Quote:
Originally Posted by Cherno
Yeah, I'm sure it's been mentioned in the countless other ai threads, but the healers kite like hell now.
How can gaile say that ther is no ai difference when they specificially mentioned in an update note that there was an update to monster ai in regards to aoe effects. Is it possible, just possible gaile, that with that change, some unintented ai problems/changes occured? You can report the denials of the devs all day long but all it takes is to go outside and fight some monsters to figure out that there is definately a change.
Whether or not it is the intended behavior of the change you made should be the issue, obviously the community (not just the vocal minority) don't like it. We don't want stupid AI that just stands there and lets us beat on them, we want a challenge, but there also needs to be a bit of predictability to how to deal with mobs. Teamwork, which the game seems to encourage so strongly goes out the window when there is utter chaos with every mob. It's hard enough sometimes fighting things with Henchies, worse with PUGS when not all the players are the same experience level or know how to cooperate well.
Anyway, don't want to encourage this to turn into another one of those threads and I am sure you have heard the same arguements coutless times, so we'll hopefully just continue on with the thread.
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I'm not sure that the situation with the casters fleeing is a bug.
I've been fooling around with it and have noted that they are
not so much fleeing from me as they are moving to the edge of
they're groups aggro circle. When I attack them, my whole
group also attacks them.... they move back to the edge of their
groups aggro circle... their melee class, of course, come after my
group which is chasing their caster... their caster again moves
to the edge of their groups new aggro circle...... etc..... etc.
I've found that they will "not" continue to run once their melee
class is under attack or dead. They will only continue to move
back if their melee is following "you".
What works for me is to have one interrupter (real or hero) assiged
to the caster while the rest of the group picks off the melee. once
the melee is down the casters will not run any more.
It looks like people are just going to have to change their "routine"
for clearing out groups.... or just continue to beg Anet to make
them just stand there and be slaughtered.