Crazy Agro AI
baltazar knight
i had this alot of time:
i'm war and if i run into a mob gues what all hero/hench follows me next to me and then attack >.<
i'm war and if i run into a mob gues what all hero/hench follows me next to me and then attack >.<
Shadowmere
That blasted spirit agro thing is really really annoying/stupid, nothing worse than trying to nagivate your way through an area but the h/h wont follow since there place is studded with ranger spirits from the huge enemy patrols.
The aggressive melee ai has always been horrid but it seems even the casters are getting schooled in the arts of Leroy now.
Sometimes i think I should just make my group entirely of ranger h/h they seem to be the only ones with a brain these days.
The aggressive melee ai has always been horrid but it seems even the casters are getting schooled in the arts of Leroy now.
Sometimes i think I should just make my group entirely of ranger h/h they seem to be the only ones with a brain these days.
HawkofStorms
Quote:
Originally Posted by Amantis
Yeah Devona is definitely set to Attack. Ive noticed if I Ctrl-Click a mob and then run the other way, Devona is the only one who will run across half the map to agro that mob, then run back to me, or just die
|
To all those saying "its always been this way" I disagree. Over the past 2 weeks as I've been playing GW:EN a lot, I've noticed that certain henchmen (Herta, Devona, and Talon Silverwing) have gotten WAY more aggresive. They now tend to run clear accross the map and often ignore flags all together.
There was another thread about this just like last week. The fact that multiple people are noticing this in such a short period of time makes me think it isn't just a conspiracy/our overactive imagination. I think the AI was adjusted reccently, and it was for the worst.
Drake Keyotte
Glad to see this topic as I thought AI had changed but I dismissed it as just me and my imagination. Some of my hereos dont cast their spells and just stand there, have witenessed H/H running off and aggroing mobs, all the while flagged.
I have tried attack, avoid, defend on my hereos and usually flag my H/H when needed and yet I see the crazy AI behavior that I have not seen before. It does need to be fixed
I have tried attack, avoid, defend on my hereos and usually flag my H/H when needed and yet I see the crazy AI behavior that I have not seen before. It does need to be fixed
creelie
Eles on guard are super aggressive lately. Zhed seems to be the worst.
And yeah, they don't seem to pay any attention to called targets.
And yeah, they don't seem to pay any attention to called targets.
Rexion
Quote:
Originally Posted by Ele Mental
is her attack status set to attack, guard, or avoid combat
that may be the reason |
Devona... is a henchie... you can't control henchies like you can heroes. so no. her attack status was "idiotic AI, just like everyone else".
Anyways...................
It is kind of weird that that happened? I guess you should just try your HARDEST to flag your henchies to behind you so nothing, like that, happens again.
AnnaCloud9
As of a Dec/Jan update, all of my hero guard/aggression toggles were reset to Attack, rather than guard. I had to go through all of my heroes, for all of my characters, and reset them back to guard or passive. Might want to check this for those having this issue with heroes.
As for henchmen, they've always been overly aggressive (warriors and rangers).
As for henchmen, they've always been overly aggressive (warriors and rangers).
Andisa Kalorn
The spirit thing has been around a long time now; it's annoying but hardly the most problematic AI behavior for me.
What is really annoying is that tendency for both henchies and heroes set on "guard" to run off the map after mobs. This happens in two scenarios for me.
1. I pursue a patrolling mob but stop as they move further away. I have not used any attack or spell on them, nor have I called a target. Regardless, one or two of my h/h continue on after the group and won't stop until they reach them.
2. My party gets wiped. We rez, and 2 or so of my h/h spontaneously start running back to the group we were just fighting. Despite the fact that no target has been called, they are not locked on any target, and the group isn't even within the radar range. Sometimes they are not even remotely nearby. I have followed the h/h out of curiosity when they do this, and they will make a straight beeline to the group, running through any other groups on the way there.
Now it's relatively easy to stop them by planting a flag by me. The difficult thing is doing it quickly enough... I have to be paying attention, and I have to plant the flag before they aggro something, which may be very nearby. I don't find flags the easiest controls to use, either.
Two other things I have noticed recently. It is taking much longer to kill the targets I call because my h/h seem to be going after their own targets. And I can't seem to get my heroes to rez me unless they are inside my aggro bubble... they used to walk forward a few steps if they had to, but now I can't even force them to rez me when they're at the edge of my aggro bubble.
All in all, h/h AI, which has always been bad, just keeps seem to be getting worse. It's making HM more frustrating than it should be.
What is really annoying is that tendency for both henchies and heroes set on "guard" to run off the map after mobs. This happens in two scenarios for me.
1. I pursue a patrolling mob but stop as they move further away. I have not used any attack or spell on them, nor have I called a target. Regardless, one or two of my h/h continue on after the group and won't stop until they reach them.
2. My party gets wiped. We rez, and 2 or so of my h/h spontaneously start running back to the group we were just fighting. Despite the fact that no target has been called, they are not locked on any target, and the group isn't even within the radar range. Sometimes they are not even remotely nearby. I have followed the h/h out of curiosity when they do this, and they will make a straight beeline to the group, running through any other groups on the way there.
Now it's relatively easy to stop them by planting a flag by me. The difficult thing is doing it quickly enough... I have to be paying attention, and I have to plant the flag before they aggro something, which may be very nearby. I don't find flags the easiest controls to use, either.
Two other things I have noticed recently. It is taking much longer to kill the targets I call because my h/h seem to be going after their own targets. And I can't seem to get my heroes to rez me unless they are inside my aggro bubble... they used to walk forward a few steps if they had to, but now I can't even force them to rez me when they're at the edge of my aggro bubble.
All in all, h/h AI, which has always been bad, just keeps seem to be getting worse. It's making HM more frustrating than it should be.
Clarissa F
/sarcasm
You can always pug
end /sarcasm
Try pugging a few missions again, then complain how the AI is bad. I'd still take a leeroying Koss over most Mending/Healing Breeze Wammos any day.
You can always pug
end /sarcasm
Try pugging a few missions again, then complain how the AI is bad. I'd still take a leeroying Koss over most Mending/Healing Breeze Wammos any day.
Grasping Darkness
devona is horrible about her aggro. many times i've had to control myself from snapping another keyboard over rage due to her. the time it happens for me is when i target closest for attack and cancel but yet she goes running off on her own free will. i don't think anyone that made this game actually plays it. they're probably out spending the fat ass cash they made from the game
and whats with the casters and ranged heros that are set to attack, getting up right next to the foes they're attacking? O.o
and whats with the casters and ranged heros that are set to attack, getting up right next to the foes they're attacking? O.o
Evaine
I don't know if there's a way to solve the problem with hench monks trying to attack enemies. They should be set to Guard but they seem to be set to Attack. When I call a target I know that the first ones to run up to attack will be the hench monks who then get targeted and chased around. The worst are Mhenlo, Danika, and another female that I can't remember the name of right now.
I don't know what they have Argo, the Mage in Cavalon, set up as but that guy runs right up to any enemy and starts attacking like a warrior.
It seems like it's gotten worse in the past several weeks.
I don't know what they have Argo, the Mage in Cavalon, set up as but that guy runs right up to any enemy and starts attacking like a warrior.
It seems like it's gotten worse in the past several weeks.
Accursed
I've noticed it before also..
Yesterday, when I would call a target { in Jennur's Horde }, Devona would run all the way through the corridors, past the mobs of Margonite, up the stairs, and attack the additional Harbringer.
Someone should set her to 'Defend'
Yesterday, when I would call a target { in Jennur's Horde }, Devona would run all the way through the corridors, past the mobs of Margonite, up the stairs, and attack the additional Harbringer.
Someone should set her to 'Defend'
garethporlest18
That's the current Hero AI.
Anet why do you force us to play with that! Stop!
kazjun
Noticed alot of my casters think that wanding requires melee range. Never used to be this bad. Still, don't really need aggro management in most places as long as you have brute force so it's not too bad.
Angelica
I have never noticed that because I usually play with guildies.
Yesterday my necro did the Ooze Pit dungeon (NM) with heroes and hencies and at the very end Koss was aggroing all the oozes every times, even if I had him flagged!
We died many times, I was almost ready to give it up and do it with the help of guildies, but I did not want to have spent all my time for nothing, so I kept going on even with 60%DP and fortunately I got to open the chest.
But the fact that I could not controll my heroes was upsetting.
Yesterday my necro did the Ooze Pit dungeon (NM) with heroes and hencies and at the very end Koss was aggroing all the oozes every times, even if I had him flagged!
We died many times, I was almost ready to give it up and do it with the help of guildies, but I did not want to have spent all my time for nothing, so I kept going on even with 60%DP and fortunately I got to open the chest.
But the fact that I could not controll my heroes was upsetting.
Harmless
At the very least the hench monks should be set to avoid combat. I get so tired of them attacking instead of healing.
Esprit
Last week I started moving my Monk through GWeN and there were times where a group would approach and none of the H/H would be attack anything. I would need to call targets multiple times to get them to attack.
Necrotic
I too have noticed this behavior....beginning to think that the AI was "adjusted" to get us to co-operate more or something.
Chthon
Did Kathandrax today. Couldn't keep Talon from attacking the becalming djinns. Not good...
Nemo the Capitalist
hit with a nerf stick plz
arsie
I can hear people in Anet cackling when reading this thread.
Ya know how Izzy says that he sometimes tweaks skill to change the GvG meta, and not just for balance? This might be the PvE equivalent.
Ya know how Izzy says that he sometimes tweaks skill to change the GvG meta, and not just for balance? This might be the PvE equivalent.
Mr. Undisclosed
Seriously, Devonna always Leroys whenever I take her. I try and walk around mobs, bam devonna runs right in. I flag h/h away, devonna comes charging in.
cosyfiep
yes the heroes and henchies seem to have gotten something into their tiny ai minds....and not just them....my minion army as decided to NOT attack--yesterday I was wanding away the h/h attacking (no spirits around--nothing to keep my minions from attacking)...and the minions were just standing there dying. Noticed that they sometimes dont follow either---doing one of the charr eye quests....made a minion....we start moving away, and I look on the mini map Who's that back there??? thinking it might be one of the stupid npcs, nope its a minion just standing there quickly dying I went back for it, my heroes surrounded it-healed it and we moved on again, nope it wouldnt budge. (no rocks, no spirits nothing to get it stuck there)....
My heroes have been having the same leroy problem. I stop weelllll away from a mob yet, even on guard they continue on (and its usually ducky in the lead!)...ugh, flagging does nothing since they have decided it couldnt possible be one of them that flag is for!
So I have learned to just accept the new 'improved' ai h/h---made even more stupid to make it harder to use them.
My heroes have been having the same leroy problem. I stop weelllll away from a mob yet, even on guard they continue on (and its usually ducky in the lead!)...ugh, flagging does nothing since they have decided it couldnt possible be one of them that flag is for!
So I have learned to just accept the new 'improved' ai h/h---made even more stupid to make it harder to use them.
upier
Quote:
Originally Posted by Esprit
Last week I started moving my Monk through GWeN and there were times where a group would approach and none of the H/H would be attack anything. I would need to call targets multiple times to get them to attack.
|
Especially if you're only starting out - and then the game drops "the hint":
"I see you have called a target more then once. Try calling it only once and see what happens."
And then me going:
"Nothing happens you dumb ass game. THAT'S why I called it so many freaking times!!1!"
/ragequit
zwei2stein
Quote:
Originally Posted by creelie
Eles on guard are super aggressive lately. Zhed seems to be the worst.
And yeah, they don't seem to pay any attention to called targets. |
dont feel no pain
Hmmm, i've never ever had a problem with my henches/heroes where it hasnt been my fault
Remember your in control and as my friends always says to me "for gods sake, keep in control of your heroes, why are you flagging them there, why are they set to attack, why are they not doing anything?" LOL
Remember your in control and as my friends always says to me "for gods sake, keep in control of your heroes, why are you flagging them there, why are they set to attack, why are they not doing anything?" LOL
$neekie
I just noticed,like some already said, they get stuck much more, behind trees, rocks,whatever. And they(heroes and hench) pref. do it wenn i pull a mob, they usually wake up wenn my char runs cursing past them followed by the mob, or if i flag them.
In general i have a lot of rubberbanding lately, although my connection is fine(ping around60) and my fps is above 60.
mzzls
In general i have a lot of rubberbanding lately, although my connection is fine(ping around60) and my fps is above 60.
mzzls
DFrost
The AI could use some fine-tuning (with a Furious Twin Hammer). In this case I called a target that was standing almost next to me, and the warrior henchies started running off towards the edge of the radar range.
Mr. Undisclosed
I feel as though Talon doesn't leeroy much. Maybe its just the GW:EN version that acts normal?
Lord Sojar
You realize that Zhed is the worst right? That centaur will die against level 2 monsters given the chance. I swear he is the enemy. Vekk is much better behaved.
mr_stealth
I've definitely noticed a decline in the hero AI over the past weeks. Seems that with each "AI improvement"(skill usage, etc), their behavior gets worse.
I found one very annoying change this past weekend. Their sensitivity to my own movements during combat seems to be much less than before. Before, if I ran out of a large AoE, H/H near me would tend to follow. This came in handy sometimes(not having to take time flagging while trying to heal), even if it may have been a bit over-sensitive.. Now, they don't even respond to me completely fleeing a fight until I get a full aggro bubble between myself and the heroes. It went from one extreme to the other. Can we have some mid-ground to these changes?
AI needs some tweaking done to the aggression settings, and maybe some tighter restrictions on flags. Heroes running outside of my casting range when they are flagged a few feet in front of me is not an acceptable behavior. Not even running off to new groups, just going to mingle with the enemy's backline.
I found one very annoying change this past weekend. Their sensitivity to my own movements during combat seems to be much less than before. Before, if I ran out of a large AoE, H/H near me would tend to follow. This came in handy sometimes(not having to take time flagging while trying to heal), even if it may have been a bit over-sensitive.. Now, they don't even respond to me completely fleeing a fight until I get a full aggro bubble between myself and the heroes. It went from one extreme to the other. Can we have some mid-ground to these changes?
AI needs some tweaking done to the aggression settings, and maybe some tighter restrictions on flags. Heroes running outside of my casting range when they are flagged a few feet in front of me is not an acceptable behavior. Not even running off to new groups, just going to mingle with the enemy's backline.
sixofone
It's the West World syndrome! Or the AI has gotten tired of getting flamed all the time and is taking its revenge.
Yeah - I've been trying to advance a character on the Legendary Survivor track, and got pwned because of the skill changes last week. (I was unaware of the changes until after I got killed.) So, I reroll him, start over, and now am getting killed because my Heroes & Henchmen are on drugs - not following me, attacking across the map, ignoring called targets. I've rerolled him again and plan to really hang back and be extra careful!
Sucks, but it's a game. (And GW was never advertised as having a smart IA, unlike some frag games where the enemy units are adaptive and "intelligent". GW was initially intended as PvP, so I doubt much expense was put into designing AI for henchmen; nor heroes, really, because they were supposed to be fallback positions. I play H&H, always have, but now - I don't know... May be time to join a PvE guild.)
Yeah - I've been trying to advance a character on the Legendary Survivor track, and got pwned because of the skill changes last week. (I was unaware of the changes until after I got killed.) So, I reroll him, start over, and now am getting killed because my Heroes & Henchmen are on drugs - not following me, attacking across the map, ignoring called targets. I've rerolled him again and plan to really hang back and be extra careful!
Sucks, but it's a game. (And GW was never advertised as having a smart IA, unlike some frag games where the enemy units are adaptive and "intelligent". GW was initially intended as PvP, so I doubt much expense was put into designing AI for henchmen; nor heroes, really, because they were supposed to be fallback positions. I play H&H, always have, but now - I don't know... May be time to join a PvE guild.)
genofreek
I've noticed a lot of pathing issues I've never had before, but hero/hench AI seems to be about as weird as ever. :P
Red-Tide
Anet doesnt care... This will go un-noticed as do all other AI concerns, especially because the entire dev team is working on 3rd year mini's. We all know how Anet prioritizes for minis.
/end rant
Seriously, AI has been fubar for the last few months and numerous threads have been started and have faded to obscurity without so much as a single comment from Gaile or someone else on the team.
/end rant
Seriously, AI has been fubar for the last few months and numerous threads have been started and have faded to obscurity without so much as a single comment from Gaile or someone else on the team.
Numa Pompilius
Seriously, I play exclusively with H&H's nowadays, and I've not noticed any new aggressiveness, at least not in the last few weeks. H&H's have *always* had an unfortunate tendency to run off into the sunset if they can not find a direct route to the target. At least nowadays you can stop them with a flag, in the old days one just had to watch them kamikaze to their fiery deaths.
JONO51
I was on my way to cap flourish, flagged the hench to the end of a path, and Olias starts running in the other direction. 5 seconds later hes dead in the middle of an Avicara group -.-