are the ones who are trying to force their playstyle down everyone else's throats in a semi-dead game where people have grown accustomed to hero behavior after 5 years?
Once again, I don't see the point in defending this at all. Applying this change only to flagged heroes(which was intended) would give everyone what they want. It's amazing what people will defend.
And no, this is not aimed at you, this is aimed at the more abrasive members of the community who would sincerely say "stop QQing" if Anet released an update that caused everyone in a district to explode if a person typed "boners" in local chat.
Last edited by DRGN; Mar 02, 2012 at 06:08 AM // 06:08..
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Mar 02, 2012, 06:12 AM // 06:12
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#50
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Ascalonian Squire
Join Date: Jul 2006
Guild: [LOF]
Profession: Me/
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Quote:
Originally Posted by Rushin Roulette
Actually, I for one agree with Minion in this case. Read the Buttons you use to controll the Heroes with. In my Guild Wars, the middle option is "Guard". The Update sets the Heroes to actually guard the group instead of the old option which was more like "Randomly agro half the map".
Try setting the Melee heroes to "Fight" if you want the old agro"controll" back before complaining. My heroes are working fine if I set the Casters to "Guard" and the Melee to "Fight".
The only thing Id like Anet to look at is the "Avoid Combat" button. A few of my Monk Heroe bars use Mesmer interrupts for energy management, but refuse to use them if set to "Avoid combat" even if they are already in the middle of combat. It would be nice if they would use it without haveing to be set to "Guard", but as written there is a way around it. I just have to accept them randomly wanding enemies durign a fight .
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How did you get your casters to do anything on guard? For me casters set to guard do nothing even then the foes are literally on top of them they just stand around idling. Calling targets within their aggro range doesn't help reliably either. Sometimes a few of the heroes will attack, other times they just take the damage. When dealing with a ranged mob they just stand back and let me leeroy. And no, I didn't flag them.
Maybe you have minion masters and spirit spammers as caster heroes (as spirit and minion behaviour is unaffected)? I just tried running somewhere with elementalists and mesmers and it was a bit of a nuisance.
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Mar 02, 2012, 06:26 AM // 06:26
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#51
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Desert Nomad
Join Date: Mar 2008
Location: Sacramento, CA
Guild: Geezers
Profession: R/
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Quote:
Originally Posted by Winola
How did you get your casters to do anything on guard? For me casters set to guard do nothing even then the foes are literally on top of them they just stand around idling. Calling targets within their aggro range doesn't help reliably either. Sometimes a few of the heroes will attack, other times they just take the damage. When dealing with a ranged mob they just stand back and let me leeroy. And no, I didn't flag them.
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Wow, sounds like my heroes are now going to be just as effective as my pets. lol
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Mar 02, 2012, 06:33 AM // 06:33
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#52
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Ascalonian Squire
Join Date: Jul 2006
Guild: [LOF]
Profession: Me/
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Quote:
Originally Posted by Voodoo Rage
Wow, sounds like my heroes are now going to be just as effective as my pets. lol
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they're not so bad on fight Fortunately. But I shall postpone trying to get the hang of UW heroway until I am more used to the new system.
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Mar 02, 2012, 07:16 AM // 07:16
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#53
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Lion's Arch Merchant
Join Date: Jul 2006
Profession: Me/Mo
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Genius! ANet is weaning players off heroes for GW2. An unexpected and brilliant move!
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Mar 02, 2012, 07:29 AM // 07:29
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#54
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Forge Runner
Join Date: May 2008
Location: East Anglia, UK
Guild: Order of [Thay]
Profession: N/
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Quote:
Originally Posted by Voodoo Rage
It makes sense for heroes to stand around taking caster damage without reacting at all? Some guard...
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I use melee heroes and they were triggering Mark of Pain better than usual, while never kiting the target foe. Do you call? Do you have your heroes set to aggressive? Because I see nothing bad going on so far... Only dagger spammery and Mark Triggery. Which is what I wanted.
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Mar 02, 2012, 07:35 AM // 07:35
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#55
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Lion's Arch Merchant
Join Date: Jul 2006
Profession: Me/Mo
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Quote:
Originally Posted by Voodoo Rage
It makes sense for heroes to stand around taking caster damage without reacting at all? Some guard...
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Quote:
Originally Posted by HigherMinion
I use melee heroes and they were triggering Mark of Pain better than usual, while never kiting the target foe. Do you call? Do you have your heroes set to aggressive? Because I see nothing bad going on so far... Only dagger spammery and Mark Triggery. Which is what I wanted.
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Using substitution of notions to skip over a point is just bad form...
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Mar 02, 2012, 07:58 AM // 07:58
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#56
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Krytan Explorer
Join Date: Oct 2010
Location: A giant mitten
Guild: TeAe
Profession: E/R
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I have two different minion bombers I regularly roll with, and I typically run an SoS build myself... then I've got a UA healer, & three mesmers (I have Razah as a mesmer) running Panic/Ineptitude/Keystone. My 8th varies - often Koss as an earth shaker.
Usually I have a problem with Koss shadow stepping to foes before I'm ready. I noticed during the ZVQ he wasn't doing that. Flip side is that I also noticed the little Panic (!!)s weren't popping up everywhere like they usually do.
Neither situation caused me any trouble in the VQ, but I always have a veritable army of minions plus my spirits, so that's not really surprising. I CAN see where this is going to be a big issue if I can't run my standard 7-hero party though, like when there aren't plenty of fleshy corpses. And there was a lot more hex removal going on instead of stopping it before it could hit us like usual.
I'm going to try going out with my mesmers on fight and see what sort of difference (if any) that makes for me. My UA healer has always been on avoid and seems to stick to me like a glove unless flagged, so I haven't noticed any particular ill effects in that regard.
But based on what I see so many people describing, especially in terms of heroes standing around taking damage if the foes are above/below, it sounds to me like a bug was added, not fixed. It'll be interesting to see if ANet responds to the thread about this on the Support site.
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Mar 02, 2012, 08:22 AM // 08:22
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#57
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Frost Gate Guardian
Join Date: May 2008
Profession: E/Mo
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Quote:
ANet is weaning players off heroes for GW2
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This perhaps?
This update is just a mess for those of us who've been using caster teams up until now, but maybe that's just exactly what was intended.
Anet, I can already solo stuff!
It would be better if 7 dummies weren't around whilst trying it, unless they only count as meat shields now.
This build is a prime example:
OAOk0IgqoSiz1sce2gmYMHXBDNC
Any of the Rit heroes will cast Splinter on any phys player or hero correctly and use Rift properly, however, spirits are only being used when enemies are already inside the aggro bubble.
And: Setting a bunch of dagger spammers to attack and using MoP is gonna get you into big trouble in HM!
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Mar 02, 2012, 09:51 AM // 09:51
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#58
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Desert Nomad
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Reading through all these pages really makes me shiver. It was already night when the update came so I only had time to read the notes, but I didn't have the chance to get in game and try yet. But reading the comments gives me enough already...I really really really hope they revert this mess back, or heroes will be almost useless meh :/ They must have confused the concepts of "fixing" and "screwing up" apparently...so they even test, sometimes?
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Mar 02, 2012, 11:15 AM // 11:15
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#59
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Forge Runner
Join Date: Sep 2010
Location: Somewhere far away from you
Guild: The Mirror of Reason[SNOW]
Profession: W/
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Besides lore, GW1 and GW2 are completely different games. There is no reason to "ween" players off heroes.
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Mar 02, 2012, 11:35 AM // 11:35
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#60
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Grotto Attendant
Join Date: Jun 2006
Location: Europe
Guild: The German Order [GER]
Profession: N/
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Perhabs fix for AFK glint farm?
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