Aug 28, 2008, 12:44 AM // 00:44
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#301
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Ascalonian Squire
Join Date: Aug 2008
Location: New York
Guild: The Pro Squad of Death and Doom [LEET]
Profession: Mo/
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I've had problems with henchies try to cast a spell and they'd continiously cancel it and just drain the hell out of their energy, and I'm not really sure why. They also had a bit of extra aggro. But IMO, H/H isnt better than playing with people, assuming the people are good ofc. I usually play with good people and if not, i kick or keep them for the lulz.
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Aug 28, 2008, 05:51 AM // 05:51
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#302
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Forge Runner
Join Date: Dec 2005
Location: Oz
Guild: Angel Sharks
Profession: Me/N
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With the exception of Olias being a little be back, and the occassional heal cancel - HH seems to have improved for me. Trying to get Devona to run in is a bit of a pain, but better than running all over the map.
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Aug 28, 2008, 06:11 AM // 06:11
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#303
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Frost Gate Guardian
Join Date: Aug 2007
Location: The Great State of Denial
Profession: W/Mo
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I took my Gang of Misfits out day before yesterday. They didn't give me any problems at all...
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Aug 28, 2008, 05:50 PM // 17:50
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#304
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Academy Page
Join Date: Apr 2008
Location: Hell
Profession: W/
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Quote:
Originally Posted by pumpkin pie
see pictures and cry. the hench is relaxing, i wasn't paying attention then i realise that the boss is not dying, and then i saw it, those four hench are idling beside my character .... look at the radar, it not even far away.
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rofl this always happens to me! They just stand there (sometimes) whilst im fighting
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Aug 28, 2008, 09:20 PM // 21:20
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#305
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Frost Gate Guardian
Join Date: Dec 2007
Location: USA
Guild: KORE
Profession: N/
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I’ve been playing my Necromancer and Elementalist since the AI got mangled a week or so ago and thought that the nightmare of having comatose Heroes and Henchmen was over … until today when I switched to my Ranger.
While capping Ranger elites in various areas in Factions I noticed the H/H were once again standing around doing nothing unless an enemy was either in our circle or touching it, even if the enemy was a called target. I thought maybe it was because he was using a longbow (shows how much I know about this stuff) so I had him use different bows with no change. I was going to see what happened if he used an axe but I forgot.
On a positive note, it was good to see that once an enemy did come to their attention they did actually use spells and animates which is a heck of a lot better than last week. Plus the Elementalists did continuously keep up all their attunements. So they’re not totally broken like before.
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Aug 29, 2008, 06:40 AM // 06:40
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#306
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Jungle Guide
Join Date: Jan 2008
Location: In your fridge, stealing your pickles. for mah subway
Profession: R/
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I've seen now that MM gets way, WAY too far behind, casting DN. He does't cares the full group is moving, like before.
Just doing a 4 man area, Tahlkora drained 10 energy canceling heals to the minions, she had Divine Spirit on so it's pretty much like ~15 canceleled spells.
WHY ANET WHY.
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Aug 29, 2008, 07:32 AM // 07:32
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#307
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Wilds Pathfinder
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Been having the same situation in the Furnace with my ranger, especially if I'm on a slope shooting down, where the arrows travel further. Not really been a problem as frequently the minions will still be close enough to that next target to barrel in to them even if the H&H aren't. Just need to learn to edge up a bit for the H&H to engage.
And have been having the same problem with Olias lagging behind but that's been going on for a while now. Just have to wait for him to catch up before attacking. No biggie.
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Aug 29, 2008, 01:21 PM // 13:21
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#308
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Krytan Explorer
Join Date: May 2007
Profession: P/
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Aaaaarrggh!!!!
I just did the Moddock's Crevice missions and had to redo it 4 times to get Master's only because the damn heroes wouldn't attack the Corsair Runner I had targeted them to attack (using the target selection button on their bar no less) once he got outside of range. I had Koss and Vekk (w/a Water snare build) targeting him while I used Crippling Anguish on the other runner, and Vekk simply never cast his spell while Koss (on Aggressive) ran toward him then stopped and walked back to me!
I've always completed this mission with Master's before, seldom needing to do it more than twice (bad bug spawns that got them involved while trying to take out the runners) - but at least the H&H AI did what they were supposed to do! Now? Argh!
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Aug 29, 2008, 01:35 PM // 13:35
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#309
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Jungle Guide
Join Date: Apr 2008
Guild: [bomb]
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Quote:
Originally Posted by ALF71BE
I've seen now that MM gets way, WAY too far behind, casting DN. He does't cares the full group is moving, like before.
Just doing a 4 man area, Tahlkora drained 10 energy canceling heals to the minions, she had Divine Spirit on so it's pretty much like ~15 canceleled spells.
WHY ANET WHY.
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When flagged he will run and keep up (canceling casting dn) It works fine for me. I know it is a bit pain to keep those flags but actually flags were designed to show heroes where they should be at a given time.
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Sep 05, 2008, 02:10 AM // 02:10
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#310
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Wilds Pathfinder
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Still having problems with heroes cancel casting, especially resurrection skills (notably Rebirth). The can't seem to handle casting a rez if there is a monster within 2 or 3 aggro bubbles length.
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Sep 05, 2008, 08:59 AM // 08:59
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#311
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Krytan Explorer
Join Date: Apr 2008
Profession: R/
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I saw some weird behavior in my MM's minions. There were few trolls right in front of the minions wacking away at a dervish hero. The minions stood there for good 5 seconds in a formation (not all of them - like three shambling horrors). They eventually started moving and attacking though.
One thing I like about the new H/H AI is that they don't drop what they are doing in middle of the battle and start following me when I start moving somewhere in battle. I've been frequently forced to stand my ground in battle (as a ranger) as all the NPCs would abandon battle and start following me as soon as I click on empty ground to make my toon move.
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Sep 05, 2008, 03:47 PM // 15:47
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#312
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Krytan Explorer
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According to Anet, the Barnum & Bailey's henchman circus has been fixed via more recent updates though I have yet to see any improvement.
Casters still cancel in epileptic fashion until their energy is gone. My party still stands within spitting distance of enemies doing nothing. Ogden still runs up to me for a pat on the back before healing me. And Devonna (God bless her, such a rebel) stills runs <-- this way while my party is running --> this way because some monster looks at her the wrong way.
Is it that hard to just set them back the way they were? Or is Anet referring to "fixed" as in neutered?
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Sep 05, 2008, 04:17 PM // 16:17
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#313
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Frost Gate Guardian
Join Date: Nov 2006
Guild: Angels of Death
Profession: Mo/
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I still can't rezzed by hench or heros.
Was doing the mox missions and several times, when someone would die, they would not get rezzed. Had this scenario:
I died, had 3 heros, 4 hech left. 1 hero had FoMF, had 2 monk hench, 2 ele hench. 1 by 1 they all began to die. It was down to my last henchy (a monk) who was <50% health, and they finally ran over and rezzed me after nearly 2 minutes of being dead.
Its almost like they won't rez, till after battle or some other extreme condition is met, that they decide to rez mid battle.
Last edited by AOD_EaSyKiLL; Sep 05, 2008 at 04:26 PM // 16:26..
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Sep 05, 2008, 04:46 PM // 16:46
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#314
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Krytan Explorer
Join Date: Oct 2005
Location: Los Angeles
Guild: none
Profession: E/Mo
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Devona always has a death wish. She lost Menlo to Cynn.
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Sep 05, 2008, 07:48 PM // 19:48
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#315
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Forge Runner
Join Date: Jan 2006
Guild: [HiDe]
Profession: W/
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Okay Anet I'm going to assume you just cannot fix the heroes, because they still have problems that have been there. The other day Jora was canceling her rez signet over and over and over. Sometimes they will just stand there and look stupid. They sit in AoE and die, sometimes they move, but most of the time they just die. As a warrior that's very annoying as I'm in the front and cant' really check on the back, and when I have to re-flag them, I lose focus on my current obligation.
Is something wrong that you cannot program the heroes/henchies?
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Oct 19, 2008, 02:10 AM // 02:10
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#316
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Wilds Pathfinder
Join Date: Oct 2005
Guild: The Rusty Rose
Profession: W/Mo
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I have come to the conclusion that they do not want to program the HH to be effective. Lina and Mhenlo now attack and agro as much as possible. They no longer rez if possible, and will avoid rezzing players if at all possible - even after all HH are rezzed. The goal appears to be to make HH so undesirable that you would rather play with any just bought the game and payed to be leveled NUG still putting 5 different insignia on their armor, and three minor vigors with two minor strengths. I do take such players in and help them learn the game, a Few at a time. In fact, I have spent most of 3 years between advancing my own stuff and helping people get started.
But if/then directives for combat should not be incredibly difficult to right, only moderately so. Further, when the behavior goes to something as horrendous as agroing constantly where that did not happen before, failing to use skills where that did not happen before, wasting energy for no reason and no effect where it did not happen before, then yes - it can only be deliberate.
I have some good players in my alliance I play with. I do not PUG. My in game experience, my in forum experience, and my experience with GW staff has only given me more reason to be less social. It is just like the current issues with lag in game. GW insists all lag must be singular and a problem on my computer. When I mentioned that I have an alliance of people from different ISPs, different continents, different systems, etc. all suffering the same lag across the board they insisted the only common factor - them - just could not be it. Why and ofcourse, no one else has said anything so it must only be my computer (where in fact I have had less than the others I was speaking up for.) So of course, it couldnt be possible that after years of not getting things done right for the right reasons people have just quit bothering to let them know or try to deal with them.
It is the same on the HH. At this point they cannot possibly be making any claims to be trying to make them effective or efficient. If they were they would work. The behavior I see in HH is now about the same as a PUG of nitwits. PRetty soon there will be no reason to do anything one cannot solo.
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Oct 19, 2008, 02:34 AM // 02:34
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#317
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Furnace Stoker
Join Date: Mar 2007
Guild: Our Crabs Know True [LOVE]
Profession: R/
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I haven't had issues with heroes or hench either one since the 'fix' update. Before they made the 'fix' there were some minor issues, but they were predictable ones I could avoid. Those predictable issues have disappeared for me. Hench and even heroes are not perfect, never have been, and never will be. They are, however, useable if you know how. Considering I use hero/hench to do quite a bit of HM, I'd say the problems are based on how they are used, and not how they are programmed.
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Oct 19, 2008, 09:22 AM // 09:22
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#318
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Grotto Attendant
Join Date: May 2005
Location: At an Insit.. Intis... a house.
Guild: Live Forever Or Die Trying [GLHF]
Profession: W/Me
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There IS still an issue with henches, and that is that the hench monks are set on 'aggressive'. If you aggro a mob, then back off until the mob starts to lose aggro, then you will see your monks run after the mobs, way outside your aggro bubble, to wand them.
As far as I can tell it's only the monks which do this, none of the other casters.
Another problem now is that aggro range has been lowered TOO much for your heroes. If you look you will occasionally see heroes, if set to 'defend' which do not attack enemies even though both the hero and the enemy is inside your aggro bubble. Hero aggro bubbles are much smaller than human aggro bubbles, and the heroes now are set to attack enemies inside THEIR aggro bubble range. Which is not how it's supposed to be.
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Oct 19, 2008, 01:16 PM // 13:16
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#319
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Wilds Pathfinder
Join Date: Oct 2005
Guild: The Rusty Rose
Profession: W/Mo
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Because Magma's sole purpose in responding to anything I state is to call me a liar even when she knows I am 100% right I always discount anything she has to say or contribute.
Numa is correct. With Heroes set to aggressive, they stood still while Mhenlo and Lina ran a bubble and a half to attack a foe set ranger spirit and agro in approximately 10 Stone Summit. Because getting players I can trust and rely on when I need them is mostly impossible I have had to HH most of GW. With these exceptions: D'Alessio, Aurora Glade, Eternal Grove, Jokanur, Moddok, Grand Court, Jehnur, Morah, Assualt on the Stronghold, and Heart of the Shiverpeaks I expect to HH.
Since I was able two years ago to hench prophecies with a Mesmer, as Mesmers were undesirable until the final mission in Prophecies, I feel quite capable of running henchies adequately. As I have used HH for most of the game, especially while working on survivor because others cannot be trusted with your effort, I have a great deal of experience being successful with it.
Thing I notice specifically:
The Hench monks will go out of the way to agro.
Melee characters no longer agro when set to agro.
Melee characters no longer attack when set to guard and you pull/attack.
Calling targets is useless with a live or HH party - neither attacks the called target.
MMs drink tea while party fights.
Edit: For the Record: I HHd Vanq of Cantha, and most of Guardian - can't HH HM Boreas or Eternal Grove and no one in alliance has time as they are too busy elsewhere or not ready for it yet.
Last edited by Fitz Rinley; Oct 19, 2008 at 01:27 PM // 13:27..
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Oct 19, 2008, 01:34 PM // 13:34
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#320
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Krytan Explorer
Join Date: Aug 2008
Location: wisc
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h/h acting like that isnt a mistake. anet wants people to play the game as it was designed. mmo. if you are gonna play the game with just h/h and complain about lag, why not play a single player game...
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