Apr 08, 2007, 02:46 PM // 14:46
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#21
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Krytan Explorer
Join Date: May 2005
Location: Louisiana
Profession: E/Mo
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Not seeing any problems here. Just played several missions and quest areas, all seems normal.
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Apr 08, 2007, 03:20 PM // 15:20
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#22
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Krytan Explorer
Join Date: Apr 2005
Profession: Me/N
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Problems I've noticed in the AI:
Still problems with target switching. They'll switch when I don't want them to switch and refuse to switch when I want them to. Like, if I need to use Faintheartedness on the warrior pimpslapping the casters, they'll switch to him instead of finishing off the DD I told them to go after.
Resing worries me. It used to be that a corpse had to be within or reasonably close to your heroe's agro range before they would res. But now, they'll run quite a distance to go res someone, even if they are flagged back.
Quote:
Originally Posted by ultima
i geuss u ppl are talking in dieing in pve???
why the heck u even die there? since heros came out its almost impossible to die for me. ur problem is just dont die ill tell u what i take
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Try using proper spelling and grammar and I might take what you say seriously. Go cap some of those late game bosses and see how well your team stays up. Better yet, go after those torment groups with 4 Rains of Terror. Or go after the Prepared Shot boss who comes with 4 Rains of Terrors in his group.
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Apr 08, 2007, 04:08 PM // 16:08
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#23
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Krytan Explorer
Join Date: Nov 2005
Guild: In Memorium [iBot]
Profession: Mo/A
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I have noticed that the monk AI seems a bit...dense since the last update. Like last night, I was doing some random quest on my new Ranger. Dunkoro had Disease on him after the fight was over. I had forgotten that Disease was in that area so I didn't have condition removal.
I was curious to see how long it would take him to heal himself, so I did a little test. I sat there and watched Disease degen him from 70 HP straight to death without him ever healing himself. I had expected he would take a bit to react, but not THAT long. >______>
So, yeah, in short, the AI does seem to be acting a little differently since the update. Personally, I've noticed that the monk AI seems to kite a LITTLE less frequently; I haven't had one run endlessly in circles for 5 minutes instead of stopping to heal me(not yet anyway, sure Dunkoro will call me a liar and let me die later today).
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Apr 08, 2007, 04:28 PM // 16:28
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#24
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Frost Gate Guardian
Join Date: Mar 2006
Guild: I Gots A Crayon[Blue]
Profession: Mo/Me
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I noticed heros acting a bit odd while I was doing some nightfall missions with my guild leader and another person from our alliance. The two worst incidents go to Zhed Shadowhoof. In the Gate of Deslation, he ran off into the sulfur sands, several aggro bubbles away from his flag(he may have been "stuck" casting on the junundu queen in this case). Zhed strikes again in Gate of Madness while we were closing the rifts. We had just finished off a mob, and were moving towards the next when Zhed went off in the opposite direction to solo a Rain of Terror and some other torment creature patroling around. This mob was at least 1/2 a radar away, well outside the range that a hero/hench will run for a called target.
They do also seem to be a bit slower to res now. I would like for both AI monks to not instantly start to res the same person, leaving the group without healing, but 4-5 AI's with res sigs just leaving the dead on the ground is not exactly an improvement.
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Apr 08, 2007, 04:44 PM // 16:44
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#25
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Banned
Join Date: Jan 2007
Location: Drazach Thicket
Guild: Temple of Zhen Xianren [Sifu]
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Only thing I have noticed is that if I accidentally left a group flagged and then unflagged them when I'd already reached an enemy.... if the enemy wasn't in their own aggro range then they just sat around and let the enemy kill me (and sometimes escaping proves not to be an option). The bastards just sat on their haunches and did nothing while I was out fighting the good fight... so to speak. *Coughs*
[ Or to put it in more modest terms... even in a small group the team could easily have taken... they just let me pull a Leeroy Jenkins and then watched me get killed from out of range. Bastards. ;_; ]
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Apr 08, 2007, 05:53 PM // 17:53
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#26
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Grotto Attendant
Join Date: Mar 2006
Guild: Thanks to all the guru [mods]
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They never follow calls either -_-
there as 1 Marganite, and 1 boss left.
i was spamming "im attacking marganite"
..he eventually died, then when i targeted te boss, he was down to half hp..
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Apr 08, 2007, 06:53 PM // 18:53
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#27
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Ascalonian Squire
Join Date: Apr 2007
Guild: The Kabuya Clan
Profession: D/Me
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i hate these ai, i lost 3 hero battles because of them, i stopped after that
round 1: L
round 2: L
round 3: L
all because they wouldnt stay flagged
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Apr 08, 2007, 08:07 PM // 20:07
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#28
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Jungle Guide
Join Date: Sep 2005
Profession: Mo/
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Quote:
Originally Posted by furyore
i found that there having troubles, i think they inserted a "natural" delay into there AI, mabye iin preperation for the 1v1 thats up (go me, 1W 1L) but its incredibly annoying, margrid even RUSHES up to the margonites EVEN if shes set to defensive, there goes my armbrace farming *sigh* i suppose i was gonna be forced to stop eventually. but there acting like real players now, not the intelligent players, the incompetent noobs that are in every pug group.
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agree
i always took henchy/hero instead of some pug noobs cos it was possible to tell them where to stand and what to do and such, but now... its just terrible
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Apr 08, 2007, 10:47 PM // 22:47
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#29
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Ninja Unveiler
Join Date: Jun 2005
Location: Louisiana, USA
Guild: Boston Guild[BG]
Profession: W/Me
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Yeah, there are a few issues there that wasn't before.
For one, some hero casters seem to run toward the front line like they were carrying a sword or something. Zhed Shadowhoof is the prime offender in this respect. He will run directly up to the target before casting. You often have to flag him out of the way to have him cast from a distance.
Another thing, They are quicker to move with you now but slower at targeting the right enemy. They used to be able to target the right enemy straight off when you make the first click, but it seems now that you have to target the enemy for a number of seconds before they decide to attack that target.
Also since they are quicker to move with you now, any kiting now with squishy characters will often distract them more than usual. And certain hero offenders continue to ignore you when you move away from battle, like Dunkoro for example. IF you decide to pull back, he will stay most of the time and most likely get himself killed 9 out of 10 times. Sometimes even flagging him back does little good.
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Apr 09, 2007, 01:04 AM // 01:04
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#30
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Academy Page
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I don't remember if this is just how it goes when using minions (I've played with my MM character very infrequently) but it seems like my MM hero and all of his minions are consistently so far behind everyone and so late to react to things- even when I'm targeting- that he's horribly ineffective. I let them all catch up to the group before attacking a mob, but a lot of the time they just stand there waiting around forever after everyone else has started attacking! It's really frustrating when dealing with higher-level mobs. If I give up and flag him into the middle of battle he'll get massacred, and then all the minions will eat our brains.
I also don't know if this is a freak occurrence, but I'd never had any issues with my Melonni until today, when she kept dying over, and over, and over, and over.... the healer henchmen were with it on the rezzing! It actually got to be pretty hilarious. Also, I've noticed that in the middle of a battle sometimes half of my heroes/henchmen will just stand there and stop attacking while the other half are going at things alone (and usually not very successfully). It's like, I'll stop attacking enemies for five seconds to recast aura of restoration/fire attunement on myself and they get all confused-- OH NO! SHE STOPPED TARGETING ENEMIES! WHAT IS GOING ON?!
Last edited by Bride of the Atom; Apr 09, 2007 at 01:11 AM // 01:11..
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Apr 09, 2007, 03:18 AM // 03:18
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#31
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Jungle Guide
Join Date: Aug 2006
Location: In my own little world, looking at yours
Guild: Only Us[NotU]
Profession: E/
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I am seeing the heros / henches not resing too. They also spam every heal and protection skill they have as soon as the fighting starts. They use all their energy "healing" when there is no immediate need for heal. They actually heal the minnions better than the rest of the party. (They shouldn't even need to worry about the minnions.)
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Apr 09, 2007, 03:32 AM // 03:32
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#32
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Likes naked dance offs
Join Date: Aug 2005
Guild: The Older Gamers [TOG]
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I don't see the problems. They're using their res sigs with their usual lightning reflexes for me.
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Apr 09, 2007, 03:46 AM // 03:46
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#33
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Krytan Explorer
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No problems at all for me. Just pulled off Eternal Grove masters with heroes and henchies.
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Apr 09, 2007, 04:21 AM // 04:21
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#34
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Krytan Explorer
Join Date: Jan 2007
Profession: W/Mo
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The only problem I am having is that when I click on an enemy to tell my character to attack it starts moving towards it and ends up standing still.
Well, I have switched to Tab+Space now.
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Apr 09, 2007, 05:30 AM // 05:30
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#35
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Academy Page
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All caster AI is now seemingly more aggressive than meelee. On my assassin, every time I call a target in a new mob, this happens:
*clump of casters immediately run up and all wand him at once*
*warriors and dervishes hang around with me for a few hours, having a smoke, then eventually wander into the fight*
After that, called targets may or may not be obeyed. The only good part of that is sometimes they will stick to a called target when I have switched to someone else, allowing me to spike down an irritant without the entire group rounding on him at once and leaving the first guy unfinished.
Haven't had any issues with rezzing, though. And it might have been the build I was using, but the ice imps in the southern shiverpeaks seemed a lot less dangerous than usual, too. If one can ignore the fact that half the mobs in that region have at least one guy who wants to run halfway across the map for no reason.
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Apr 09, 2007, 06:31 AM // 06:31
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#36
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Academy Page
Join Date: Feb 2007
Location: south of somewhere
Guild: Dominion of Passi [PaSI]
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so far i haven't seen any problems they can handle themselves much better with the simple but effective builds they had before update, hopefully they can run a more complex build now.
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Apr 09, 2007, 06:39 AM // 06:39
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#37
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Ascalonian Squire
Join Date: Dec 2005
Guild: The Lords of Doom
Profession: W/Mo
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The Henchie AI has always been a little askew hehehe. But my heros seem to be doing fairly well. Biggest annoyance i find is with olias. Would love to know why when his fleshy drops he raises something else other than fleshy. Its not a skill cost issue because the skills on him for minions are shambling,fiends,fleshy. Any clue anyone?
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Apr 09, 2007, 06:52 AM // 06:52
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#38
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Frost Gate Guardian
Join Date: Jul 2006
Profession: Me/
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Quote:
Originally Posted by l u b i
Since the update i have this broblem yes the hench acting weird thay dont use the rez sig and i have to force my heros to use some skills or they will not use them, like my necro hero he keep 3 minions up all the time and there is a lot of corps but he still dont want to get more then 3 minions, and O(DANKORO+KOSS+MORGAN) he was at the venue and all of a suddden he darted and disappeared (running away ) from the fighting place.
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Dankoro?
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I saw no problems; even with the soul-reaping change that many are probably moaning about. Master of Whispers (as an MM of course) is as reliable as ever.
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Apr 09, 2007, 07:00 AM // 07:00
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#39
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Ascalonian Squire
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I'm having minor trouble with commanding a hero to cast Blood is Power and having them not do it since the update.
On the other hand, they are keeping Fire Attunement up now...
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Apr 09, 2007, 02:30 PM // 14:30
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#40
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Krytan Explorer
Join Date: Dec 2005
Location: NY, New York
Guild: Warlords of Earth [WAR]
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meh the ressing isn't that much of a problem for me unless i'm in an intense battle. And the using skills right away is a huge problem. MY mesmer or me e/me set up to interupt pretty much spam their skills right away and bam they're useless for the rest of the battle. The monks either barely heal at all or like someone said before use their skills on someone other than me right away and then don't heal. Soemthing is seriosuly wrong with the caster's AI. The melee AI isn't that abd cept for the once in a while switch to wrong target.
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