Mad H/H behavior after the update?

Koudelka

Koudelka

Frost Gate Guardian

Join Date: Apr 2007

England

The Khaotic Empire (TKE)

Me/Mo

Quote:
Originally Posted by 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
Ah, I know why that is happening. As you have flagged your heroes out of range, only the defensive ones will come and keep you alive. You'll have to move closer to them before the offensive ones attack. I have noticed this for a long time, I think before the update.

Shursh

Shursh

Lion's Arch Merchant

Join Date: Jul 2008

KaVa

N/

in response to the OP, i did have a problem like that.

yesterday i was grouped with two guildies and Mehnlo. we were doing the quest that is right before you get to Gate of Madness in NF. we were AT LEAST 1.5 aggro bubbles away from the nearest mob. Mehnlo runs toward the mob, casts some healing spell, then aggros it (i believe it was a single monolith). insane, never seen a henchie aggro something so far away - we weren't even engaged in combat at the time, just standing there for a minute or two.

anyway, that was my experience.

Kushiels_Scion

Frost Gate Guardian

Join Date: Jul 2006

Ohio

Dragon Warrriors

W/P

Quote:
Originally Posted by 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
Mine does the same thing. While flagged they often refuse to do anything. They are schizophrenic, sometimes they rush up but more often than not they refuse to do a damn thing. I am really getting fed up with how slow Anet has been with correcting these issues. The solution is easy - revert back to the original hero AIs before the recent updates and slowly implement the new ones. I believe they throw to much into the hero's brains at once and they dont know what to do anymore.

Kushiels_Scion

Frost Gate Guardian

Join Date: Jul 2006

Ohio

Dragon Warrriors

W/P

Quote:
Originally Posted by Koudelka
Ah, I know why that is happening. As you have flagged your heroes out of range, only the defensive ones will come and keep you alive. You'll have to move closer to them before the offensive ones attack. I have noticed this for a long time, I think before the update.
Sorry for the double post but i had to add, the heroes are NOT out of range. They are in exact range to cast spells on the enemy. If healers are close enough while flagged there to heal, the necro is PLENTY close to target the enemies surrounding the tank. I should know, i have done what they are doing in that picture many times with no issues.... BEFORE the AI that is... Now i can't do it anymore. Makes pulling things in certain places next to impossible.

Scythe O F Glory

Scythe O F Glory

Krytan Explorer

Join Date: May 2008

New Jersey

League of Elite [LoE]

D/

Yep my Zhed on guard with a nuking build decided to run almost off my radar and wand people, casting no spells (none disabled)

Draikin

Krytan Explorer

Join Date: May 2005

Quote:
Originally Posted by Kushiels_Scion
Sorry for the double post but i had to add, the heroes are NOT out of range. They are in exact range to cast spells on the enemy. If healers are close enough while flagged there to heal, the necro is PLENTY close to target the enemies surrounding the tank. I should know, i have done what they are doing in that picture many times with no issues.... BEFORE the AI that is... Now i can't do it anymore. Makes pulling things in certain places next to impossible.
Try setting your casters to aggressive in that case, since that will now approximate the original aggro circle of heroes wielding a staff/wand that were set to "Defend" before the update.

Kushiels_Scion

Frost Gate Guardian

Join Date: Jul 2006

Ohio

Dragon Warrriors

W/P

Quote:
Originally Posted by Draikin
Try setting your casters to aggressive in that case, since that will now approximate the original aggro circle of heroes wielding a staff/wand that were set to "Defend" before the update.
Um that would cause more problems than it would solve. 1 because they'll attack at random and run off (which some seem to do as it is even when on guard) they'd just do it even more.

Not to mention, of course I have tried it. It was really really stupid thing to do. the simple answer if for Anet to correct the mistakes because no PERSON is doing anything wrong.

cellardweller

cellardweller

Likes naked dance offs

Join Date: Aug 2005

The Older Gamers [TOG]

Quote:
Originally Posted by Koudelka
Ah, I know why that is happening. As you have flagged your heroes out of range, only the defensive ones will come and keep you alive. You'll have to move closer to them before the offensive ones attack. I have noticed this for a long time, I think before the update.
Prior to the update, they would attack anything thing they could cast on without leaving their flag, now they will only cast if they are flagged within the earshot - this is the problem. Moving them closer doesn't help as it means that their casters can reach your backline without moving into melee range of the warrior.

Changing the range of defensive heroes back to what it was is the better solution. It wasn't broken before and the change has caused nothing but problems.

Widowmaker

Widowmaker

Krytan Explorer

Join Date: Mar 2008

N/

lol, well the new AI certainly makes DD a whole new challenge, babysitting a group of demented heroes/henchmen that run around like headless chickens certainly is... fun?


No, wait...

Annoying, yes, that's the word I was looking for. Annoying.

Lina especially is doing a sterling job of emulating Kilroy.

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/

Anet too busy playing TF2.

AOD_EaSyKiLL

Frost Gate Guardian

Join Date: Nov 2006

Angels of Death

Mo/

No, they are downloading the Warhammer Online Preview Weekend beta

Draikin

Krytan Explorer

Join Date: May 2005

Quote:
Originally Posted by cellardweller
Changing the range of defensive heroes back to what it was is the better solution. It wasn't broken before and the change has caused nothing but problems.
It was broken, in fact the current defensive range of caster heroes is the same range that melee heroes had all along. The old AI caused casters on "Defend" to rush into battle while your melee heroes/henchmen were still standing idle (remember the complaints about monk henchmen rushing into the frontline). The only issue here is that this defensive range may be too defensive for most people since they're not used to working with it, so a possible solution for that is to extend the aggro range of "Defend" for all heroes to something like 1.7 or 1.75 times normal aggro range instead of 1.5. Anything more than that and they'll start acting like Devona and other melee henchmen which currently have double the normal aggro range.

cellardweller

cellardweller

Likes naked dance offs

Join Date: Aug 2005

The Older Gamers [TOG]

Quote:
Originally Posted by Draikin
It was broken, in fact the current defensive range of caster heroes is the same range that melee heroes had all along. The old AI caused casters on "Defend" to rush into battle while your melee heroes/henchmen were still standing idle (remember the complaints about monk henchmen rushing into the frontline). The only issue here is that this defensive range may be too defensive for most people since they're not used to working with it, so a possible solution for that is to extend the aggro range of "Defend" for all heroes to something like 1.7 or 1.75 times normal aggro range instead of 1.5. Anything more than that and they'll start acting like Devona and other melee henchmen which currently have double the normal aggro range.
You've described issues with the melee ai - the caster AI was functioning correctly. If melee ai is broken the solution is fixing them, not to make the caster just as broken.

Numa Pompilius

Numa Pompilius

Grotto Attendant

Join Date: May 2005

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

Live Forever Or Die Trying [GLHF]

W/Me

Quote:
Originally Posted by Draikin
The old AI caused casters on "Defend" to rush into battle while your melee heroes/henchmen were still standing idle (remember the complaints about monk henchmen rushing into the frontline).
But aggro range wasn't the problem, the problem was how they used touch skills and PBAoE skills.

A simple work-around was to remove touch skills and PBAoE spells from caster heroes, but a better solution would have been for ANet to smarten up the AI so casters would run out of melee range after having run in to use touch skills/PBAoE spells.

Artdeux

Artdeux

Academy Page

Join Date: Feb 2006

Nanaimo, BC, Canada

Forsaken Wanderers

Rt/Mo

A nerf to H/H is a buff to PUGS.

Go Anet go!

Draikin

Krytan Explorer

Join Date: May 2005

Quote:
Originally Posted by cellardweller
You've described issues with the melee ai - the caster AI was functioning correctly. If melee ai is broken the solution is fixing them, not to make the caster just as broken.
Keep in mind that there was no "correct" setting for the defensive range of heroes, so it made sense to equalize it towards the lower range. Judging from the feedback here people would prefer the range to be set to the defensive range that casters originally had, but reverting the AI update isn't required to fix that problem.

Quote:
Originally Posted by cellardweller
But aggro range wasn't the problem, the problem was how they used touch skills and PBAoE skills.
That's a different issue altogether, and you can disable those skills now to prevent them from running in.

enter_the_zone

Jungle Guide

Join Date: Nov 2007

R/

Quote:
Originally Posted by Artdeux
A nerf to H/H is a buff to PUGS.

Go Anet go!
Nothing in this universe, or the next, could buff your average PUG to within 50% of a decent H/H party. Even with all these stupid AI mistakes ANet seems to love so much.

Numa Pompilius

Numa Pompilius

Grotto Attendant

Join Date: May 2005

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

Live Forever Or Die Trying [GLHF]

W/Me

Quote:
Originally Posted by Draikin
That's a different issue altogether, and you can disable those skills now to prevent them from running in.
I don't think it's a different issue at all, as heroes will not run to melee distance without such skills (provided they're armed with ranged weapons). Also I do know that Zhed would run in to melee range even when Lava Font was disabled, but when I removed it from his bar completely he stopped. That was however before the latest update, haven't tested since.

Basically heroes will use the highest-prioritized spell they've got, and will move to whatever distance (within range) they need to use it - but they won't move back to their original location afterwards. In other words, touch skills & PBAoE skills = tanking casters.

Draikin

Krytan Explorer

Join Date: May 2005

Quote:
Originally Posted by Numa Pompilius
I don't think it's a different issue at all, as heroes will not run to melee distance without such skills (provided they're armed with ranged weapons). Also I do know that Zhed would run in to melee range even when Lava Font was disabled, but when I removed it from his bar completely he stopped. That was however before the latest update, haven't tested since.
It's a different issue because it has nothing to do with aggro range, and the AI usage of PBAoE skills has been updated:

Quote:
Originally Posted by Update
Heroes with ranged weapons equipped will no longer move into melee range when a point-blank area-of-effect skill is equipped but disabled.

Numa Pompilius

Numa Pompilius

Grotto Attendant

Join Date: May 2005

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

Live Forever Or Die Trying [GLHF]

W/Me

Quote:
Originally Posted by Draikin
It's a different issue because it has nothing to do with aggro range
What a coincidence as I'm saying that the problem with tanking casters has nothing to do with aggro range.

(But it's nice to see that they fixed the "will try to use disabled PBAoE skills" bug, even though it doesn't fix the "caster stays and tanks after having used PBAoE skills" problem)

Draikin

Krytan Explorer

Join Date: May 2005

Quote:
Originally Posted by Numa Pompilius
What a coincidence as I'm saying that the problem with tanking casters has nothing to do with aggro range.
Both are different issues with a similar outcome. The aggro range was broken and it was causing casters to be the first heroes to aggro the enemy, which in the end had the same result as the PBaoE skill issue.

sixofone

Krytan Explorer

Join Date: May 2007

P/

Kind of makes you wonder: do they even bother to test these things out before they go live?

Or do they simply let us be the live beta?

Abedeus

Abedeus

Grotto Attendant

Join Date: Jan 2007

Niflheim

R/

Quote:
Originally Posted by sixofone
Kind of makes you wonder: do they even bother to test these things out before they go live?

Or do they simply let us be the live beta?
What do you think GW:EN is if not a beta we had to buy?

Regina Buenaobra

Regina Buenaobra

ArenaNet

Join Date: Apr 2008

Me/

The devs have been keeping an eye on the threads and all your comments and descriptions about overly aggressive Henchmen; they have been testing and evaluating some changes. Depending on the results, those changes may go live in an update this week.

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by Regina Buenaobra
The devs have been keeping an eye on the threads and all your comments and descriptions about overly aggressive Henchmen; they have been testing and evaluating some changes. Depending on the results, those changes may go live in an update this week.
Super duper thanks for looking into it.

Stolen Souls

Stolen Souls

Desert Nomad

Join Date: Feb 2006

Well at least we know they're looking at it now. Hopefully they'll be able to recreate/see the issues and fix them.

R.Shayne

Wilds Pathfinder

Join Date: Oct 2007

I was in Rragar dungeon last night as a 600 / smite and I took dunk setup as a healer to keep Ogden alive. When I was at the ranger boss (Charr Warden) dunk ran away from his flag and passed me up and was almost to the locked door. I had him flagged at the entrance to the room and there was no one ahead of me for him to heal so I have no clue why he ran pass me.

The dungeon was pretty interesting, Dunk couldn’t decide between healing Ogden and healing me so he basically ran back and forth between the two of us.

Draikin

Krytan Explorer

Join Date: May 2005

Good to hear they're looking into the issues, I hope they take into account the problems in Hero Battles as well. While the offensive range on casters was decreased, it's almost as if their defensive range was actually increased, causing healers to overextend more than they used to from their flag. They also seem to abandon the shrines they're supposed to guard when kiting from foes more easily.

Widowmaker

Widowmaker

Krytan Explorer

Join Date: Mar 2008

N/

Quote:
Originally Posted by R.Shayne
The dungeon was pretty interesting, Dunk couldn’t decide between healing Ogden and healing me so he basically ran back and forth between the two of us.
I've had a similar thing once or twice now with the summoned assassin. Puff of smoke, appears next to his target, jogs back to me rather than attacking then finally runs back to his target and starts his attacks.

Maybe he did that before, I'm not sure, obviously now I'm consciously looking to see what they do.

But either way, I'm guessing he isn't supposed to be doing that.

Abedeus

Abedeus

Grotto Attendant

Join Date: Jan 2007

Niflheim

R/

Quote:
defensive range was actually increased, causing healers to overextend more than they used to from their flag.
Tad true be too. I tried to get Masters on Dzagonur Bastion h/h so I took Livia as minion master to defend one side of the wall while I defend center and the other side. Guess what - Livia constantly tried to get into the center and wand enemies, even if all minions were out of her range. Took me 5 times before I just flagged her in the middle of Acolytes on the east side of wall and then she finally stood there and guarded...

No, wait. She didn't. She was kiting all the time, even if on she was on Guard all the time. I think Guard = More aggressive Avoid with overboosted range?

Rushin Roulette

Rushin Roulette

Forge Runner

Join Date: Sep 2007

Right here

Ende

You guys see this the wrong way. Anet did a great job in improving the H/H behaviour. They studied PUG players and programmed the heroes to act like every other overextendign warrior, leeroyign ele and healing touch monk.

They put the "I" back into AI (on the theory that PUGs are capable of real "I" )

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by Rushin Roulette
You guys see this the wrong way. Anet did a great job in improving the H/H behaviour. They studied PUG players and programmed the heroes to act like every other overextendign warrior, leeroyign ele and healing touch monk.

They put the "I" back into AI (on the theory that PUGs are capable of real "I" )
Nah, they put back the "I" into "I quit".

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by R.Shayne
I was in Rragar dungeon last night...
I also had a problem with the Rragar dungeon last night. At the start of the second level, Talon decided he wanted to chase one of those mobs that flees and chased them right through the door -- which promptly closed behind him. He wasn't seen again for half the level. Overly aggressive much?

Quote:
Originally Posted by Regina Buenaobra
The devs have been keeping an eye on the threads and all your comments and descriptions about overly aggressive Henchmen; they have been testing and evaluating some changes. Depending on the results, those changes may go live in an update this week.
That's good to hear.

While they're at it, any possibility of reverting Order of Undeath for PvE? The latest change was not a good one. In fact, it completely ruined what had been an excellent skill for PvE purposes. (I understand that it improved from awful to mediocre for low-end PvP purposes.)

-Makai-

-Makai-

Jungle Guide

Join Date: May 2007

WA

DH

Rt/

Quote:
Originally Posted by Regina Buenaobra
The devs have been keeping an eye on the threads and all your comments and descriptions about overly aggressive Henchmen; they have been testing and evaluating some changes. Depending on the results, those changes may go live in an update this week.
Awesome. Thanks for keeping us informed.

Kook~NBK~

Grotto Attendant

Join Date: Mar 2005

A little chalet outside Drok's

Natural Born Killaz

Thanks for fixing Devona, she seems to behaving much more rationally. HOWEVER: Your other changes to MMs and Heroes/hemchmen with support type builds makes me want to cry!

I tested out Olias as MM, and if there were no living enemies nearby, he wouldn't raise minions when corpses were available. HORRIBLE CHANGE!! That's just one symptom of the overall problem, though. It seems that the proximity of ememies determines whether H/H's use skills or not. This is a BAD THING, and here's some proof:
http://i13.photobucket.com/albums/a2...kNBK/gw400.jpg
http://i13.photobucket.com/albums/a2...kNBK/gw401.jpg
http://i13.photobucket.com/albums/a2...kNBK/gw402.jpg

Reverting H/H to the way they were before the update that caused all this ado would have been a much better solution!

MercenaryKnight

MercenaryKnight

Forge Runner

Join Date: May 2006

Wolf of Shadows [WoS]

P/

Yep I watched my minion master sit there without casting summoning spells. Also if you go to isle of the nameless and stand at the top of the stairs just before the 60al/100al dummies with a hero with a hex removal, they will run 2 aggro bubbles to the master of magic guy who has the hexes/ enchants on him (by the torches) and start/ stop casting hex removal a dozen or so times.

mr_stealth

mr_stealth

Frost Gate Guardian

Join Date: Mar 2006

I Gots A Crayon[Blue]

Mo/Me

Quote:
Originally Posted by Kook~NBK~
It seems that the proximity of ememies determines whether H/H's use skills or not.
This seems to be the case. They will not res a dead party member unless there is an enemy within 2 aggro bubble radii of them, even if the dead person is within that range.

Can be easily demonstrated with isle test dummies and 2 heroes (1 with res, 1 with sac/suicide). Kill the sac hero near the top of the steps, then slowly walk the other hero towards him. They won't start casting a res untill they are close enough to the dummies, even if that means being only a few feet away from the dead hero.

Kushiels_Scion

Frost Gate Guardian

Join Date: Jul 2006

Ohio

Dragon Warrriors

W/P

Have they been changed for the worse since todays most recent update or have they been fixed?

Draikin

Krytan Explorer

Join Date: May 2005

There seems to be an undocumented update that changes the way they use skills that they used to maintain constantly (Divine Boon, Preparations, certain spirits,...). Now, they'll activate them when there are enemies in range. This works great for spirits like Life which they used to spam constantly before, but of course it's far from ideal for MM skills. I'm not sure if this particular change was actually intended to be released or not since it's not mentioned in the updates, in any case it's an interesting idea that still needs to be tweaked so that it's only used for skills that actually benefit from this change.

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by Kook~NBK~
I tested out Olias as MM, and if there were no living enemies nearby, he wouldn't raise minions when corpses were available. HORRIBLE CHANGE!! That's just one symptom of the overall problem, though. It seems that the proximity of ememies determines whether H/H's use skills or not. This is a BAD THING, and here's some proof:
http://i13.photobucket.com/albums/a2...kNBK/gw400.jpg
http://i13.photobucket.com/albums/a2...kNBK/gw401.jpg
http://i13.photobucket.com/albums/a2...kNBK/gw402.jpg

Reverting H/H to the way they were before the update that caused all this ado would have been a much better solution!
This.
I am very vocal that MMs are insanely overpowered - but trashing them by making the AI dumber is a Smiter's Boon approach to it.