Oct 30, 2006, 02:48 AM // 02:48
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#1
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Desert Nomad
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Latest AI buff
Well, everybody has been complaining quite heavily about the nerfing of most farming. Of course it wasn't a direct nerf to farming, it was a new 'buff' if you will, to AI. I can completely understand that they want to make farming harder. When this game first came out, 15k armor was supposed to be a somewhat difficult thing to get, and FoW almsot unattainable. But people have found ways to make money through farming. So again, I can understand why they would want to make farming a more difficult process.
However, this last update is killing me. I had a 55 monk, and it's really not nearly as useful to me as it was before. But that really doesn't bother me, because the idea of having 7 enchants on you and reducing 200 damage attacks down to 5 seems to defeat the purpose of skill anyways. In my opinon though, they did this nerf the wrong way.
Point in case, I was skill capping earlier today and I would walk up to a small group of maybe four or five enemys. It would be me, and my 7 henchies. Now after a few seconds of attacking, the monsters would all scatter and there were double aggros and tripple aggros everywhere. If they move away from you, that's one thing. But when they run half way across the map that's another thing. I guess this is what anet considered "kiting".
Basically, what I'm trying to get at here is...anets doing everything in their power to make this game easier for newer people. Like with the change to 6v6 HA, and adding heros (grr That's a different subject). Now newer people can get in, and this makes things easier on them. So it seems like they're ruining PvP (or at least tombs) to make it easier for newer people, and ruining PvE to make it harder for everybody.
Again, I'm not asking them to turn it back. I'm just asking for a reformatting. If the monsters run away from AoE damage at 40% I could live with that. But when there's just one thing there, and it's just me hittting it. It's pretty sad when I have to chase across the map to kill it becuase of this new update. It makes everything take two, three times longer than it should.
Last edited by Legendary Shiz; Oct 30, 2006 at 02:51 AM // 02:51..
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Oct 30, 2006, 02:59 AM // 02:59
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#2
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Krytan Explorer
Join Date: Apr 2005
Location: Canada
Guild: [FiRM[]
Profession: R/
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Ya I agree just today I had to chase a couple of monsters around. At least reduce the time they kit or something :/
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Oct 30, 2006, 03:06 AM // 03:06
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#3
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Site Legend
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Sorry but another thread on this tired subject isn't needed, post in one of the other countless threads.
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Oct 30, 2006, 05:06 AM // 05:06
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#4
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Frost Gate Guardian
Join Date: Feb 2006
Guild: The Benecia Renovation [RenO]
Profession: Mo/Me
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I agree in a way. I do not like having to constantly chase around enemy monks because I get them to low HP. They run, and then my heroes seem to always chase them and then they pull another group. That goes on and on, and then we die. The monks end up completely ditching their jobs to run away to another group..really frustrating.
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Oct 30, 2006, 05:23 AM // 05:23
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#5
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Desert Nomad
Join Date: Dec 2005
Location: Hawaii
Guild: ----- 15^50[Rare] ---- Alliance: ----- [SMS] -----
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^learn hench control
don't blame the computer for being smarter than you
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Oct 30, 2006, 05:52 AM // 05:52
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#6
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Desert Nomad
Join Date: Nov 2005
Location: Eh I forget... o_O
Guild: Biscuit of Dewm [MEEP]
Profession: R/
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Manic I dont think they "intended" for them to run that far away, I think THAT part of the new AI is a glitch. Running away sure, but traversing the map, I highly doubt it.
Again there are many threads about this already -_-
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Oct 30, 2006, 06:14 AM // 06:14
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#7
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Frost Gate Guardian
Join Date: Jan 2006
Location: Illinois
Guild: Feners Reve
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Yeah I've had the same problem, and for some reason they will sometimes bug and follow you ultill you zone, sometimes they will atack you sometimes they will do nothing but follow you. And if you try to attack them they run away very fast...but always cmoe back. Very annoying to say the least.
Especially if it's 4 Dolyak Masters...and they heal everything you try to fight but you can't kill them because they run as fast as you sprint. -_-
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Oct 30, 2006, 06:36 AM // 06:36
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#8
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Lion's Arch Merchant
Join Date: Jun 2005
Guild: Me Want Snuu[Snuu]
Profession: D/W
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the AI does need some work. the other night I tried doing elona and had to deal with the monk boss that runs away when I go after him and when I move on he follows and heals the mobs I was fighting -_-
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Oct 30, 2006, 06:57 AM // 06:57
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#9
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Frost Gate Guardian
Join Date: Mar 2006
Guild: Raiders of Gilead
Profession: W/R
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Yes, same here. We are in middle of a mission trying to kill a healer and he just ran away very fast I must say. The problem if you dont chase him he will heal everything and if you try ti kill him he run away.
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Oct 30, 2006, 08:25 AM // 08:25
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#10
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Ascalonian Squire
Join Date: Jul 2006
Location: Kansas
Guild: Legend of Five
Profession: R/Mo
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Surounding them works. Try pulling so you don't get adds. Easy.
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Oct 30, 2006, 01:52 PM // 13:52
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#11
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Wilds Pathfinder
Join Date: Jan 2006
Location: Dublin, Ireland
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I haven't noticed this problem at all.
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Oct 30, 2006, 02:00 PM // 14:00
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#12
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Ascalonian Squire
Join Date: Sep 2005
Guild: We Are All Pretty [ugly]
Profession: Mo/
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Bring snares.
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Oct 30, 2006, 02:17 PM // 14:17
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#13
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Wilds Pathfinder
Join Date: Dec 2005
Location: Isle of the dead
Guild: [DVDF][LDS]
Profession: P/W
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Absolutely loving the new AI update!
Finally my mesmer doesnt end up tanking with the hench.
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Oct 30, 2006, 02:40 PM // 14:40
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#14
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Banned
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Quote:
Originally Posted by Manic Smile
^learn hench control
don't blame the computer for being smarter than you
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Yeah, henches running back and forth pointlessly because of the new AI is sure going to be fixed by hench control and it certainly makes them smarter than me.
PvP players should be banned from discussing PvE changes.
Oh, I'm sure that solves the problem, especially on bosses that get half-condition and hex time.
Quote:
I haven't noticed this problem at all.
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Then you don't play PvE and should stay the hell out of this conversation.
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Oct 30, 2006, 03:00 PM // 15:00
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#15
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Forge Runner
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Quote:
I haven't noticed this problem at all.
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Me neither.
Quote:
Originally Posted by Mr_T_bot
Then you don't play PvE and should stay the hell out of this conversation.
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Just finished Nightfall campaign last night.
I played an SS necro (not a melee character, so I personally didn't have to chase anything). I guess my heroes just tear them apart faster than they can run away...
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Oct 30, 2006, 03:05 PM // 15:05
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#16
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Frost Gate Guardian
Join Date: Dec 2005
Location: Australia
Guild: Celestial Order
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Over in Consulate Docks the priests kited like WTF. That, was some serious ^_-a
However after that, I haven't really noticed any significant kiting, like doing a cross-country marathon as some have mentioned already lol
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Oct 30, 2006, 04:21 PM // 16:21
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#17
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Krytan Explorer
Join Date: Jul 2006
Guild: Defiant Dragons
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One of the things that can help some is to notice that heros have a target button. Call a target (control-shift-space) well away from the group, and lock your melee heros onto it. then attack the melee mobs out in front. I do this with my warrior and Koss: my warrior kills the melee mobs, while Koss harries the monks.
Anti-kiting thoughts. Casters seem to automatically run if you target them first. they almost NEVER run when they're the only ones left. If you can, kill all the melee mobs first, then the casters won't usually kite. Or, failing that, tear into the group, do some damage, THEN switch targets to the caster. I've seen monk mobs with no damage on them kite because they didn't have to stop and heal anything. Doing damage to the group first seems to set them up for combat, not running.
If they run away, switch targets back to the melee mobs and attack. The runners will return, just keep switching targets until they stop running from you (or, as above, set your heros to attack the things that will run, while you target something that won't - it seems to actually work)
Hopefully, some of the screwier things about the new AI will get smoothed out, and soon, but for now, you CAN work around the silliness of it partially.
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Oct 30, 2006, 04:31 PM // 16:31
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#18
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Pre-Searing Cadet
Join Date: Oct 2005
Location: A Troll Cave
Guild: Extreme Destroyers
Profession: W/
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i've found that if 1 mob runs when u attack it just break off and attack a diff mob untill the running one is the last and he wont run. if it's only 1 mob and he runs cripple him
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Oct 30, 2006, 04:38 PM // 16:38
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#19
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Hell's Protector
Join Date: Jul 2005
Guild: The Eyes of Texas [BEVO]
Profession: D/A
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Now that I have played against the new AI for a few days now, I can truly say that:
1. Soloing PvE without henchmen is much easier. The scattering of mobs actually reduces the heat that your character takes in mid-battle. That and, with proper positioning, you can actually separate the enemy monks from the other range attackers, allowing you to pick them off much easier.
2. Solo FARMING has definitely taken a hit, as the strategy of aggroing the enemy and killing them all at once is all but gone. You can still solo farm, but it just takes much longer.
In short, I'm loving the AI update. I'm very close to soloing areas that I had not been able to before given the ability to split mobs (again, in particular separating the healers from the rest).
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Oct 30, 2006, 06:21 PM // 18:21
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#20
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Ascalonian Squire
Join Date: Nov 2005
Location: Between keyboard and chair
Guild: KoTR
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You know, so many people are used to dropping one target at a time in PvE. What you should be doing is pressuring the monk and then dropping another target. It is a very rare occurance (i.e. 2-uber monks in a group) that the monk NEEDS to be the first target. Sure it makes the group go down faster, but it is not a requirement. Thin the group, then pull and body block the monk. PvE is certainly more interesting than just dropping baddies in the 'standard' order.
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