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Old Mar 02, 2012, 12:21 AM // 00:21   #21
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Thumbs down nasty update

This has to be one of the most horrible updates ever experienced:
  • 1. Heroes will not attack stuff until it's well inside the aggro bubble (All set to guard 'cept healer)
    2. It's necessary to micro almost everything
    3. Calling is not helping much

It feels like going back to having to use all henchies again.
Even had the healer walk smack into a bunch of warriors, despite being flagged
Rit is running away from stuff, instead of raising Spirits.

Hope these can be rectified.
(In over 5 years of play etc. etc. Rant over )
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Old Mar 02, 2012, 12:55 AM // 00:55   #22
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yeah...just did unwaking waters...NONE of my heroes would attack kunnie--even WHEN CALLED-- unless I was basically right on top of it! (and yes I was a caster).
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Old Mar 02, 2012, 12:56 AM // 00:56   #23
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Bug Fixes: I'll be doing Talus Chute tomorrow with my Assassin so the timing on that fix is great. I've been lucky not to have the bug affect either my Necro or Mesmer when they vanquished that area in the past. However, my Mesmer did have to repeat a VQ of Shenzun Tunnels because a trio of Afflicted went through the portal to Matu Keep.

Feature Updates: Hurray for adjusted chatter! I'll be vanquishing Vehtendi Valley later this evening so I'll get to see how that looks.

I'm not sure about the aggro fix. I've noticed that heroes usually won't attack an enemy within aggro unless I call a target or one of them is attacked first, so that doesn't seem different to me. The only type of "enemy" that ever really attracts their attention and makes them attack without provocation is a spirit.
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Old Mar 02, 2012, 01:01 AM // 01:01   #24
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Can this part:

Quote:
Adjusted the aggro range of flagged heroes and henchmen.
be changed back, please? I haven't seen it quite so bad yet since I'm currently playing with my assassin, but I watched my sister play her mesmer, and it was terrible on her side. None of her heroes were attacking, even with enemies in aggro range, and even though they weren't flagged. I checked her hero windows to make sure none of them were set to avoid, and they weren't. And if it's that bad with a caster, it must be a nightmare for a non-shortbow ranger. :/
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Old Mar 02, 2012, 01:34 AM // 01:34   #25
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its a good thing I did my wilds mission before the update (the one where you have the vine seed) since I wasnt attacking only using skills--after the update I would probably have to had dropped the dang thing all the time--waste of time.

not as good of an update as I had hoped
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Old Mar 02, 2012, 02:00 AM // 02:00   #26
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Dear ArenaNet

Today I would like to talk to you about a brand new business concept I can teach you for the low, low price of only 2 million dollars. It's called "testing".

Please contact me urgently in this regard, as I think you could really benefit from this concept... In fact, I'm fairly sure that, without it, your much anticipated new product, currently called Guild Wars 2, will fail spectacularly, and thence forth be known as Fail Wars.

Your Sincerely

Someone Competent.



Quote:
Originally Posted by jimbo32 View Post


Feature Updates
  • Adjusted the aggro range of flagged heroes and henchmen.
Revert this. Then put it under Bug Fixes in the notes section.

Also, as an object lesson to others, make the person who was supposed to test these changes type this message on the bottom of the update notes 100 times, no cut and paste..

My name is <insert name here> and I am a div for not testing properly.

Last edited by enter_the_zone; Mar 02, 2012 at 02:10 AM // 02:10..
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Old Mar 02, 2012, 02:31 AM // 02:31   #27
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This hero aggro range is HORRID. Even unflagged heroes will not attack anything unless it's within like 2 feet of them unless you ping it. It's nigh unplayable. I didn't notice this until I was testing the sin changes on isle of the nameless and was wondering why my other heroes weren't even trying to move in to attack. Speaking of which, I also noticed NO change in assassin chain execution; they use the first chain just fine and fail horribly afterwards. That's exactly what they did before. Just roll back the entire update and put the bug fixes back in...

Last edited by DRGN; Mar 02, 2012 at 02:35 AM // 02:35..
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Old Mar 02, 2012, 03:23 AM // 03:23   #28
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So, it would be pretty cool if heroes could cast stances before they end, and even if they do end, cast them while attacking. As it is, they take a good 2 seconds out of their chain-time to recast WotA and Critical Eye. The targeting thing isn't an issue for me because I call everything; which should be regular practice anyway and you're bad if you don't.
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Old Mar 02, 2012, 03:47 AM // 03:47   #29
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The new hero aggro update makes the game unplayable for me. I just slogged through "What Waits In Shadow" with a caster team and my heroes wouldn't attack until they were almost wiped by attacking mobs. For my playing style, I'm just going to stop playing until they fix it (I'm sure they will).
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Old Mar 02, 2012, 03:52 AM // 03:52   #30
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Hero ai is fine for me, what are you guys doing?
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Old Mar 02, 2012, 03:52 AM // 03:52   #31
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I thought it was just me, but i see others have had issues too. My heroes just stood around while I called and called.
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Old Mar 02, 2012, 04:04 AM // 04:04   #32
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Blech - not happy with the hero agro change.

I put them on "fight" but even then it was like pulling teeth to get them to attack properly. I wouldn't mind if they behaved like this when flagged - but unflagged?
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Old Mar 02, 2012, 04:09 AM // 04:09   #33
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Heros were ALREADY screwed up after the update before this one. Now they are even worse. =(

Last edited by Eevee11; Mar 02, 2012 at 09:55 AM // 09:55..
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Old Mar 02, 2012, 04:33 AM // 04:33   #34
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I'm having all sorts of issues with hero AI too. Enemies definitely have to be in aggro range for them to react to anything. They will stand and take damage otherwise.

Also I'm seeing a lot of wanding when available skills could be used...

These comments are for mostly caster heroes set to guard. I'll switch some to attack and see if that improves things.

JK
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Old Mar 02, 2012, 04:44 AM // 04:44   #35
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The aggro change is completely pointless. It's causing more harm than good. I guess guard is useless now lol?
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Old Mar 02, 2012, 04:46 AM // 04:46   #36
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It makes more sense for Guard to be like this. Before; Fight was useless due to over-extending. I like this new system and I hope Anet don't revert due to QQers who can't change their game.
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Old Mar 02, 2012, 05:02 AM // 05:02   #37
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This update has created havoc for hybrid heros. Simply cannot control them without microing.
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Old Mar 02, 2012, 05:07 AM // 05:07   #38
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Quote:
Originally Posted by Essence Snow View Post
This update has created havoc for hybrid heros. Simply cannot control them without microing.
If this is true (I don't know for sure since I havent played much since the update yet), then I like it. It would be nice to see heroes return to predominately single-role builds, sort of like what you see on most human players.
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Old Mar 02, 2012, 05:11 AM // 05:11   #39
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Quote:
Originally Posted by HigherMinion View Post
It makes more sense for Guard to be like this. Before; Fight was useless due to over-extending. I like this new system and I hope Anet don't revert due to QQers who can't change their game.
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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Old Mar 02, 2012, 05:19 AM // 05:19   #40
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Hero aggro is abysmal.. I had to go to a shortbow mid vanquish just to try and pull my heroes into combat. Forget first strike interrupts.. my heroes acted as if the enemy didn't exist until pulled into short range.

Impossible to engage most ranged mobs at longbow range.. my heroes would just watch me solo duel it unless I closed range and put them deep into the aggro bubble.

All set to guard except monk. This is not "guard" mode as defined ingame as they will not respond if told to attack, nor will will they respond to being attacked from outside of their aggro radius.

Not only would they not respond to calls, but I would watch them get bombed from mobs on high ground and do nothing.. as their attacker was was out of aggro bubble. Kind of silly to watch them just take hits and do nothing but the crouch animation.

All of this was while unflagged.

None of the heroes would react in this situation.. Only the minions would go forward to attack.

Edit to add.. far too easy for HM mobs to just run out of range and be forgotten as well. I would have to chase them down and pull my heroes into the aggro again.. they would not pursue in most cases no matter how damaged the mob was.

again. Unflagged.

Last edited by Lasai; Mar 02, 2012 at 05:34 AM // 05:34..
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