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Old Apr 22, 2007, 03:54 AM // 03:54   #1
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Default Henchman Formations

This is getting beyond a joke now.

Hard Mode wouldn't be quite so hard in many places if henchman simply didn't stand on top of each other.

While clearing Talmark Wilderness earlier. I came across 2 things which would tear henchman apart (aside from stupidly overpowered physical attacks from Minotaurs). Deathly Swarm, henchman stand next to each other... so it always hits 3 people, and, Rodgorts Invocation + Incendiary Bonds from Inferno Imps.

This complete disregard for enemy AoE attacks has just got to be sorted out. I stupidly fired an interrupt at the wrong Imp earlier... the other 1 then used Rodgorts. Instead of hitting maybe 1... 2... or 3, henchman/heros, it hits 6 of them. Why? Because they're stood on top of each other... I didn't actually have any complete party wipes (hell Tahlkora finished the area on 8% morale boost), but the fact is seeing 6 henchman almost instantly drop dead thanks to 1 spell is getting stupid.

I haven't even fought Ruby Djinns yet... but they can't be much different than the original Searing Flames boss was normally. While farming Sunspear points earlier, i noticed Mhenlo and Kihm happily standing (in wurm form) in the EXACT same spot... a spot that was presently been slashed happily on by 3 Dune Carvers... did they move? No.

Henchman seriously need formations, even if they're pre-set rather than custom. But we *need* something that stops henchman from standing so close they might aswell be wearing 1 large pair of trousers. I'd much rather we could make them spread out so they were at least 'Nearby' range apart from each other.
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Old Apr 22, 2007, 05:14 AM // 05:14   #2
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All the ai would need is a scatter mode, or to be as smart as the enemy ai.

Seriously, if a henchmen/hero comes across an enemy with vow of silence or spellbreaker.... they will drain their ENTIRE energy reserves trying to use a spell on them.
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Old Apr 22, 2007, 09:25 AM // 09:25   #3
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Well, VoS doesn't cost anything to cast, but i get what you mean about SB. It was bad enough in the Domain of Fear where Rain Torment mobs would spike all your casters dead in 3 seconds. But now that we get removed from an area when the team hits 60dp... henchman really need to be improved with regard to AoE.
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Old Apr 22, 2007, 01:39 PM // 13:39   #4
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Oh yay, now try to kill the Savahnah Heat boss WITHOUT wurm form in HM (in wurm henchies will stand IN IT and take 1500 damage) =P
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Old Apr 22, 2007, 03:21 PM // 15:21   #5
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They really need changing, taking down shiro in hard mode with henchmen is extremely difficult they stay grouped together and when shiro starts using impossible odds he takes about half a party(the henchmen you took with you if you just take henchmen and heroes) in 2-4 shots.
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Old Apr 22, 2007, 04:08 PM // 16:08   #6
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all that needs to happen is some squad modes. Add a c ouple buttons below the flags that are like the heroe buttons but for the whole party.

1: Take the point - melee hench always stay directly in front of you
2: Fall Back - All hench turn to 'Passive' and run away from all attackers
3: Spread Out - Hench will maintain a distance of at least half an aggro circle from each other at all times.
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Old Apr 22, 2007, 04:28 PM // 16:28   #7
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even some basic AI.

Like in Passive the Henchies try to stay out of aggro range, kite incoming warriors.

In Defensive they take position a bit behind you,

In aggresive will stand with you.

They need to scatter, Monks need to not hump each other. I just feel its like the bad old days of utterly useless henchies.
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Old Apr 22, 2007, 06:05 PM // 18:05   #8
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Yeah. In Normal mode they seem to keep kiting and spreading, but in Hard mode they somehow seem to become Alesia.

I have to use the flag to make the leave wells, I have to force the to use resurrection skills, or thy won't use them until they are the last one.

It's as if they turned into 'normal mode' bock head critters when they enter Hard Mode.
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Old Apr 22, 2007, 06:34 PM // 18:34   #9
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Yes ai in HM seems pretty stupid.

I guess thats the definition of hard.

Also they introduced Heroes, and commands to counter the need of a party in some low populated areas. Soon when HM guardian title becomes to lose some of its shine, how will ppl in low populated areas be able to complete the missions, or just play some HM areas?
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Old Apr 22, 2007, 07:31 PM // 19:31   #10
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/signed

I think it would be cool if they are smarter than a group a primitive/mindless beasts that find you 4itchytasty.
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Old Apr 22, 2007, 07:38 PM // 19:38   #11
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The henchies are totally useless in hard mode, period.

They definitely need smarter AI, unless this is part of ANet's evil plan to get people to buy Nightfall (with it being the most expensive chapter ATM).
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Old Apr 22, 2007, 10:29 PM // 22:29   #12
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Yeah, the hench/heros in HM are retarded. After my healers died, I watched Jin refused to cast a self heal and just slowly let herself be killed over the course of 15 seconds. It was sad.

A lot of things really need to be looked at with hero and hench AI I think. Formations would help again AOE, because lets face it, flags aren't that convient (and you can only give specific orders to half your party, 4 of your henchman will still clump up). Sure, heros are nice, but in HM I've seen some really sad stuff, like Dukoro refusing to cast any spell at all...
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