Update - Friday December 15!! perma-aggro fixed?
Tydra
GuildWars.com: "Fixed a bug that caused some monsters to remain permanently aggressive toward their targets."
aaaah thats music in my ears!! tnx a lot for that fix im gonna go and try it out right away ;P
aaaah thats music in my ears!! tnx a lot for that fix im gonna go and try it out right away ;P
Dark Luke
Tested. Avicara guiles no longer chase you nonstop.
onerabbit
yey, that started getting annoying, everytime i went fow forest farming that mob b4 the forest always snuck up on me
My Sweet Revenga
Oh goodie. At least now I can rez my party without a crapload of monsters suddenly come at us from off the radar screen lol
tomcruisejr
Quote:
Originally Posted by Tydra
GuildWars.com: "Fixed a bug that caused some monsters to remain permanently aggressive toward their targets."
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Drake-Striker
They also removed XP from guild scrimage matches
Big_Iron
I guess the Devs were finally able to duplicate the problem.
Former Ruling
Quote:
Originally Posted by Drake-Striker
They also removed XP from guild scrimage matches
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(apparently one of the maps had some sort of exploit where it was very very easy to get Survivor quickly, I never did it because I don't want Survivor but I was told about it from allaince mates)
Blackhawk
Quote:
Originally Posted by tomcruisejr
if perma aggro was indeed a problem, that can be attributed to players not killing the monsters. it's not the ai's problem.
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BoredJoe
Shame really, it was kinda fun trying to reapproach an area and have them come aggresively after you. I guess it'll make hit and run, whittle 'em down tatics viable in some situations as groups will go back into their non-aggressive pose after a short period of time.
Gun Pierson
Quote:
Originally Posted by WoodyDotNet
I guess the Devs were finally able to duplicate the problem.
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Anyway, thanks for the update Anet and the upcoming winter event.
manitoba1073
also the attacks ob spirits are fixed too it seems like. if you kill the spirit fast enough before the mob comes back.
BowLad21
I would like to say sort of "un" tested. I made an ids run with a guildie, and when he ran past a group of 2 wise and a few other avicara, we picked up a permanent tail of a guile and wise. Maybe I just have bad luck, but i don't think it's fixed.
twicky_kid
Elona mission bosses will still follow you forever and even move FASTER now than before..........wtf
Normal mobs will follow you half way across the map even after you drop the crystal and stop to let them finish casting their spells.
Normal mobs will follow you half way across the map even after you drop the crystal and stop to let them finish casting their spells.
VGJustice
Quote:
Originally Posted by BowLad21
I would like to say sort of "un" tested.
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chessyang
**sigh** not fix yet.... basic IDS run.... had 2 follow for a bit and then another two follow me from the small passage towards the cave.. SS of all 4
**Edit...**
Greatlich,
uploading another pick. i tired to break the Casting lock. even ran back towards the portal. after afew attemps i just killed them =)
Picture 1. I let him cast Deadly swarm on me.
Picture 2. I RUN FOR THE HILLS!
Picture 3. Both dead. seems to solve the problem
**Edit...**
Greatlich,
uploading another pick. i tired to break the Casting lock. even ran back towards the portal. after afew attemps i just killed them =)
Picture 1. I let him cast Deadly swarm on me.
Picture 2. I RUN FOR THE HILLS!
Picture 3. Both dead. seems to solve the problem
GreatLich
Quote:
Originally Posted by chessyang
**sigh** not fix yet.... basic IDS run.... had 2 follow for a bit and then another two follow me from the small passage towards the cave.. SS of all 4
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I had something strange just now, a little different though... my hench party wiped, all but Aidan (sp?), The res countdown started and Aidan teleports with me to the res shrine (I think this is new in Nightfall) but here the funny thing: one of the ruby djinni I was fighting had apparently just finished casting Savannah Heat on aidan, so right when we all ressed we were hit by the spell. the caster of course was way out of range...
Russell.Crowe
charr followed me across the entire map still and would not break aggro as I was clearing map, also ice golems and such were doing the same
swiftygem
Quote:
Originally Posted by GreatLich
I had something strange just now, a little different though... my hench party wiped, all but Aidan (sp?), The res countdown started and Aidan teleports with me to the res shrine (I think this is new in Nightfall) but here the funny thing: one of the ruby djinni I was fighting had apparently just finished casting Savannah Heat on aidan, so right when we all ressed we were hit by the spell. the caster of course was way out of range...
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Riotgear
Quote:
Originally Posted by GreatLich
That's not aggro lock... that's "casting-lock" been around forever... basically those Avicara Wise (note that these are mesmers who are in the middle of hexing you) you are the one dragging them around the map stop a bit, let them finish the hex and be done with them
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Haven't tried since the update, but it sounds like this wasn't fixed.
Rampager
seems fixed to me i can run elona now with my warrior without 15 sages stalking me
twicky_kid
Quote:
Originally Posted by Rampager
seems fixed to me i can run elona now with my warrior without 15 sages stalking me
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The only way to get anything to stop following you is for them to arggo one of the ghost.
Spell lock doesn't work. Dropping the crystal doesn't work.
The monk boss will run beside me the entire match. Hell, he doesn't even attack anything but he will heal himself.
Tiss follows me until he arggos a ghost.
The other bosses seem fine. They follow me a little more outside their usual range but they will give up without me doing anything special.
Arcador
Quote:
Originally Posted by swiftygem
Same thing happens in the Deep, e.g. if the tank goes to an enemy group, someone starts casting Maelstrom on him and he recalls back right in the middle of his own casters. Quite funny
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MithranArkanere
Quote:
Originally Posted by tomcruisejr
if perma aggro was indeed a problem, that can be attributed to players not killing the monsters. it's not the ai's problem.
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Alya
Seems like a partial fix to me. Something has changed but not completely.
I tested it on a few runs in the Southern Shiverpeaks. The mursaat spellcasters (monks, mesmers, necros) and ice golems did indeed stop chasing me after a while *most of the time*, but they still followed me for a while, at a longer distance than it was before Nightfall. Occasionally, some spellcasters were more persistent than others and kept tailing me.
So yes, it seems that the "chasing forever" issue has gone for this particular area and these kinds of enemies. BUT the spellcasters still keep chasing longer than the warriors and rangers.
I haven't tested it in the wipe/rebirth situations yet.
I tested it on a few runs in the Southern Shiverpeaks. The mursaat spellcasters (monks, mesmers, necros) and ice golems did indeed stop chasing me after a while *most of the time*, but they still followed me for a while, at a longer distance than it was before Nightfall. Occasionally, some spellcasters were more persistent than others and kept tailing me.
So yes, it seems that the "chasing forever" issue has gone for this particular area and these kinds of enemies. BUT the spellcasters still keep chasing longer than the warriors and rangers.
I haven't tested it in the wipe/rebirth situations yet.
IlikeGW
Quote:
Originally Posted by GreatLich
That's not aggro lock... that's "casting-lock" been around forever... basically those Avicara Wise (note that these are mesmers who are in the middle of hexing you) you are the one dragging them around the map stop a bit, let them finish the hex and be done with them
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Navaros
The conclusions in this thread are consistent with how things are stated in the update notes:
Perhaps there are other bugs, and on other monsters, that the devs didn't even look into.
Quote:
Fixed a bug that caused some monsters to remain permanently aggressive toward their targets. |
Tydra
Quote:
Originally Posted by Navaros
The conclusions in this thread are consistent with how things are stated in the update notes:
(...) Perhaps there are other bugs, and on other monsters, that the devs didn't even look into. |
some guy
It seemed to be fixed, I no longer had any kirins follow me during my usual Vasburg farming runs.
Alya
More tests: Sparks of the Titans are as bad as before (they chase very persistently), Ice Imps seem to be fixed.