Mad H/H behavior after the update?

Zahr Dalsk

Grotto Attendant

Join Date: Aug 2007

Canada

My H/H aren't paying any attention to my target calls.

Age

Age

Hall Hero

Join Date: Jul 2005

California Canada/BC

STG Administrator

Mo/

While they are at it they can get rid of the grunting as ithas gone on for months now.

Sifow Chan

Sifow Chan

Frost Gate Guardian

Join Date: Jun 2007

P/

Quote:
Originally Posted by Zahr Dalsk
My H/H aren't paying any attention to my target calls.
Mine either...Plus when I flag them they don't listen half the time.

I also had something happen where my team got wiped out from groups joining to mob me. Well when I ressed...My henchmen ran to the mob that killed us and started fighting them even though they were like not on the mini map. I did not even have them flagged.

Regina Buenaobra

Regina Buenaobra

ArenaNet

Join Date: Apr 2008

Me/

The melee Henchmen haven't been changed significantly with the last build. They made the casters a lot more cautious, so it looks like the melee Henchmen are more aggressive than they actually are.

Additionally, the aggro range used to be based upon weapon type, so previously the spellcasters had a wider range than melee Henchmen. With the last build, they equalized the melee range, so that spellcasters and melee fighters have the same aggro range.

Numa Pompilius

Numa Pompilius

Grotto Attendant

Join Date: May 2005

At an Insit.. Intis... a house.

Live Forever Or Die Trying [GLHF]

W/Me

Yeah, but behavior has changed. Not only will occasionally heroes run off into the sunset in search of enemies to attack, even though the player isn't in combat and the enemy is way outside the aggro circle, but heroes now refuse to use skills if they'd rather use some other skill (leading to the hero using no skill at all until you unclick - he wont use the one you ordered him to, and can't use the one he wants because you've ordered him to use another).

Kook~NBK~

Grotto Attendant

Join Date: Mar 2005

A little chalet outside Drok's

Natural Born Killaz

Quote:
Originally Posted by Regina Buenaobra
The melee Henchmen haven't been changed significantly with the last build. They made the casters a lot more cautious, so it looks like the melee Henchmen are more aggressive than they actually are.
I would GUESS that the aggro-happy heroes & henchmen are acting out in an unplanned for way. It doesn't make any sense that the programmers would intentionally set Devona et.al. to aggro on enemies half way across the spin map!

Quote:
Additionally, the aggro range used to be based upon weapon type, so previously the spellcasters had a wider range than melee Henchmen. With the last build, they equalized the melee range, so that spellcasters and melee fighters have the same aggro range.
I would hope that the aggro range for heroes & henchmen would be the same as players, since it doesn't matter what weapon a player has, their aggro range is....wait for it...


THE SAME!

Zahr Dalsk

Grotto Attendant

Join Date: Aug 2007

Canada

Quote:
Originally Posted by Regina Buenaobra
The melee Henchmen haven't been changed significantly with the last build. They made the casters a lot more cautious, so it looks like the melee Henchmen are more aggressive than they actually are.
On the subject of caster modification, I believe that casters acting so very cautious puts backline players at a disadvantage - to have the AI follow our target calls (I've stopped bringing melee H/H because of the aggro obsession that they have developed) I, and most likely others, now have to actually get into aggro range, meaning we become something of a target, when previously we could call a target from a greater distance and the AI teammates would engage first, taking most of the aggro. I have noticed this most severely on my Paragon (where ideally the other party members take all the hits, to be absorbed by SY), but it also shows itself for my Ritualist and Elementalist.

Have any other players had this problem?

Nude Nira

Nude Nira

Lion's Arch Merchant

Join Date: Jan 2008

inside a tanning bed

It's Raining Fame Hallelujah 【傘回傘】

Me/

Quote:
Originally Posted by Regina Buenaobra
The melee Henchmen haven't been changed significantly with the last build. They made the casters a lot more cautious, so it looks like the melee Henchmen are more aggressive than they actually are.
Running out of the mini map, not following calls, not using selected skills and going to aggro some random group is a pretty significant change to me.



So what I can assume is that, by giving really no information at all, other then telling us the obvious, the devs meant to do this. I would have at least expected an answer somewhat along these lines: "Hmm, the devs didn't change the heroes to spaz out like they do, let me go look into it".

I think I'm going to agree with others when they say that Anet is trying to push us away from H/H and back to fail pugging? I have a feeling I'm right.

Stolen Souls

Stolen Souls

Desert Nomad

Join Date: Feb 2006

Quote:
Originally Posted by Zahr Dalsk
On the subject of caster modification, I believe that casters acting so very cautious puts backline players at a disadvantage - to have the AI follow our target calls (I've stopped bringing melee H/H because of the aggro obsession that they have developed) I, and most likely others, now have to actually get into aggro range, meaning we become something of a target, when previously we could call a target from a greater distance and the AI teammates would engage first, taking most of the aggro. I have noticed this most severely on my Paragon (where ideally the other party members take all the hits, to be absorbed by SY), but it also shows itself for my Ritualist and Elementalist.

Have any other players had this problem?

Yes, this is actually my biggest complaint. I've been working on my Monk...going for survivor. It's pretty hard to do so, when I have to draw the aggro myself. One time my health dropped to ~45. Since that close call, I stay way back and flag the h/h into the mobs. I'd much rather how it used to be...call the target and the h/h run in and engage. Now I call the target and they just....stand behind me...doing nothing.


Quote:
Originally Posted by Regina Buenaobra
so it looks like the melee Henchmen are more aggressive than they actually are.
So I guess we're just imagining them running halfway across the map to aggro a group we don't want to aggro, lol. Oh yeah....they aren't aggressive at all...it just seems that way. I mean c'mon...screenshots have been posted showing the melee henchies running off by themselves and getting killed. And that's the explanation we get? :/


Quote:
Originally Posted by Regina Buenaobra
they equalized the melee range, so that spellcasters and melee fighters have the same aggro range.
Try telling that to Devona...who runs off at any chance she gets, or the casters, that stand there picking their noses until the mob is right on top of them...it's one extreme and another.

dwc89

Frost Gate Guardian

Join Date: Dec 2005

earth

Hadn't played for a while, and after reading this it explains a bit.

Was wondering why the war hench in particular were running off to attack a group I sometimes didn't even notice.

Btw, it is not only Devona, but Talon Silverwing and Lukas as well. Haven't tried the prophecies versions yet.

So, something is amiss. And please don't give us the "working as intended" thing.

Thinking that having no H/H in GW2 is prob a good thing, less to break

SirSausage

SirSausage

Lion's Arch Merchant

Join Date: Feb 2008

Poland

Architects of Forgotten Truths [AoFT]

W/Mo

I also noticed how hero minions barely react when I call a target.
It takes around 10 seconds for them to realize that they should move their rotten a55es and attack the target. Unfortunately, by then my health already dropped to 50 percent. On top of that, some henchies still heal minions.
There IS something wrong with the hero AI.

Nessar

Nessar

Krytan Explorer

Join Date: Jun 2008

West Siiiiiiiiiiiiiide

Gwen Has A Thing For [Pyre]

I've been having the same problem lately. I call a target, h/h stand there and do nothing. So if I'm a caster, I have to run in there and aggro the mob. Sometime even after I aggro mob, they still stand around and do nothing! So then I have to wand the shit out of something before they react. By the time they react, the monster is already dead -.-. This is really annoying on my monk, seeing as how she dies almost everytime I go to aggro a mob <<. (Also the same issue with minions, they do nothing until 80% of the mob is dead <<)
I could flag the h/h right in the middle of the mob, but they should respond to targets being called from a range :/

I never really had a problem with melee h/h running out and aggroing random stuff. Only in Naphui Quarter mission...other then that, they don't go aggro crazy. Oh, maybe while vanquishing, they love pulling everything in sight ._.

Minako Sawai

Minako Sawai

Academy Page

Join Date: Jul 2008

A/

I have mixed feelings about the new behavior. Last night I was playing with 3 heroes and 4 henchies, including Devona.

At first, her more aggressive "attack anything I see" worked well. She would take off up into a hilltop fort, aggro a group, then run back out and the rest of us picked them off. Rinse and repeat. Or she'd run off and aggro a new nearby mob just as the first was being finished off. It was harder, but I was enjoying things. I just adjusted my play to take that into account. I never had her taking off clear across the map, either. She did charge just about any nearby group that was well outside of the aggro circle, but ONLY when already fighting. When just running through an area I could go right by mobs with no problems; she'd behave herself. Her aggression only seemed to kick in during combat or while standing around and a mob started to get near the edge of the aggro circle.

Later on, at another fort, she ran off, along with some of Olias' minions and then the rest of the H/H decided to help her, but very piecemeal. It actually was quite wild, with each hero/hench attacking a different target, often with a minion helping; everyone all over the place and no teamwork. Needless to say, things didn't go very well. And they all ignored me even when I tried to draw everyone back. Plus I was laughing so hard at the whole situation that I didn't make very good decisions myself, so we all got killed. But it was fun.

I don't know, everyone always complains about how easy PvE is, so perhaps this should be welcomed. The AI is certainly playing more like many human players do. I kind of like the H/H not being complete robots. But then I'm a newbie and not playing in the harder parts of the game yet.

Red-Tide

Red-Tide

Lion's Arch Merchant

Join Date: Jun 2005

Edmonton, Canada

[Liar]

Mo/

What about the ressing glitch Regina? Is that intended? My dunkoro runs to whoever is dead starts casting then breaks it off and runs back. Sometimes I eventually get ressed, other times I have to resign or flag my heroes into a mob to get them all killed so we can all res.

This is intended behaviour? If so that is messed up...

Draikin

Krytan Explorer

Join Date: May 2005

Quote:
Originally Posted by Regina Buenaobra
The melee Henchmen haven't been changed significantly with the last build. They made the casters a lot more cautious, so it looks like the melee Henchmen are more aggressive than they actually are.

Additionally, the aggro range used to be based upon weapon type, so previously the spellcasters had a wider range than melee Henchmen. With the last build, they equalized the melee range, so that spellcasters and melee fighters have the same aggro range.
The melee henchmen don't seem more aggressive than caster henchmen, they really are: when in combat they'll attack a target when it's within double the normal aggro range (equivalent to "Fight" setting on heroes), while all other henchmen attack targets within 1.5 times the normal aggro range ("Defend" setting on heroes).

Quote:
Originally Posted by Red-Tide
What about the ressing glitch Regina? Is that intended? My dunkoro runs to whoever is dead starts casting then breaks it off and runs back. Sometimes I eventually get ressed, other times I have to resign or flag my heroes into a mob to get them all killed so we can all res.
They already confirmed this bug and are looking into it. Basically this problem has always been around, it just occurs more frequently after the update. It's been partially fixed before but was never fully resolved.

Abedeus

Abedeus

Grotto Attendant

Join Date: Jan 2007

Niflheim

R/

Vanquishing in 6-8 areas h/h is EXTREMELY hard now. I mean, it used to be easy, but my Sister Tai likes to run close to enemies just to heal frontliner (one warrior... because it's not like I'm going to tank with a ranger or let monsters kill my squishies) or use Resurrect (...) mid-battle. And this way from easy-peasy battle it's EXTREMELY FRUSTRATING. Not challenging. Frustrating, because fighting with bug =/= challenge, it's masochism.

And melee henchmen don't seem aggressive, they ARE a bunch of idiots. I mean, you could fix them in 5 seconds if you wanted, A.Net. But why? Make h/h'ers suffer.

dwc89

Frost Gate Guardian

Join Date: Dec 2005

earth

Just did a SF run with H/H and guess who took off after a totally different mob than I had targeted - the one and only uber aggressive Devona.

Not fun having engaged one mob, have 2 boss mobs come runnig up a set of stairs to tell you - time to go.

It reminded me of being in a FoW pug and tank going "chest" and aggroing everything in site.

She did do this the entire time, but the aggros were manageable up to that point.

FlamingMetroid

FlamingMetroid

Jungle Guide

Join Date: Sep 2007

standing on your last control point, while the rest of your team is to busy killing mine

The Luminaries [Lumi]

A/

Quote:
Originally Posted by Regina Buenaobra
The melee Henchmen haven't been changed significantly with the last build. They made the casters a lot more cautious, so it looks like the melee Henchmen are more aggressive than they actually are.

Additionally, the aggro range used to be based upon weapon type, so previously the spellcasters had a wider range than melee Henchmen. With the last build, they equalized the melee range, so that spellcasters and melee fighters have the same aggro range.
no, you're incorrect

-Makai-

-Makai-

Jungle Guide

Join Date: May 2007

WA

DH

Rt/

I'm sorry, but Regina's reply is grossly inaccurate. Was it intended for melee henchmen to aggro five groups at a time? Was it intended for Sousuke to just stand around twiddling his thumbs? Was it intended for Olias to ignore Death Pact Signet when he's the only party member still standing? Should players be punished for trying to carefully pull? Should players be punished for not wanting to party with the gibbering mess of children who make up 90% of the population? (Ready for 'join a guild' comments here).

Quote:
Originally Posted by Minako Sawai

I don't know, everyone always complains about how easy PvE is, so perhaps this should be welcomed.
Please, please, please don't support this. There's a difference between making the game harder through legitimate means (making mobs a bit more variable, etc.) than making it frustrating due to poor programming. The more I think about it, I more I believe this whole problem was intentional. Oh well...I guess my dollar will be going to something else in the future. I haven't felt this addled about a gaming company since EA backstabbed their customers through SecuROM and shifted the blame.

I'm not even going to start on the whole 'melee henchmen seem to be more aggressive' band-aid.

Legion Magnus

Legion Magnus

Frost Gate Guardian

Join Date: Nov 2005

Legion Magnus

W/

Quote:
Originally Posted by Regina Buenaobra
The melee Henchmen haven't been changed significantly with the last build. They made the casters a lot more cautious, so it looks like the melee Henchmen are more aggressive than they actually are.

Additionally, the aggro range used to be based upon weapon type, so previously the spellcasters had a wider range than melee Henchmen. With the last build, they equalized the melee range, so that spellcasters and melee fighters have the same aggro range.
Whereas I can appreciate the interest to 'tweak' the Henchman for optimization, how about a toggle switch for those who do not want more aggressive Henchman (not unlike the stance modes for each Hero)?

Or better yet, open up the number of Heroes we can have and solve the problem entirely. Its good to have Henchman available for those who have not yet developed their number and expertise of Heroes yet. But for those that have and wish to use non-Human party members why not open up the Team to all Heroes?

I view the application of Heroes much like that of skills on a skill bar. You want the right mix of 'skills' to apply to the right circumstances. Most have put a lot of effort into developing their Heroes, why not let them take full advantage of them?

Legion Magnus

Dr.Jones

Dr.Jones

Banned

Join Date: Jul 2008

heros and hench AI has been bad for a long time this update didn't make it worse or noticeably better. they have always go off off where they are flagged. always had really bad path finding issues. the biggest problem is heros don't know how to use skills.

Darkside

Darkside

Krytan Explorer

Join Date: Dec 2006

Chantry of Secrets

[Angl]

D/

Quote:
Originally Posted by Regina Buenaobra
The melee Henchmen haven't been changed significantly with the last build. They made the casters a lot more cautious, so it looks like the melee Henchmen are more aggressive than they actually are.

Additionally, the aggro range used to be based upon weapon type, so previously the spellcasters had a wider range than melee Henchmen. With the last build, they equalized the melee range, so that spellcasters and melee fighters have the same aggro range.
Yah I've noticed my casters aren't as "stupid" as they used to be...my Master of Whispers used to almost always be the first one to engage the enemy by running up and casting random hexes on a mob then eating all the initial aggro damage...which obviously isn't good when you're a squishy necromancer.

Unfortunately, I've also noticed that when a group of monsters graze your aggro bubble the heros and hench will just randomly attack them. Even when flagged and even tho the monsters had not been aggroed.

Also noticed that the heros/hench still wont give up on targets. I've had Devona run off screen running after a mob.

When I was vanquishing in I believe it was the Dala uplands there was this charr mob that once aggroed would just run away from you...they would run a real long distance as well...anyway after chasing them a good distance I noticed that if I kept going I would be aggroing a bunch of groups so I stopped and Devona just kept going even tho everyone else had stopped. So I put a flag down and she started to come back my way. I canceled the flag and she again took off after the group even tho they were not even on screen anymore. It was weird...

Calista Blackblood

Calista Blackblood

Permanently Banned

Join Date: Oct 2007

Northern Ireland

Nowhere To Run Nowhere To [Hide]

N/

Quote:
Originally Posted by Sante_Kelm
I'm sorry, but Regina's reply is grossly inaccurate. Was it intended for melee henchmen to aggro five groups at a time? Was it intended for Sousuke to just stand around twiddling his thumbs? Was it intended for Olias to ignore Death Pact Signet when he's the only party member still standing? Should players be punished for trying to carefully pull? Should players be punished for not wanting to party with the gibbering mess of children who make up 90% of the population? (Ready for 'join a guild' comments here).



Please, please, please don't support this. There's a difference between making the game harder through legitimate means (making mobs a bit more variable, etc.) than making it frustrating due to poor programming. The more I think about it, I more I believe this whole problem was intentional. Oh well...I guess my dollar will be going to something else in the future. I haven't felt this addled about a gaming company since EA backstabbed their customers through SecuROM and shifted the blame.

I'm not even going to start on the whole 'melee henchmen seem to be more aggressive' band-aid.
This

And to add to it

Was it intended that minion masters cower at the back of a party? i could see through it if my mm ran bone fiends,but alas im not that stupid

Was it intended that devona aggros mobs in cantha while your party is in tyria?

Was it intended that a healer on "avoid combat" not takes it upon himself to not only aggro but tank until his energy is gone, proceed to die and leave the party without an important backliner and not act like a tank/puller.Not to mention the ignorance of flags across all heros ive played with lately.

Frankly im surprised HFFF is still possible

Actually! is there motive to all the h/h ai changes? Was the QQing about kurzick HFFF heeded? and this is an attempt to stop it/make it take longer?

Or is it a badly thought out attempt at making people PUG more?

I know it's not Regina's fault at lack of information and reasonable explanations,but it seems that lately anet has taken a "we have your money nao,so we're gonna make you unhappy" mentality

not a good way to keep player bases

Legion Magnus

Legion Magnus

Frost Gate Guardian

Join Date: Nov 2005

Legion Magnus

W/

Quote:
Originally Posted by Dr.Jones
the biggest problem is heros don't know how to use skills.
Granted, and good point, although much like our children, they are not perfect in every way, but they are ours - to develop and mold into Heroes!

I'd much rather see ANet fix the skill-handling of Heroes than Henchman aggressiveness.

Legion Magnus

Darcy

Darcy

Never Too Old

Join Date: Jul 2006

Rhode Island where there are no GW contests

Order of First

W/R

This is new behavior on the part of melee henchmen, not just a perceived change.

I am taking my necro from KC to Marketplace (on foot as she is leveling heroes). I get to the TOP of stairs at the afflicted square. My aggro circle did not even reach the bottom of the stairs and the nearest party of afflicted was another 1/2 circle away.

I am studying the radar to determine the best area to pull when I see a green dot running out into the square. It is Talon leeroying his way to battle.(I wish they could talk, at least it would give you some warning.)

It was too late to flag him back, so we got swarmed by afflicted. This behavior is not normal for henchmen, even when the casters thought they were tanks.

Minako Sawai

Minako Sawai

Academy Page

Join Date: Jul 2008

A/

Agreed, I think improving the skill-handling (and builds for henchmen) would really make the biggest difference. While I haven't had (or perhaps noticed) the problems others are seeing, the AI control does seem to be doing some strange stuff.

Perhaps this thread will help prod things to be tweaked again until they get it right? The fact they changed things should mean they knew some work in this area was needed, now like some of the skill changes they just need to tweak until they get it right.

Devona's description from the wiki: "Devona is the level-headed leader of the party. She always assesses a situation before rushing in..."




Quote:
Originally Posted by Legion Magnus
Granted, and good point, although much like our children, they are not perfect in every way, but they are ours - to develop and mold into Heroes!

I'd much rather see ANet fix the skill-handling of Heroes than Henchman aggressiveness.

Legion Magnus

Lopezus

Frost Gate Guardian

Join Date: Mar 2007

MDD

D/W

Devona went berserk , that's for sure.

Kashrlyyk

Kashrlyyk

Jungle Guide

Join Date: May 2005

Just to take the fire away from Buenaobra: Linsey says the same stuff: http://guildwars.incgamers.com/showp...4&postcount=63

Nightow

Nightow

Forge Runner

Join Date: Feb 2006

Kindred Order of Souls [KOS]

Earlier today. I was in the middle of a CoF run, on lvl2 in the very last room.

I had just taken out the first 3 mobs (2 undead and 1 of enchanted weapons) and needed a heal so I selected myself and manually had him cast Signet of Devotion on me. This is what happened:

http://img523.imageshack.us/img523/8924/gw057vf9.jpg

He would begin casting it and as soon as it reached the 1/3 mark, he would stop and repeat it in an infinite loop. I had to manually unselect the skill to get him to stop. Keep in mind, this was after a few moments and my allies healed me instead but still, he wouldn't cast it even when I was still below max health.

If Regina still reads this thread, I ask her to seriously look at whats being said here. Even though heroes might be fine and dandy to you guys, it's us who have to work with them most of the time.

pumpkin pie

pumpkin pie

Furnace Stoker

Join Date: Jul 2006

behind you

bumble bee

E/

I have a question: are the hench program to attach healer/monk type foes at whatever cost?

I pwnd U

I pwnd U

God of Spammers

Join Date: Oct 2005

in the middle of a burning cornfield...

Scars Meadows [SMS] (Officer)

My heroes seem to not realize I am there even more so now... I am the only one taking any damage and they sit there and watch me die. Normally they atleast try to heal me.

Abedeus

Abedeus

Grotto Attendant

Join Date: Jan 2007

Niflheim

R/

Quote:
Originally Posted by I pwnd U
My heroes seem to not realize I am there even more so now... I am the only one taking any damage and they sit there and watch me die. Normally they atleast try to heal me.
Lol same. I was vanquishing, the only person taking damage was me... And I was like:

75% - Okay, where's the heal?
50% - Uhm... Heal?
20% - What the hell?!
10% - HEAL ME YOU IDIOT!!
0% - Oh wow, now you use Resurrect, thank you, Sister Tai. Oh look, more people are dying.
25% - What, now I must heal myself? Oka...
0% - Forgot - no energy.

Woot, imo this is another way of saying "we don't like h/h'ers".

RedNova88

RedNova88

Krytan Explorer

Join Date: Oct 2007

Behind you!

W/

Or it could just be a simple bug that hasn't been fixed yet. H/H have ALWAYS been buggy like this. Crap like this was happening to me before the changes. Just because something bad happens to you, doesn't mean they're out to get you. I'm sure Anet understands the stupidity of PuGs, I'll still take regular old henchman over a random idiot that thinks he's the king of the world.

Angelica

Angelica

Krytan Explorer

Join Date: Jan 2006

Aussie land

Me/E

Quote:
Originally Posted by Kashrlyyk
Just to take the fire away from Buenaobra: Linsey says the same stuff: http://guildwars.incgamers.com/showp...4&postcount=63
O.T. Why would you take the fire away from Buenaobra? She vouldn't care a bit about us, what kind of relations should she mantain with players? I don't even know what she is doing at Anet!

I miss Gaile so much, I wish she was back.

PS. Flame away...... I don't care anymore!

sindex

sindex

Wilds Pathfinder

Join Date: Aug 2006

California

Swords of Night & Day [SWRD]

Coming from a person who has done most of his work with Hero and Henchmen groups, this difference seems to be more leaned towards broken AI behavior then in previous builds. There is absolutely no reason why a Hero that is set to “Guard Mode,” should act like it’s on “Suicide Mode” (10 times worse then “Attack Mode”). I don’t care what the developers excuse is for this, since it is not “normal behavior.”

I’m going to do some more testing. However, it’s not just melee but caster H/H that are doing this as well.

Aussie Boy

Aussie Boy

Alcoholic

Join Date: Mar 2007

Australia

W/

Quote:
Calista BlackBlood
Was it intended that devona aggros mobs in cantha while your party is in tyria?
LOl that cracked me up but it's so true.

Please roll back this stupid "Fix"

Kashrlyyk

Kashrlyyk

Jungle Guide

Join Date: May 2005

Quote:
Originally Posted by Angelica
O.T. Why would you take the fire away from Buenaobra? She vouldn't care a bit about us, what kind of relations should she mantain with players? I don't even know what she is doing at Anet!

I miss Gaile so much, I wish she was back.

PS. Flame away...... I don't care anymore!
Because shooting the messenger doesn´t help. Ms. Buenaobra informed herself and gave that information to us, that is her job. Nothing else.

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/

I'm sorry but sosuke is STILL leading ....he is NOT a TANK!!!! PLEASE fix this!!!

(and yes no healing is getting old, good thing most of my characters have self heals)....and I dont seem to mind the new over agro of talon or devona since they are the ONLY heroes/henchies that seem to want to do anything at all....I select a target "I am targeting the healer" everyone just stands there looking bored except olias who is healing his minions...uhm get your pixelated butts in gear and go kill things!! Sigh.

pumpkin pie

pumpkin pie

Furnace Stoker

Join Date: Jul 2006

behind you

bumble bee

E/

okay, this just happens today, Jora lol I hope this is not the results of all the QQ, Jora is on attack mode (first button) always unless i diable it, and caster is always on defence (second button) and she usually will continute to go for the next target closest her, but today, today she just can't make up her mind, kill first call target, ran back, I am already attacking second target, and I have to call it again, Jora whose half way running back turns around rand back to kill the second target then she turns around and ran toward me once more, why cos second target already down, so I have to call the third target .... and this goes one the whole trip, come on, don't play around, my survivor is very close to level 3 its making me getting heart attack.

Angelica

Angelica

Krytan Explorer

Join Date: Jan 2006

Aussie land

Me/E

Quote:
Originally Posted by Kashrlyyk
Because shooting the messenger doesn´t help. Ms. Buenaobra informed herself and gave that information to us, that is her job. Nothing else.
^^ So sorry ..... It was not my intention to stress her up by too much work tho!