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.
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Mad H/H behavior after the update?
Chthon
Quote:
Dr.Jones
Quote:
Originally Posted by Chthon
I'm sorry, but you (and Lindsey apparently) are completely wrong on this point. Before the update, NONE of the heroes/henchmen would run off to attack an un-aggored mob beyond their aggro bubble. Now they do. Something is very wrong. It needs to be fixed. End of story.
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Kook~NBK~
Quote:
Originally Posted by Dr.Jones
HAHAHAHAHAHAHAHAHAHAHAHAHAHA oh man. that was a funny joke you have got to be kidding me. like i said before heroes have been like this from the beginning of heroes in nf.
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Prior to the last update, I had NEVER seen Olias stand in the background protecting his "babies" (even when set to "attack") or seen Devona running off in "Leroy mode." Once or twice this weekend, she's run off to attack a mob that was on the spin map, but well outside of aggro range as I was loading into the map!
Zahr Dalsk
Quote:
Originally Posted by Dr.Jones
HAHAHAHAHAHAHAHAHAHAHAHAHAHA oh man. that was a funny joke you have got to be kidding me. like i said before heroes have been like this from the beginning of heroes in nf.
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Halimahdance
Quote:
Originally Posted by Tatile
Gehraz ran off after some gibbly plants. After I let him die he didn't do it again. Pratt.
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Bluefeather
Quote:
Originally Posted by Dr.Jones
HAHAHAHAHAHAHAHAHAHAHAHAHAHA oh man. that was a funny joke you have got to be kidding me. like i said before heroes have been like this from the beginning of heroes in nf.
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R.Shayne
I am glade to hear it only seemed like Koss agroed three mobs this weekend while we were waiting for someone to return. Was actually kind of funny afterwards, one player thought I was the green dot; I thought the green dot was him, the survivor was pressing "G", and the AFK missed out on all the fun.
Had the same problem others are having with MM. One guilde had a MM setup on Livia, he was setup to tank and I was on a condition spammer, at one end of my agro circle was the tank and on the opposite side of my agro circle was Livia with two minions just standing there. Ok casters are more cautious but from what I am seeing this has passed cautious and gone into leeching. Great now heroes are leeching.
I have to agree with others, how soon before h/h’ers start getting rude pictures, vulgar language, and hero that drop out of the game?
Can we have our old AI back, please?
Had the same problem others are having with MM. One guilde had a MM setup on Livia, he was setup to tank and I was on a condition spammer, at one end of my agro circle was the tank and on the opposite side of my agro circle was Livia with two minions just standing there. Ok casters are more cautious but from what I am seeing this has passed cautious and gone into leeching. Great now heroes are leeching.
I have to agree with others, how soon before h/h’ers start getting rude pictures, vulgar language, and hero that drop out of the game?
Can we have our old AI back, please?
free_fall
Doing the Furnace this w/e with H&H, after clearing a mob I can be standing there with 2/3 Health because "I'm bleeding here" and Lina just stands there fixing her hair while Mhenlo is healing minions. But let Olias sac himself to heal them too and Mhenlo is right on him. Um .. hello!?!
Still not experiencing the Leroy Jenkins problems though, fortunately.
Still not experiencing the Leroy Jenkins problems though, fortunately.
Lady Raenef
What's funny is that you people actually use the melee H/H. I NEVER put them in party. They've been stupid since day 1.
sixofone
I set my melee Heroes on Defend, now, and that seems to have solved the Leeroy problem. Didn't need to prior to the update for a while. Every now and then the AI goes bonky, Westworld crazy, and they do whatever.
I've noticed, though, that they are much more independent about their targets - sometimes ignoring my called target until they're done whacking the guy they've chosen. Used to be they'd target whomever I was attacking/wanding. Now, I've needed to call them on Monk mobs whom they seem to ignore otherwise for some reason.
Must be hard to code AI for GW, I guess...
I've noticed, though, that they are much more independent about their targets - sometimes ignoring my called target until they're done whacking the guy they've chosen. Used to be they'd target whomever I was attacking/wanding. Now, I've needed to call them on Monk mobs whom they seem to ignore otherwise for some reason.
Must be hard to code AI for GW, I guess...
Kushiels_Scion
Ohh GOD YES! first thing i thought when is saw this thread. more often than not my heros REFUSE to do anything while flagged. sometimes they are good and will do things but alot of times they jsut stand there and watch me die instead of SSing and all the stuff i want them to do. i would target them, nothing, aslong as they are flagged they refuse which makes it next to impossible to tank anything with H/H anymore and it drives me up the wall!.... anet needs to fix this soon before i ... go berserk...
arghness of heros!
arghness of heros!
Lady Lozza
Casters are more cautious? Until this weekend, I had found that all ranged character teams were mostly happy, as long as you didn't flag them. That was until Sunjiang Dist mission where the monks ran off and aggro'ed all four of the end bosses for us and nearly resulted in a team wipe. Heroes that were set on avoid, then flagged back when I saw where they were going, and still they insisted on running straight into the middle of the boss mob, then proceeded to cancel heals when I tried to micro-manage them.
Evoc Silenti
Not sure if anyone else has noticed this. When running CoF, (I use a smiter hero,( why give half your hard earned cash to somone who managed to cast a few spells and sit back for an hour?)) I normally flag odgey about 1 aggro bubble away from me, (so he wont run in to BiP me mid battle ) and when I have beaten the mob, and click cancel flag, he will run about 1-2 aggro bars OFF THE ENTIRE RADAR, thus losing all maintained enchantment and often aggroing skipped mobs, or w/e. It is annoying and I'm clueless why. The way I get past it is to just flag him next to me, as he will not run away if he is within the aggro bar (it seems). Dunno if this is what I get for teaching myelf the CoF run, or just something obvious I'm missing. Either way I think this needs to be looked at aswell. (been awhile since I've ran CoF, so may have been just updated, or even not a problem at all). so yeah...gg?
Ben-A-BoO
Haven't read all the posts so I am pretty sure this was mentioned before, but I have to stress it again. It is a major annoyance in Hero Battles since it can the difference of a win or loss.
1) Aggro range (as mentioned here 100+ times)
Example: I have a hero flagged at the lower cap points of the map, obviously to cap or guard a shrine. Then my opponent decides to pull his hero of and fight me at the upper flag stand ... and what does that stupid hero do? Follow him ALL the way up to the upper cap point O_O
Thats about the whole map.
2) Cancel Action bug
Example: Bringing a Monk Hero and microing him/her can be devastating at this time. Forcing him/her to remove a condition while being out of cast range results more then often in a circle of cast -> cancel -> cast -> cancel till they drained their whole energy and then finally executing the action. So who needs mesmers now to screw them if they do it better themselves?
1) Aggro range (as mentioned here 100+ times)
Example: I have a hero flagged at the lower cap points of the map, obviously to cap or guard a shrine. Then my opponent decides to pull his hero of and fight me at the upper flag stand ... and what does that stupid hero do? Follow him ALL the way up to the upper cap point O_O
Thats about the whole map.
2) Cancel Action bug
Example: Bringing a Monk Hero and microing him/her can be devastating at this time. Forcing him/her to remove a condition while being out of cast range results more then often in a circle of cast -> cancel -> cast -> cancel till they drained their whole energy and then finally executing the action. So who needs mesmers now to screw them if they do it better themselves?
isildorbiafra
Buged buged buged. Olias is all over the place. Someone at anet is having a good laugh at our expense. Anoying as it might be, it is very funny though, unless your vanquishing. They remind me of Leroy Ironhammer in the Ring of Fire Mission.
Silicon Based
Quote:
Originally Posted by AOD_EaSyKiLL
Devona leeroyed into everything, I finally gave up on her because she kept trying to out suicide Brechnar the Dwarf.
Rezzing seems broken, they either wont rez at all, or are running 1/2 the map to rez, even when flagged. |
confirmed, I have observed the same behaviour.
ANet pls fix.
Koudelka
Before the update, Devona would be reasonably intelligent in my party, as all my heroes/henchmen. Afterwards, this is exactly what's happening! She has downgraded to the intelligence of Alessia, but even stupider. Literally, if we're standing far away from a mob, she runs torwards the nearest monster. I've stopped taking her into my groups.
Tyla
Quote:
Originally Posted by Dr.Jones
HAHAHAHAHAHAHAHAHAHAHAHAHAHA oh man. that was a funny joke you have got to be kidding me. like i said before heroes have been like this from the beginning of heroes in nf.
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ramma77
Talon the big stupid budgie agro'd 2 groups of undead in shards of orr and got us wiped.
I MP I
Quote:
Originally Posted by ramma77
Talon the big stupid budgie agro'd 2 groups of undead in shards of orr and got us wiped.
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Yea his AI has been screwed up nicely. Talon now runs two agro bubbles away to attack a group of enemies that I didn't even target.
FrAnt1c??
H/H'ed 4 last missions I needed for protector title in NF yesterday evening, no problems. Did Minister cho's on HM this morning and vanquished an area on canthan nooby isle. Everything went smooth 'n easy.
Olias, master of whispers and Livia are pro's at what they do...
As far as the MM heroes are concerned, just flag them into the battle if they dont follow, otherwise they just keep on using jagged bones and stuff like that on their heroes. Not bringing blood of the master speeds things up aswell, keeps him from saccing himself to near death too if you happen to be running two minion masters...
Olias, master of whispers and Livia are pro's at what they do...
As far as the MM heroes are concerned, just flag them into the battle if they dont follow, otherwise they just keep on using jagged bones and stuff like that on their heroes. Not bringing blood of the master speeds things up aswell, keeps him from saccing himself to near death too if you happen to be running two minion masters...
upier
Won't somebody please think of poor old Zunny!??!
We were just cleaning the pink mess that the Afflicted made and then Zunny decides to run off through half the map (just follow the pink line) without ANY kind of reason.
Does this mean ALL NPCs act this way?
Even the ones we need to protect?
I don't remember Zunny being this mental before ...
We were just cleaning the pink mess that the Afflicted made and then Zunny decides to run off through half the map (just follow the pink line) without ANY kind of reason.
Does this mean ALL NPCs act this way?
Even the ones we need to protect?
I don't remember Zunny being this mental before ...
elk
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. |
Like many others in this thread, I've found the melee characters to be jumping into combat well outside of the aggro bubble. I been plodding away working at the vanquishing/ cartographer titles and often take the famed "Sabway". I usually fill the last few spots with another Monk, 2 Melee hench and another toon applicable to the area I'm covering. In many cases I've had the melee toons run off to aggro foes well outside of an acceptable range (no targets called either) followed by the Monk running off to use a rez (usually touch range). It's at a point where I've begun to revise the Hench to ranged; which I've found isn't as effective as the melee were prior to the update.
Granted I haven't run any mods to test/validate it, but it seems similar to a spirit range for the aggro bubble (or something similar to a "spotter" in NF). If you could follow up on our behalf and provide some further feedback, that would be fantastic.
elk
Numa Pompilius
Guys, please don't overstate the problem and don't confuse the issue.
There's two separate issues:
1) Intermittent Banzai-aggro, mainly by melee heroes and hench, where they attack mobs which the human is not currently fighting, and which may be far outside aggro range, ignoring aggressivity setting and flags. Devona may do it more frequently than others, but I've had melee heroes do it too.
It doesn't happen all the time, or even all that often really, but it DOES happen, and it IS hugely annoying.
This behaviour isn't new, it's been reported for many months, but it's clearly a lot more common now after the update, and prior to the update I never saw it unless I was in combat and the shortest route to the enemy was blocked. After the update they may take off at any time.
2) Caster weirdness. Mainly that minionbombers stop outside aggro-range and spend an eternity trying to put Death Nova on all his minions, and that monks sometimes wait for a long time before healing (apparently to save energy, but give a monk a vampiric weapon and signet of healing and watch hilarity ensue), and that casters with any PBAoE damage spells have a tendency to run into melee to use their PBAoE spells, and stay there.
I frankly haven't noticed this get either better or worse after the update.
The leeeeroying got worse after the update, and needs to be fixed. The caster weirdness may or may not have gotten worse after the update, I really can't tell.
There's two separate issues:
1) Intermittent Banzai-aggro, mainly by melee heroes and hench, where they attack mobs which the human is not currently fighting, and which may be far outside aggro range, ignoring aggressivity setting and flags. Devona may do it more frequently than others, but I've had melee heroes do it too.
It doesn't happen all the time, or even all that often really, but it DOES happen, and it IS hugely annoying.
This behaviour isn't new, it's been reported for many months, but it's clearly a lot more common now after the update, and prior to the update I never saw it unless I was in combat and the shortest route to the enemy was blocked. After the update they may take off at any time.
2) Caster weirdness. Mainly that minionbombers stop outside aggro-range and spend an eternity trying to put Death Nova on all his minions, and that monks sometimes wait for a long time before healing (apparently to save energy, but give a monk a vampiric weapon and signet of healing and watch hilarity ensue), and that casters with any PBAoE damage spells have a tendency to run into melee to use their PBAoE spells, and stay there.
I frankly haven't noticed this get either better or worse after the update.
The leeeeroying got worse after the update, and needs to be fixed. The caster weirdness may or may not have gotten worse after the update, I really can't tell.
Stolen Souls
Quote:
Originally Posted by Numa Pompilius
Guys, please don't overstate the problem and don't confuse the issue.
There's two separate issues: 1) Intermittent Banzai-aggro, mainly by melee heroes and hench, where they attack mobs which the human is not currently fighting, and which may be far outside aggro range, ignoring aggressivity setting and flags. Devona may do it more frequently than others, but I've had melee heroes do it too. It doesn't happen all the time, or even all that often really, but it DOES happen, and it IS hugely annoying. This behaviour isn't new, it's been reported for many months, but it's clearly a lot more common now after the update, and prior to the update I never saw it unless I was in combat and the shortest route to the enemy was blocked. After the update they may take off at any time. 2) Caster weirdness. Mainly that minionbombers stop outside aggro-range and spend an eternity trying to put Death Nova on all his minions, and that monks sometimes wait for a long time before healing (apparently to save energy, but give a monk a vampiric weapon and signet of healing and watch hilarity ensue), and that casters with any PBAoE damage spells have a tendency to run into melee to use their PBAoE spells, and stay there. I frankly haven't noticed this get either better or worse after the update. The leeeeroying got worse after the update, and needs to be fixed. The caster weirdness may or may not have gotten worse after the update, I really can't tell. |
Draikin
Quote:
Originally Posted by Stolen Souls
Yes, exactly. But add to the caster wierdness...casters refusing to attack a called target. Before the update, you could stand just outside of aggro and call a target...the casters proceeded to attack the target. They often don't anymore...they sometimes just stand there doing nothing, requiring you to draw aggro yourself (sucks if you're a monk), or flag them into the mob..
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Abedeus
Quote:
casters with any PBAoE damage spells have a tendency to run into melee to use their PBAoE spells, and stay there. I frankly haven't noticed this get either better or worse after the update. |
Melee heroes and casters suck now.
Kushiels_Scion
Yeah i have realized that when farming with a hero bonder, the hero tends to run in the opposite direction that you are for no reason whatsoever. This has been happening even before the most recently hero AI updates.
ADDED:
Before the updates there heros and henches acted alot better. I had alot few issues before they threw in all these AI changes than I do now. Seems heros have gone pyzophrenic because while one persons characters may be rushing in, others sit and do nothing (like mine) it is really getting on my nerv and making it impossible to h/h certain dungeons.... I don't have the time to waste looking for real people, if i want to get something done i want to be able to do it whether or not people are forming groups for it. The AI changes are preventing me even more now from achieving these....
ADDED:
Before the updates there heros and henches acted alot better. I had alot few issues before they threw in all these AI changes than I do now. Seems heros have gone pyzophrenic because while one persons characters may be rushing in, others sit and do nothing (like mine) it is really getting on my nerv and making it impossible to h/h certain dungeons.... I don't have the time to waste looking for real people, if i want to get something done i want to be able to do it whether or not people are forming groups for it. The AI changes are preventing me even more now from achieving these....
Tyla
I recently 2 human / 6 hero vanquished an area with a guildie, and didn't notice any drastic changes myself. As for the complaints, though, some people must have AI screwups hard at the moment in time.
-Makai-
Quote:
After slaying Argo, this elementalist ran very far away:
http://img.photobucket.com/albums/v2...ichi/gw440.jpg
I felt bad for killing Exuro, as apparently he has a really good heart; he didn't once try to attack anyone! Perhaps we could throw him in a claymation special called "Exuro the Friendliest Titan!":
http://img.photobucket.com/albums/v2...ichi/gw444.jpg
http://img.photobucket.com/albums/v2...ichi/gw445.jpg
http://img.photobucket.com/albums/v2...ichi/gw446.jpg
The writing's on the wall, Anet...the writing is on the go red engine'ing wall.
Another point of interest I've noted (I forgot to take a screen) is that heroes/hench no longer defend. Take a group into an area with enemy Ranger spirits and wait until the group leaves. Notice how your team is hellbent on destroying the spirit...something which never happened before unless they were set to attack.
Tender Wolf
Quote:
Originally Posted by Yol
Cynics amongst us might speculate that the devs intentionally tweaked the h/h combat aggro range for the worse so that they become less appealing than using other players on your team...
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But I haven't played since the update so I couldn't tell you how they're acting.
Kushiels_Scion
My heros seem to just refuse to do anything when they are flagged, i just dont get it. Flagged + set to guard = avoid to heros i guess... even though enemies are in range for spells to reach them and I am calling targets.. driivng me nuts
*sends a glaring look at Anet* "put the hero AI back to what it was!"
*sends a glaring look at Anet* "put the hero AI back to what it was!"
Age
I would like to see the melee heros and henchies back the way they were as they just keep going after things I don't target then bring it over to the castors. /revert
The Little Viking
My koss will no longer attack even when set to attack and am in the middle of battle, and devona runs off the map. Not just the agro circle...off the map and dies. i leave her there now just because I can.
Kushiels_Scion
Quote:
Originally Posted by The Little Viking
My koss will no longer attack even when set to attack and am in the middle of battle, and devona runs off the map. Not just the agro circle...off the map and dies. i leave her there now just because I can.
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hellcast
They could at least put kilroys shout in all melee H/H since they have the same AI :P
Now seriously, I hope Anet looks into this soon, maybe before next months update *crosses fingers and hopes for it*
Now seriously, I hope Anet looks into this soon, maybe before next months update *crosses fingers and hopes for it*
Kushiels_Scion
Okay i've had it! I can't even get through Destructions Depths on hard mode... because on the 2nd level they REFUSE to heal me when flagged. They are PLENTY close enough to cast spells on me and the enemies that are grouped on me but they refuse to do a damn thing... This is really getting on my last nerv and Anet needs take back all the new AI changes they added and then SLOWLY change it. that way its easier to tell wha tis the problem...
BAH!
Lovely heros running into agro when flagged while healers delay healing until after someone is dead.. what fun:
http://i11.photobucket.com/albums/a1...lorn/gw024.jpg
gahhrf
BAH!
Lovely heros running into agro when flagged while healers delay healing until after someone is dead.. what fun:
http://i11.photobucket.com/albums/a1...lorn/gw024.jpg
gahhrf
cellardweller
I seem to be having the exact opposite problem - casters set to defense who will not engage enemies that are attacking the party.
In this shot you can see the party taking on a group of margonites. The two healers are operating normally, but olias who doesn't have any heals on his bar is sitting back and watching.
And just to show that its not a case of him being slow off the mark, this is the same combat 15 seconds later
In this shot you can see the party taking on a group of margonites. The two healers are operating normally, but olias who doesn't have any heals on his bar is sitting back and watching.
And just to show that its not a case of him being slow off the mark, this is the same combat 15 seconds later
pumpkin pie
well, this definitely is strange,
Gwen, well in hardmode, the ranger in thannakai temple interrupt very frequently so i flag both the caster heros behind the wall but look at where Gwen had die while everyone else is behind the wall safely. see where her flags is and where her corpse is....
actually now that I look at the picture again, only my character, togo and olias are behind the walls and the rest are mobbing the door way lol
no problem with healing thou. just that they like to randomly ran into a mob for no obvious reason.
what happen prior to gwen mobbing.
1) ran to door way, I pull the temple guardian
2) gotten rid of the Temple Guardian
3) flag all h/h (triangle flag with no markings)
4) flag Gwen (flag number 1 see that green flag with 1 on it beside Olias.
5) Flag Olias (when i see Olias running towards where he is, Gwens health bar is lowering very fast.
*saw healer hench ran after Gwen, her health bar raise to half
6) Flag Jora to pull,
7) Gwen Dies.
lol
Gwen, well in hardmode, the ranger in thannakai temple interrupt very frequently so i flag both the caster heros behind the wall but look at where Gwen had die while everyone else is behind the wall safely. see where her flags is and where her corpse is....
actually now that I look at the picture again, only my character, togo and olias are behind the walls and the rest are mobbing the door way lol
no problem with healing thou. just that they like to randomly ran into a mob for no obvious reason.
what happen prior to gwen mobbing.
1) ran to door way, I pull the temple guardian
2) gotten rid of the Temple Guardian
3) flag all h/h (triangle flag with no markings)
4) flag Gwen (flag number 1 see that green flag with 1 on it beside Olias.
5) Flag Olias (when i see Olias running towards where he is, Gwens health bar is lowering very fast.
*saw healer hench ran after Gwen, her health bar raise to half
6) Flag Jora to pull,
7) Gwen Dies.
lol
Koudelka
Quote:
Originally Posted by Zahr Dalsk
ArenaNet. Heroes are still a lot more pleasant than PUGs, they don't discriminate, and they aren't retarded. And they're still far better at the game than the average PUG player. You'll need to make them run around randomly on the entire map, spontaneously map out, aggro everything, change their bars while zoning, make them spew poorly written insults, have random and shoddily drawn genitalia appear on the compass, and disable them for Ritualists, Mesmers, Assassins, and Paragons before they're down to the PUG level. At which point I guess you'd be cutting off around 70% of GW2 potential sales. |
Quote:
At which point I guess you'd be cutting off around 70% of GW2 potential sales. |
On topic: I've noticed nothing disturbed with caster AI. However, the update did say that rits would use spirits out of battle, but Xandra doesn't. I don't mind however, as I'd prefer to tell her when we're fighting, not the other way around.