Kick henchman option
Kudos to ANet for fixing the "flying henchmen" problems a couple weeks ago. But there are still lots of places that henchmen get stuck (e.g., behind signs and collectors). Absent-minded players like me tend to not notice when Alesia gets left behind and the rest of the group dies. Then there is no choice but to warp out of the area. This is especially frustrating in faraway zones like Mineral Springs, which has lots of hench traps.
How about a Kick option for henchmen?
And additionally, I'd like to see a Kick option for players too (for group leader only). I know that topic has already been beaten to death here, but I thought I'd add my vote for it.
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