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Originally Posted by Mithie
Look, the point of PvE shouldn't be to play with aggro bubbles and exploit the already decadent AI system; it should be a strategic and cooperative venture fully utilizing the skills you're given.
If the AI kites, then bring an ice ele or a crip shot. There are PLENTY of snares out there, more than you would ever need to stop kiting cold, at least in PVE. Hell, even dropping a Ward V Foes behind the enemy mob will pretty much solve that problem.
THINK.
ADAPT.
What are you saying, that 10,000 years of evolution has given you a brain less reactive than a few thousand lines of computer code?
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Mithie, your asuming the complaints are due to making battles harder or taking longer... The current version of Ai does neither. The game is now extremely easy and I somehow gained the ability to see into the future with this build. How? If I have a monk, I can forsee the mob AI will go straight for him/her.
Adapting to a broken AI is exactly what Anet wants you and everyone to do, that way they don't have to fix it. Problem this time with the Adapt and "grow" concept, is that the current version is not fun, challenging, entertaining or enjoyable. I'm sure it's great for people who need their hands held through missions and quests (via locked gates); but for the rest of us, it becomes a pure and simple bore.
What many of us here are looking for is what Gaile said we would have:
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Originally Posted by Gaile
The key AI change on 10/25/06 that some players are finding somewhat annoying is the fact that melee monsters now back off. That is new; that is intended; that won't be changing. But honestly, the manner in which monsters choose targets, which seems to be the major complaint in forum threads, has not changed since the release of Prophecies (aside from that brief period when the bug was in place).
With that in mind, we will continue reading the specific instances of concern about the AI, but I hope that this overview will help keep the discussion to points of actual error, and will not include reports that are based on faulty perception or expectation. Please also remember that the melee monster change is not an error at all.
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First bolded: This is utter bull. The melee mobs
used to back off when near death in the 25th to 31st build, I've yet to see one back off now. Perhaps because they are to busy chasing the monks?
Second bolded: No complaints till the 31st when it was changed. Now it's insta-monk aggro and every fight is the exact same.
The "bugged" build needed some work on how it chose targets, more randomness perhaps, but now... each and every single fight is the exact same thing over and over again.
So the end question is this: Is the current build worth adapting too, or should Anet get with the program and fix this slop to make the players happy?