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Originally Posted by Kusandaa
I agree. However, the AI sure could use an improvement. Give them dual classes, hard res'es, formations and tactics, EFFECTIVE skill bars, target priorities... I'm no programmer, I'll admit it. But isn't it possible?
We didn't -need- the bridge but Anet, IMO, thought we did. The monsters are OPed... so they've given in and let us be as OP'ed as them imagining we'd be happy.
Which reminds me of the post I just made in the other thread. Just badly implemented stuff from ANet.
My suggestions:
- Nerf Ursan.
- Better AI from foes AND heroes - tactics, target priority, build usage.
- Effective skill bars on foes AND henchies.
- Access to all classes.
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Have to STRONGLY agree with you on this. If they take away Ursan, we should be fine. But as an added perk, make the AI better for enemies. All of your suggestions would make the game fun. Almost like a new game completely. You would actually have to imply strategy. At the moment with Ursan, the most strategy I've ever seen in a group was "Block the Door".
As for hero AI. It seems as though the henchies and heroes have a vague idea of targeting the healers. But this may have just been on a rare occasion. The heroes and henchmen won't move from the target unless you order them to. I wish they would understand that if they were in the AoE range of, oh say Savannah Heat, that they should move. Maelstrom seems to be a prime example.
Onto your third point. Depending on where you go, the skill bars may or may not be decent enough to pose as a challenge. Henchmen need a skill bar change A.S.A.P.
And in EotN, some of the enemies have access to a secondary. The charr come to mind.
Not disproving your suggestions at all, just commenting on them.

/endrant