Nov 07, 2006, 01:48 PM // 13:48
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#1
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Lion's Arch Merchant
Join Date: Jul 2005
Location: Australia
Guild: Giggity Giggity Goo
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If enemies run from metoer shower what about henchies
Just watched half my party of heroes and henchies get taken out by a meteor shower before i was able to move them manually with the flags. They just stood there through the whole thing. Seems like their ai could use a boost to encourage them to move if getting hit by meteor shower or firestorm etc.
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Nov 07, 2006, 03:58 PM // 15:58
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#2
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Furnace Stoker
Join Date: Jun 2006
Profession: E/
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Quote:
Originally Posted by Sooty
Just watched half my party of heroes and henchies get taken out by a meteor shower before i was able to move them manually with the flags. They just stood there through the whole thing. Seems like their ai could use a boost to encourage them to move if getting hit by meteor shower or firestorm etc.
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The last I knew, enemies dont run away from MeteorShower either and I was using it last night.
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Nov 07, 2006, 04:00 PM // 16:00
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#3
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Pre-Searing Cadet
Join Date: Apr 2006
Profession: Rt/Me
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I dont know if thy changed it, but i dont think the enemy ai run from meteor shower. I know they run from fire storm, but meteor shower i dont know.
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Nov 07, 2006, 04:11 PM // 16:11
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#5
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Furnace Stoker
Join Date: Jun 2006
Profession: E/
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Quote:
Originally Posted by Ozurr Teq
I dont know if thy changed it, but i dont think the enemy ai run from meteor shower. I know they run from fire storm, but meteor shower i dont know.
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Meteor shower doesnt cause scatter. Fire storm does.
If your using fire storm and the creatures run away, but your AI hench dont when its used on them, then I agree thats daft.
But if your hench arent running away from Meteor shower, its because it doesnt scatter and it knocks them down.
But you dont see alot if any, creatures using meteor shower.
So if your henches arent getting knocked down, then I think your getting your skills confused!
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Nov 07, 2006, 04:20 PM // 16:20
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#6
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Desert Nomad
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The entire AI system is broken since they returned it from the superior 25th to 31st version* to "how it's intended" (which is what we have now).
*During this "bugged" AI version, AI would pick targets randomly; run from AoE; flee when near death; hold their ground against a foe till near death; stop attacking when hexed with spells like SS; stop hitting a target with spells like SoJ and A.Visage. Heroes and Henchies would flee AoE spells; including spells like Sandstorm; would heal themselves while under attack; flee when attacked and kite within the aggro cirlce. Creature mobs would attack and swarm the targets "unknowing" and "uncaring" of personal danger (Assault on Beknur Harbor was a challenge then); while Corsairs and Kournan troops would attempt to flank and hit the softer target while protecting their own backline.
This craptastic AI we have now, kiting is priority one reguardless of direction. AI stands in AoE; doesn't stop attacking targets with spells like SoJ or A.Visage on; begins kiting the second it is called as a target (before taking damage); flees when taking damage as low as 1 (vs a wand) when is not called as a target; will not cast nor fight while attempting to not take any damage (as in kiting); and every single foe, creature or human AI controlled mob acts the exact same. There is no difference between a scale in Nightfall and a Charr in Proph other than it's skill set. The current AI heads straight for the monks, even if they are off the compass (happened to me just five minutes ago... ten times**) thus leaving their own backline unguarded and open to slaughter.
** All in all, any entertainment and fun as well as the minor challenge we had during that "bugged" time frame is gone. When the AI charges your back line, use the "move" icon and have your hench team move (doesn't matter where). The AI is so bad, the mobs will stop attacking and "chase" while you destroy the enemy monk(s). After that, clean up.
Another tactic is to place your team in front of the foes, run up and grab aggro. Don't worry, unless your a monk, they wont hit you more than once or twice (this is 100% of the time for me) call the first "charging" target, this will bind up the mobs for a second confusing them. Then run up behind (be sure it's behind) the mob monk and hit it. It will begin fleeing into your backline. As it's running towards your team, call it as a target and it will get stuck and stand there doing nothing.
You can defeat about 99% of the mob groups doing this. That's how bad the current AI is. That 1% is the ones with the boss mobs... the only challenge and interesting fights we have left in PvE now... and even those are lacking once the "trash" has been cleared out and the boss mob is all that's left.
More info: here
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