Aug 09, 2008, 11:23 AM // 11:23
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#21
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Forge Runner
Join Date: Feb 2006
Guild: Kindred Order of Souls [KOS]
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Quote:
Originally Posted by -Lotus-
Quote:
Originally Posted by Update Notes
Heroes will now give up on targets that exit their combat range instead of staying locked in pursuit.
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Ok, I can understand them acting this way towards hostile targets but can you explain why they're the same way for friendly ones too?
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Aug 09, 2008, 01:18 PM // 13:18
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#22
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Krytan Explorer
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Quote:
Originally Posted by Nightow
Ok, I can understand them acting this way towards hostile targets but can you explain why they're the same way for friendly ones too?
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Lotus is correct, this is basically a bug that has been solved. Kim Chase (QA team) confirmed that heroes weren't supposed to overextend to radar range depending on whether or not you ordered a manual skill. People learned to use it that way and it may be convenient at times, but it also caused problems with heroes overextending and ignoring their behavior and flag settings. With the current change, you always know your hero is going to stay at their flag and only overextend a certain range depending on their combat behavior setting. If you want them to overextend beyond that range to use a skill on a foe/ally, then you now have to flag them closer to that ally/foe.
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Aug 11, 2008, 05:29 AM // 05:29
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#23
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Krytan Explorer
Join Date: Mar 2006
Guild: innergalactic gargleblasters
Profession: W/Mo
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I belive theres a problem. The day after the update, I was out vanquishing Yatendi Canyon...well, there was this one time...Was not even in battle yet, and Devona took it upon herself to totally run off the map. Now I dont mean the agro circle...I mean literally off the BIG circle. No where to be found. Eventually ran across her body. Left her there. Finished vanquishing and havent tried another area since.
SO yes, theres a definate problem.
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Aug 11, 2008, 08:46 AM // 08:46
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#24
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Lion's Arch Merchant
Join Date: Feb 2006
Location: Australia
Guild: [PiG]
Profession: E/
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Yep, I been having definite melee hero and hench problems since this update. They take it upon themselves to aggro a group thats not in your aggro bubble. It's quite nerve racking on a survivor. :/
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Aug 11, 2008, 10:10 AM // 10:10
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#25
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Forge Runner
Join Date: Sep 2006
Location: Blighty
Guild: The Legion of the Blue Blade
Profession: R/Mo
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seeing as my heroes are always flagged during a vanquish so I can effectively manage aggro ive noticed that they will definately not move out of their own circle to attack an enemy unless it comes into their circle. In the past I could flag them and then attack an enemy further away and they would move a certain distance to get some spells off, now they stand and wait for the enemy to come to them.
Whilst this can be useful as it allows you to manage the enemies movements a bit better, its a bit annoying when you want your MM to come forward to swarm the enemy before the mob reaches your whole team.
Thats pretty much the only difference Ive noticed since the update. That and Olias maintains [[Infuse Condition] which is kinda useful.
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Aug 11, 2008, 10:18 AM // 10:18
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#26
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Krytan Explorer
Join Date: Aug 2007
Location: The Netherlands
Profession: W/
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"now they stand and wait for the enemy to come to them."
go figure......anet's update created lazy heros!
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Aug 11, 2008, 11:48 AM // 11:48
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#27
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Forge Runner
Join Date: Feb 2006
Guild: Kindred Order of Souls [KOS]
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Quote:
Originally Posted by isildorbiafra
"now they stand and wait for the enemy to come to them."
go figure......anet's update created lazy heros!
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I have to agree with this. Bug or no bug Draikin, heroes were MUCH better before the update in reguards to flagging and positioning.
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Aug 11, 2008, 06:51 PM // 18:51
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#28
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Jungle Guide
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Quote:
Originally Posted by Nightow
I have to agree with this. Bug or no bug Draikin, heroes were MUCH better before the update in reguards to flagging and positioning.
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I couldnt disagree more. heroes now do exactly what you tell them. as long as you know what you're doing things go much more smoothly
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Aug 11, 2008, 06:54 PM // 18:54
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#29
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Jungle Guide
Join Date: Sep 2007
Guild: Untimely Demise [Err了] - SOHK
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imo the hero ai is still abysmal. The new thing they seem to do, is want to run 1/2 way across the map even while on Defend and res something, even when flagged back. Also good god could they just let the heros kite even close to as well as some of the ai we face. Look at how Kournan Priests and the like run away at the slightest smell of aoe, at least have them friggin move.
But really, fix the stupid res issue, I was flagged a good 1/2 a compass away from the dead parties, and then MoW starts running off towards them to DPS them. I had to continually reflag as he started running in, he would stop, return to the flag, then begin his Leroy Jenkins run into the mobs while still flagged.
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Aug 11, 2008, 07:20 PM // 19:20
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#30
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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Quote:
Originally Posted by Lyonette
Yep, I been having definite melee hero and hench problems since this update. They take it upon themselves to aggro a group thats not in your aggro bubble. It's quite nerve racking on a survivor. :/
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I've been finding that with the melee henchmen. Less so with my hero warrior, but warrior henchies have been rushing in madly to a group that's out of my aggro bubble and walking away.
Since the update, that's the only change I've noticed. H&H are still terrible at moving out of AoE and their obsession with staying close to me is suicidal.
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Aug 11, 2008, 09:03 PM // 21:03
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#31
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Frost Gate Guardian
Join Date: Jun 2008
Location: USA
Guild: ARMY
Profession: W/
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This is not a problem a for me. The only things that run off and agro on their own are minions that stray too far from their necro. I also don't take any melee heroes or henchmen so if this bug is only experienced with melee I wouldn't know.
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Aug 13, 2008, 03:08 AM // 03:08
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#32
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Desert Nomad
Join Date: Jan 2006
Location: Maryland
Guild: The Mirror Of Reason [SNOW]
Profession: E/Mo
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The only thing I've noticed is that heroes will pre-prot you now! As a Warrior when I run into a mob, my hero monk will spirit bond/prot spirit me beforehand! Against level 8 monsters in early Prophecies it might not be that useful, but it's still pretty cool!
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Aug 13, 2008, 03:57 AM // 03:57
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#33
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Desert Nomad
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Quote:
Originally Posted by Cherng Butter
The only thing I've noticed is that heroes will pre-prot you now! As a Warrior when I run into a mob, my hero monk will spirit bond/prot spirit me beforehand! Against level 8 monsters in early Prophecies it might not be that useful, but it's still pretty cool!
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And I was just about to ask why no one's mentioned how nice the pre-prot'ing is I was doing a quest with a guildy and thought she micro'ing PS on my sin.
They do it pretty often though so in a way, it's an indirect "nerf" to classes without good e-management. For necs and ER ele's though, it's sooo good Now I always try to make sure that at least one hero has PS.
Has for the bad AI, I'm not sure to what to think....even before the update, people always complained about heroes being stupid (even when it's their own fault) so I can't really tell if there's really somethin wrong with them or just more people being paranoid
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