Why do Heroes/Henchmen disengage when I kite?

Forjo

Forjo

Ascalonian Squire

Join Date: Sep 2006

Houston, TX

Mighty Jaffa

I've noticed an (another) annoying behavior from the AI. I call target, the melee fighters rush in and start hitting. The enemy AI sends one or more fighters in behind our lines. I start to kite to avoid being hit. I notice that members of my party disengage from fighting and start moving around too -- including the melee fighters who should still be attacking.

In most circumstances it doesn't hurt much, but I wonder if it is a factor when the party nearly wipes in more difficult areas.

In my opinion, heroes and henchmen shouldn't disengage unless you set a party flag or run a significant distance from the fight. I know this might be a difficult balance because you want the party to follow you in a retreat. But the situation I'm describing happens when I move in or around the back of the enemy.

Just want to get this out there so that ANet will see it.

Thanks in advance.

Vinraith

Vinraith

Desert Nomad

Join Date: Dec 2006

I've noticed this behavior and found it problematic as well, for what it's worth.

darktyco

Lion's Arch Merchant

Join Date: Nov 2006

This is the most frustrating thing about the hero/hench AI for me. It has definitely caused wipes for me in the torment area. I understand that they think you might be beating a retreat so they follow you, but it seems like if you lock their target they should stay on that target and not follow you. If there isn't anything already, there really needs to be a way to tell your heroes to not retreat when you run.

It is also very annoying when I want to run over and pick up some gold while my henchies clean up the last of a mob

Age

Age

Hall Hero

Join Date: Jul 2005

California Canada/BC

STG Administrator

Mo/

I find the same thing as well everytime i kite away they fallow me instead of staying back fighting and not only that bringing the mobs with them towards me.

Xero Silvam

Frost Gate Guardian

Join Date: Aug 2005

Holland

PM me if you want to know

Mo/

use the party flag near the battle and your team won't move when you kite.

kalstrand

Ascalonian Squire

Join Date: Sep 2006

Sovereign Legion

Mo/Me

I've had that problem but even worse than that is if I die for some reason they all switch targets and noone switches to the same target. The henchies are really bad about this and when you are dead calling a target does nothing.

For example I have all my heros/hench attacking Mob A. I die and now all the melees tend to switch to random targerts, Koss might stay on Mob A or he might switch, Devona is almost guaranteed to switch to Mob B, Gheraz will almost always go after Mob C, and the casters will start to randomly target other Mobs D-F or whatever.

Alya

Wilds Pathfinder

Join Date: Oct 2005

European servers

RTFM

Yes, the disengaging behaviour and loss of target upon our death very annoying. I observe it every time, especially when I go out with a non-melee character: ranger or monk.

cellardweller

cellardweller

Likes naked dance offs

Join Date: Aug 2005

The Older Gamers [TOG]

Flags and crosshairs are your friends.

cosyfiep

cosyfiep

are we there yet?

Join Date: Dec 2005

in a land far far away

guild? I am supposed to have a guild?

Rt/

flags dont always work.....I have flagged my henchies/heros a long ways a way (the way we came where there are no mobs) to get them to disengage....only to have them continue fighting to their own deaths.......
seems that when you want them to fight, they run; when you want them to run, they fight.......argh!

The Abbott

Lion's Arch Merchant

Join Date: Mar 2006

Aruthas Gatekeepers

Mo/W

lol, you have to use the hero controls properly,, there is a crosshair when you can make them attack that person no matter what,

and btw being able to break your heroes from aggro has saved me countless times,,,,, a lot more times than it has killed me

King's Spectre

King's Spectre

Krytan Explorer

Join Date: Jul 2005

Syracuse, NY, USA

The Amazon Basin (AB)

W/

I agree with the above poster. I would much rather have them easily break agro than have the old system where I'd loose my warriors every time I had to fall back.

When I'm questing with my monk, I usually flag the henchies into agro with the enemy first.

Patrick Smit

Jungle Guide

Join Date: Nov 2006

NiTe

Quote:
Originally Posted by King's Spectre
I agree with the above poster. I would much rather have them easily break agro than have the old system where I'd loose my warriors every time I had to fall back.

When I'm questing with my monk, I usually flag the henchies into agro with the enemy first.
Problem with flagging is that they become prone to aoe spells, and do not do anything else untill the reach the flag. You would need to remocve the flag as soon as possible when battle started.

Crosshairs are nice, but its a lot of micromanagement and they are not present on the aggressive henchmen

darktyco

Lion's Arch Merchant

Join Date: Nov 2006

Flagging is also difficult to do accurately when you have a split second to do it, while kiting, while trying to heal.

Kuldebar Valiturus

Kuldebar Valiturus

Desert Nomad

Join Date: Nov 2006

Garden City, Idaho

The Order of Relumination (TOoR)

R/

I just wish playing with other human controlled characters was possible.

nebuchanezzar

nebuchanezzar

Wilds Pathfinder

Join Date: Jun 2005

功夫之王

N/

In response to the OP, yes they do disengage whenever you do anything more than wiggling. It does suck but the alternative was that they never ran until you were long gone. I would appreciate if they can give me some more leeway, such as Shout distance then they always run. That would give my caster characters room to kite w/o breaking up heroes.
You can flag but I dislike that for susceptibility to AoE. It does stop the movement though.
As far as the heroes and hench breaking off when you die well, they lost their leader and all spaz like scared wuss's and go off half cocked....sucks....but I think it's funny usually. Crosshair action fixes it like mentioned. I agree that its too much micro(micro is for GvG not PvE lol) and only find myself doing it during boss battles or large engagements.
The real cure is to play a melee class character =]. They will always follow your target.

baz777

baz777

Jungle Guide

Join Date: Dec 2005

South East England

Leader: Lady Hairy Armpits S[mell]

E/

Quote:
Originally Posted by Kuldebar Valiturus
I just wish playing with other human controlled characters was possible.
The possiblity to 'Flag' a human W/Mo does appeal

Oh, and to change his skillbar as well!


Using crosshairs and flags takes practice but works adequately for me

Priest Of Sin

Priest Of Sin

Jungle Guide

Join Date: Dec 2005

Sitting upon Kerrigan's Throne.

Live For The Swarm [ZERG]

Me/N

In defense of W/Mo... I bring Rebirth, and no other monk spells. NO MORE W/Mo Hate!

I use this little AI bug to my advantage, actually. When I use Incindiary Bonds (sp?), I want the thing i put it on to live for the next 3 seconds. I move a bit, the heroes disengage, and then iv'e lit up the entire enemy mob.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Quote:
Originally Posted by Age
fallow me instead of staying back fighting
Are you kiting laterally and maintaining the same distance to the mob, or running away? Running back tends to disengage, I find.

Maximumraver

Maximumraver

Krytan Explorer

Join Date: Sep 2006

The Netherlands

Twisted Revenge [TR]

E/

Same here... and its really annoying... and Acolyte Jin an Zhed Shadowhoof go Leeeeeroooooy on me way too much <_<

strcpy

strcpy

Desert Nomad

Join Date: Jul 2005

One of Many [ONE]

The problem with writing an AI is that it is *really* hard to figure out what they need to do.

More often than not them sticking to the target harder would be bad. I'm willing to bet that some party wipes in harder areas are due to them running too often, however them *not* running would result in much worse.

For the most part, I do not see much difference in AoE damage if I plant a flag or not, they still scatter about the same. In the more difficult areas - where this is really important - it just becomes part of the game. Flag, pull, reflag (if needed), call targets and do my part. That way I never get caught up in trying to kite, heal, and control them.

Really, right now I have WAY more issue with them not following called targets well and "guests" ignoring anything I do or signal. I wouldn't mind a "retreat" call and them assume "stand your ground" until I signal it, but I doubt it will happen. We can already mostly get that with flags.

eudas

eudas

Wilds Pathfinder

Join Date: Feb 2006

Tx, USA

The Infinite Monkeys [TYPE]

W/

the AI is swifter to move to follow you because pre-nightfall, the henchies were slow to disengage, resulting in the opposite problem: they'd get themselves killed and wouldn't follow the pc's until you'd ran miles away.

so, they made the heroes/henchies follow you very fast indeed, and now they disengage to follow you a bit *too* quickly. in anet's defense, it's hard to pace how fast is fast enough, or too slow, since it depends largely on the pc's playstyles, which vary widely.

eudas

Myria

Banned

Join Date: Aug 2005

Quote:
Originally Posted by strcpy
I wouldn't mind a "retreat" call and them assume "stand your ground" until I signal it, but I doubt it will happen.
I've long thought a 'Retreat!' button would come in handy. If the party leader hits whatever key is used for it human members get a "Retreat!" message, maybe with a particular sound, and the AI disengages. If you don't hit it the AI doesn't disengage if you move until you get, say, an agro circle away. It would solve the 'When to break off?' problem for the AI and make it a little easier for human teams.

Tyrnne

Tyrnne

Academy Page

Join Date: Dec 2006

USA

Swords of Honor (Officer)

Mo/Me

With my monk, kiting is often necessary to survive. So if I find an area where I have to kite to beat the mob, I use the individual flags for the spellcaster heroes to keep them "safe" and then flag the rest near the action. Then I can kite all I want.

ValaOfTheFens

ValaOfTheFens

Jungle Guide

Join Date: Sep 2006

Warrior Nation[WN]

I noticed that. I usually just press C so they continue to attack. Its just that my heroes sometimes run headlong into battle with my henchies and I don't understand why. I have all of them on Guard and so they should stay near me. Truthfully, the weird AI just makes the game more challenging. *lol*

Stig Figger

Stig Figger

Academy Page

Join Date: Mar 2006

Canada

I have noticed heroes stop fighting to scatter when I move closer into the battle (to do a Touch for eg.). I think it happens only when I WASD closer to my target and not when I just activate the skill (have to experiment to confirm this).

Age

Age

Hall Hero

Join Date: Jul 2005

California Canada/BC

STG Administrator

Mo/

Quote:
Originally Posted by Avarre
Are you kiting laterally and maintaining the same distance to the mob, or running away? Running back tends to disengage, I find.
I usually run back and kite more toward that way or any empty space on the map and back.This is when I play my Monk though.

Diablo???

Diablo???

Forge Runner

Join Date: Jun 2005

Seattle

SPQR

N/R

map the flags to a hot key, flaggin via hotkeys are a life saver when dealing with henchies and hero parties.

Mylon

Frost Gate Guardian

Join Date: Jul 2006

Quote:
Originally Posted by Priest Of Sin
In defense of W/Mo... I bring Rebirth, and no other monk spells. NO MORE W/Mo Hate!

I use this little AI bug to my advantage, actually. When I use Incindiary Bonds (sp?), I want the thing i put it on to live for the next 3 seconds. I move a bit, the heroes disengage, and then iv'e lit up the entire enemy mob.
There's other skills one can take that would avoid the W/Mo hate _and_ give more utility. Rt has Death Pact Signet and Flesh of my Flesh. Paragon has Signet of Return. And guess what? You won't be mocked. You can even delve a little into your secondary to drop shouts or use weapon spells.