Nov 04, 2009, 05:12 AM // 05:12
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#1
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Frost Gate Guardian
Join Date: Oct 2007
Location: Canada!
Guild: none atm
Profession: R/A
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Magehunter Henchman (GvG)
Okay, so this is a simple suggestion about the Magehunter Henchman in the guild hall. A recent change to the way henchmen and heroes use shadowstep skills, especially Death's Charge, has caused a problem with the way they use it in PvP (and somewhat PvE). They currently use it to initiate combat, which I suppose is alright for PvE, but in PvE, the idea of a teleport/shadowstep on a frontline is the extra element of surprise, so your opponent doesn't have the ability to preprot as well as if they saw you run up to a teammate. Instead I propose that henchmen (in PvP) use shadowsteps soon after you ping a target to simulate a stronger spike while using this henchman.
Thanks,
Crip
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Nov 04, 2009, 06:20 AM // 06:20
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#2
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Ascalonian Squire
Join Date: Oct 2009
Guild: Dragon Of Sunset
Profession: W/
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Quote:
Originally Posted by Crippie its Tom
Okay, so this is a simple suggestion about the Magehunter Henchman in the guild hall. A recent change to the way henchmen and heroes use shadowstep skills, especially Death's Charge, has caused a problem with the way they use it in PvP (and somewhat PvE). They currently use it to initiate combat, which I suppose is alright for PvE, but in PvE, the idea of a teleport/shadowstep on a frontline is the extra element of surprise, so your opponent doesn't have the ability to preprot as well as if they saw you run up to a teammate. Instead I propose that henchmen (in PvP) use shadowsteps soon after you ping a target to simulate a stronger spike while using this henchman.
Thanks,
Crip
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One of many, many flaws you will start to see with pvp henchmen trying to use meta game builds meant for human players to use in specific combat situations.
Don't look for a fix on this anytime soon.
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Nov 04, 2009, 06:44 AM // 06:44
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#3
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Desert Nomad
Join Date: Sep 2007
Location: Northeastern Ohio
Guild: LaZy
Profession: P/W
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What your suggesting is apparent for most PvP henchmen. the entire thing was pretty fail, but I doubt anything will be done to it. AI Is not able to match human intelligence.
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Nov 04, 2009, 06:45 AM // 06:45
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#4
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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The way they use it now is fairly ideal with the AI confines, actually. The first teleport of a battle will be wasted, but after that they use it when switching to a far-away target. Makes them much better at converging than any other henchmen.
The AI runs the hammer henchies about as well as you could expect AI too. They only flail against KD'd targets, they save bash for after magehunter is used, the cancel into enraged as soon as they can. The horrible positioning, not knowing when to spike etc, of course remains a weakness and probably won't be solved, but I think this particular henchie is adequate for the intended purposes.
Now the wastrel's sin that can't even complete his chain on a stationary, unprotected target 9 out of 10 times... that's something else.
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Nov 04, 2009, 03:04 PM // 15:04
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#5
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Atra esternĂ ono thelduin
Join Date: Jan 2008
Location: Madness Incarnate
Guild: [Duo]
Profession: W/P
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Feedback:AI
go here to make your suggestion ;-)
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