I'm not sure if this is lag, or just henchmen doing what they do best, failing to be able to comply with orders that even a PUG could follow. Is this happening to anyone else?


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Originally Posted by Antheus
I presume they stop just out of range of a spirit that the patrol put down?
If so, then yes, it's a somewhat recent AI change, where AI will refuse to move past a spirit. Either kill the spirit (agros the patrol), or let it expire. |
| I've notice this with Olias recently, he hangs back using spells on his minions rather than moving forward into battle. Several times I've aggroed expecting the undead cavalry to swamp the enemy when Olias and his chums are at least an aggro circle behind me and my squishy caster h/hs. However I put this down to my recently changing his build rather than Anet changing his AI. |
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Originally Posted by Antheus
This is the problem with minion bomber build, and reason why I dislike death nova. Depending on the rate with which your minions die/spawn, he may be way too busy putting death nova on them, and won't follow.
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Originally Posted by Darmikau
On the topic of aggro, are we ever going to get AI that avoids engaging non-engaged enemies? i.e. moving out of the damn way when there's a patrol coming.
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Originally Posted by MrSlayer
I was having this problem. Coupled with the problem that sometimes, clicking the Flag Button fails, I have bound the Flag All key to F5. If I have any problem, I hit F5 and force the hench to run ahead.
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All things considered, have been pretty much able to do most everything with them anyway.