Jan 21, 2007, 11:27 AM // 11:27
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#21
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Wilds Pathfinder
Join Date: Feb 2006
Location: Tx, USA
Guild: The Infinite Monkeys [TYPE]
Profession: W/
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the AI is swifter to move to follow you because pre-nightfall, the henchies were slow to disengage, resulting in the opposite problem: they'd get themselves killed and wouldn't follow the pc's until you'd ran miles away.
so, they made the heroes/henchies follow you very fast indeed, and now they disengage to follow you a bit *too* quickly. in anet's defense, it's hard to pace how fast is fast enough, or too slow, since it depends largely on the pc's playstyles, which vary widely.
eudas
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Jan 21, 2007, 05:06 PM // 17:06
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#22
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Banned
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Quote:
Originally Posted by strcpy
I wouldn't mind a "retreat" call and them assume "stand your ground" until I signal it, but I doubt it will happen.
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I've long thought a 'Retreat!' button would come in handy. If the party leader hits whatever key is used for it human members get a "Retreat!" message, maybe with a particular sound, and the AI disengages. If you don't hit it the AI doesn't disengage if you move until you get, say, an agro circle away. It would solve the 'When to break off?' problem for the AI and make it a little easier for human teams.
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Jan 22, 2007, 03:59 PM // 15:59
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#23
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Academy Page
Join Date: Dec 2006
Location: USA
Guild: Swords of Honor (Officer)
Profession: Mo/Me
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With my monk, kiting is often necessary to survive. So if I find an area where I have to kite to beat the mob, I use the individual flags for the spellcaster heroes to keep them "safe" and then flag the rest near the action. Then I can kite all I want.
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Jan 22, 2007, 05:01 PM // 17:01
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#24
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Jungle Guide
Join Date: Sep 2006
Guild: Warrior Nation[WN]
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I noticed that. I usually just press C so they continue to attack. Its just that my heroes sometimes run headlong into battle with my henchies and I don't understand why. I have all of them on Guard and so they should stay near me. Truthfully, the weird AI just makes the game more challenging. *lol*
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Jan 22, 2007, 07:02 PM // 19:02
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#25
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Academy Page
Join Date: Mar 2006
Location: Canada
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I have noticed heroes stop fighting to scatter when I move closer into the battle (to do a Touch for eg.). I think it happens only when I WASD closer to my target and not when I just activate the skill (have to experiment to confirm this).
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Jan 22, 2007, 11:54 PM // 23:54
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#26
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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Quote:
Originally Posted by Avarre
Are you kiting laterally and maintaining the same distance to the mob, or running away? Running back tends to disengage, I find.
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I usually run back and kite more toward that way or any empty space on the map and back.This is when I play my Monk though.
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Jan 23, 2007, 12:03 AM // 00:03
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#27
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Forge Runner
Join Date: Jun 2005
Location: Seattle
Guild: SPQR
Profession: N/R
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map the flags to a hot key, flaggin via hotkeys are a life saver when dealing with henchies and hero parties.
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Jan 24, 2007, 03:31 PM // 15:31
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#28
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Frost Gate Guardian
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Quote:
Originally Posted by Priest Of Sin
In defense of W/Mo... I bring Rebirth, and no other monk spells. NO MORE W/Mo Hate!
I use this little AI bug to my advantage, actually. When I use Incindiary Bonds (sp?), I want the thing i put it on to live for the next 3 seconds. I move a bit, the heroes disengage, and then iv'e lit up the entire enemy mob.
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There's other skills one can take that would avoid the W/Mo hate _and_ give more utility. Rt has Death Pact Signet and Flesh of my Flesh. Paragon has Signet of Return. And guess what? You won't be mocked. You can even delve a little into your secondary to drop shouts or use weapon spells.
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