Aug 18, 2008, 05:28 AM // 05:28
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#1
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Grotto Attendant
Join Date: Aug 2007
Location: Canada
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Revert the Hero AI
We've all noticed since the updates on the 7th/8th of August, Hero and Henchmen AI has suffered massively. Quite simply, I propose a rollback to before those two updates, because the Heroes and Henchmen were doing relatively well before them.
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Aug 18, 2008, 05:30 AM // 05:30
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#2
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Forge Runner
Join Date: Jun 2006
Guild: Guildless, pm me
Profession: R/Mo
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"Well" is a bit of an overstatement. "Better" is a more appropriate word.
I give Anet an A- for effort, but a D+ for practicality.
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Aug 18, 2008, 05:42 AM // 05:42
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#3
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Krytan Explorer
Join Date: Sep 2007
Location: Uhmmmm??
Guild: Limburgse Jagers [LJ]
Profession: N/
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Are they ???
I play HM dungeons most days with H/H without any problems.
Maybe that could improve the agro distance of the casters more.
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Aug 18, 2008, 06:03 AM // 06:03
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#4
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Krytan Explorer
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to be honest it seems im being pre protted (YES I KNOW) from h/h i think that there iq may have gone up( i dont use melee henchmen that people find to be the problem) so far i have enjoyed the update althoguh i dont look at my heros to much so they may be doing bad but im just not noticing it
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Aug 18, 2008, 06:16 AM // 06:16
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#5
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Krytan Explorer
Join Date: May 2005
Location: Floating amongst the ethereal seas of placating breezes.
Guild: Like A [Boss]
Profession: Mo/
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I haven't noticed any pre-protting from heroes, but I have noticed an increased stupidity in running to attack mobs while on guard.
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Aug 18, 2008, 06:26 AM // 06:26
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#6
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Ascalonian Squire
Join Date: Apr 2008
Profession: Me/E
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I have started palying Heros to capture some elite skills over the weekend. I noticed Devona frequently initiated attack to a nearby group at more than 2 times the distrance of the aggro circle and causing major unwanted aggro issues. She is out of her mind after the recent update.
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Aug 18, 2008, 06:28 AM // 06:28
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#7
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Grotto Attendant
Join Date: Jan 2007
Location: Niflheim
Profession: R/
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Quote:
Originally Posted by Scary
Are they ???
I play HM dungeons most days with H/H without any problems.
Maybe that could improve the agro distance of the casters more.
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Improve EVEN MORE? So they will aggro everything on the map as soon as go out from the outpost?
/signed, it's crazy. One time they aggro 5 groups, and the other they sit on their ass and NOT heal me even if I'm in the range.
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Aug 18, 2008, 06:50 AM // 06:50
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#8
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Ooo, pretty flower
Join Date: Jan 2008
Location: Citadel of the Decayed
Guild: The Archivists' Sanctum [Lore]
Profession: N/
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The only things I see going on as unusual with my heroes are:
1. My monks are enchanting and healing me more often (although that may be because I've only played on my monk as of late, which has starter armor).
2. Melee over aggro even more (even when on Guard, Instances: Heading to the first Cantha mission, Melonni *was set to guard* went half a radar distance out of the way to attack Jade Brotherhood. Also, Koss*was on Guard*+Devona in Snake Dance going half a radar distance (one going each way) and aggroed a total of 3 full groups before returning to a flag I placed *which I placed as they were running away*)
The first, I don't mind much because I was smart and brought 3 monks so the group didn't die *much*. The second is a BIG problem for me. Maybe not if I was playing my sin or necro, but on a lvl 7 monk with starter armor... It gets annoying to die 50 times in an area *and that is with using flags*.
whether or not it gets reverted back to before doesn't bother me. Just fix the damned melee. Something new or something old, CHANGE PLEASE! It's bad enough having the warrior henchman over aggro, I don't need another to aggro OTHER groups.
Last edited by Konig Des Todes; Aug 18, 2008 at 06:52 AM // 06:52..
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Aug 18, 2008, 06:54 AM // 06:54
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#9
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Wilds Pathfinder
Join Date: Aug 2006
Location: Europe
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The biggest problem I have with em is the "Repeat Cancel Action" bug till they are out of energy. Usually happens if you force em to cast a spell but the target is out of range ... then click click click till they got no energy and they finally execute the action. Most disturbing in HB ... easily can be your death sentence there.
So yeah roll back, haven't noticed any improvement but a few VERY annoying bugs.
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Aug 18, 2008, 06:57 AM // 06:57
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#10
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Ascalonian Squire
Join Date: Jul 2008
Location: Make stuff die and kill it to death
Guild: Lita Is Totally Awesome[LITA]
Profession: W/E
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They seem to work better for me, even tho i only use necro and para heroes..
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Aug 18, 2008, 07:10 AM // 07:10
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#11
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Banned
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for me heros are acting the exact same as they were before. still stupid and still run away from there flags and still go and tell all the mobs on the map that we are there. so not sighned seeing as i see no difrence if you see one its in your mind.
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Aug 18, 2008, 07:14 AM // 07:14
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#12
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Lion's Arch Merchant
Join Date: Mar 2008
Profession: N/A
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Quote:
Originally Posted by here to troll
to be honest it seems im being pre protted (YES I KNOW) from h/h i think that there iq may have gone up( i dont use melee henchmen that people find to be the problem) so far i have enjoyed the update althoguh i dont look at my heros to much so they may be doing bad but im just not noticing it
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I've noticed that too. They still prot me up like crazy when i use Enfeebling blood though.
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Aug 18, 2008, 07:27 AM // 07:27
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#13
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Frost Gate Guardian
Join Date: Jul 2008
Guild: Thundercougar Falconbird
Profession: D/
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I only have problems with melee H/H. All of my heroes are on guard aswell. I will not be in agro range of groups but Koss and Panakau decide to charge head on into any group within 1 1/2 agro range. I have never had any prior problems with melee H/H before this update.
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Aug 18, 2008, 07:29 AM // 07:29
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#14
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Forge Runner
Join Date: May 2005
Guild: StP
Profession: R/
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No probs here.
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Aug 18, 2008, 09:12 AM // 09:12
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#15
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Jungle Guide
Join Date: Mar 2006
Location: Droknars Forge
Guild: No Goats No Glory
Profession: Me/
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its not the heroes that are the problem.... figure the rest out urself
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Aug 18, 2008, 09:16 AM // 09:16
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#16
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Grotto Attendant
Join Date: Jan 2007
Location: Niflheim
Profession: R/
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Quote:
Originally Posted by Pesi
its not the heroes that are the problem.... figure the rest out urself
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I dare you to take Devona and/or Talon and/or Stefan and/or Tom or any hero hench set on Guard and not swear at least once per 15 minutes. I DARE YOU. Do it now. And then apologize for your ignorance.
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Aug 18, 2008, 09:21 AM // 09:21
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#17
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Jungle Guide
Join Date: Aug 2008
Location: In my own mind
Guild: The Dragon Exchange
Profession: E/
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Quote:
Originally Posted by Kung Foo Man Choo
I only have problems with melee H/H. All of my heroes are on guard aswell. I will not be in agro range of groups but Koss and Panakau decide to charge head on into any group within 1 1/2 agro range. I have never had any prior problems with melee H/H before this update.
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Take into account this this is not the only occurance of dumb hero or hench, it was just the last straw.
I have always had issues with Koss, and melonni. For example in Thunderhead keep at the last part where im holding down the fort, melonni decided to go all "avatar of balthazar" and run down the stairs and outside the fort (even thought i had all heros flagged and set to guard at the top of the stairs). For some reason she may have thought that she could solo 3 mursat and 2 jade bows.
Maybe it is because i just got her infused and she thought she was impervious.
Anyways i haven't used melee Heros or henchies since. The closest i get to melee is minions (meat shields) Squishy team FTW
Last edited by daze; Aug 18, 2008 at 09:26 AM // 09:26..
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Aug 18, 2008, 09:47 AM // 09:47
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#18
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Krytan Explorer
Join Date: Sep 2007
Location: Uhmmmm??
Guild: Limburgse Jagers [LJ]
Profession: N/
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Quote:
Originally Posted by Abedeus
Improve EVEN MORE? So they will aggro everything on the map as soon as go out from the outpost?
/signed, it's crazy. One time they aggro 5 groups, and the other they sit on their ass and NOT heal me even if I'm in the range.
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LOL
What I meant ... sry for my spelling... ore sry for your understandable reading.
Is that they could improve that they stay more OUT of agro by make the
distance between de foe's en casters hench bigger.
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Aug 18, 2008, 10:05 AM // 10:05
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#19
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Krytan Explorer
Join Date: Jul 2008
Location: Brighton UK
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At least H/H are predictably dumb. Playing in PuGs over the weekend made me question how the human race still exists on this planet ..
Back on topic, been collecting skills all weekend, what with the double cap XP, and I have to agree, all the melee heroes and henchies seem to have been given some kind of crazy 'banzai' AI. Trying to pull a single group in crowded conditions was tough, Devona and Koss were teaming up and charging here there and everywhere aggroing remote mobs. It required continuous re-pinning to keen them in check.
Still beats PuGs though
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Aug 18, 2008, 10:10 AM // 10:10
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#20
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Lion's Arch Merchant
Join Date: Oct 2007
Location: Canada
Guild: Keepers Of Twilight
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Quote:
Originally Posted by Abedeus
I dare you to take Devona and/or Talon and/or Stefan and/or Tom or any hero hench set on Guard and not swear at least once per 15 minutes. I DARE YOU. Do it now. And then apologize for your ignorance.
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I just went through half the crystal desert with Koss, Stefan, and Zenmai at one time as my melees. Not a single problem. If anything, they aren't advancing fast enough. I don't see the problem with the AI here, except for Tahlkora getting stuck behind a rock the opposite way of where I flagged her once.
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