Mad H/H behavior after the update?

Stolen Souls

Stolen Souls

Desert Nomad

Join Date: Feb 2006

Quote:
Originally Posted by Kook~NBK~
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!

lol...

I'm beginning to wonder if they can do anything right. Seriously...

Aussie Boy

Aussie Boy

Alcoholic

Join Date: Mar 2007

Australia

W/

Yeah just take the AI back to what it was before any updates as each "Fix" breaks em even more.

Jae Onasi

Frost Gate Guardian

Join Date: Jan 2008

Lost Haven

E/Mo

Let me first say that I think the devs were trying to fix some AI issues, and I appreciate that effort. I'm sure when some of these other issues are addressed, the hero AI should be even better than before.

I played last night with a few people and here's some of the things we found that were problematic, however.
a. we had to manually cast Blood of the Master for Olias when out of combat.
b. as noted before, he won't raise minions outside of combat--we had to manually cast those skills as well. They also are not using death nova or jagged bones properly, either, which makes minion bombers useless.
c. Monks won't resurrect people outside of combat. We stood around waiting for Tahlkora to res one of my heroes after combat was done. He had enough energy, but we had to manually cast the res skill to get the hero back up.
d. Casters will start to cast and then abort the spells, using up their energy pool fruitlessly, especially the monks.
e. Casters are not maintaining enchantments, e.g. we noticed Vekk was not maintaining earth attunement like he used to, so he ran out of energy quickly.
f. Tanks don't retreat when players retreat like they used to, so flagging is required to move them.
g. Heroes won't attack when they're in aggro range of monsters unless you're also in aggro range unless you flag forward and manually target. This makes it harder to engage if you're a ranger in longbow range and are a survivor trying to stay out of harm's way.
h. H/H are not activating junundu wail or junundu feast outside of combat--I had to manually activate those skills on the heroes and just wait for the henchies to heal up before going to the next battle. This slowed things down quite a bit.

Hopefully that's some useful specifics to work with.

Shadowlance.

Academy Page

Join Date: Jan 2008

The Prophecy Of Life

R/P

I agree this AI update is not good - I really hope they undo it. I'm seeing the same thing with my MM heroes. Just for testing I took them into an area where there would be plenty of corpses just to watch how they would use their skills without my micro-management. Both during combat and after combat we'd stand there right next to multiple exploitable corpses and the heroes would just sit there. They would even re-cast Dark Bond while having zero minions while an exploitable corpse was sitting right next to them. Also I had complained earlier that the AI was a bit too aggressive and the warrior hench (like Talon Silverwing) had rushed ahead too often. I'd gladly take that old behavior back though. The new behavior seems much too passive. I'd often stand just outside aggro range and then call a target so my warrior hench could run in and draw first aggro. Now they no longer do this. Even when I call a target they often won't attack until I actually make the first attack.

Kushiels_Scion

Frost Gate Guardian

Join Date: Jul 2006

Ohio

Dragon Warrriors

W/P

There is absolutely no excuse as to why this stuff hasn't been fixed sooner. NONE at all. Doesn't Anet look at guru and the problems that a massive amount of people are having?

I mean the AI has been TERRIBLY screwy for TWO weeks already, and it took them until yesterday to even add in some updates to try to fix it. What is it going to take, another 2 weeks or a month for them to FINALLY take the easy route and put hero's back the way they were before August 7th update. I mean, they through TOO much AI changes at once at the heroes which screwed them up. There is no common sense in doing what they did. When it comes to artificial intelligence you would think that people would add in updates and changes SLOWLY to more clearly see how it effects what is going on, and I don't know TEST it themselves on a separate server to see how it works?

I am tired of having to wait around for REAL people to do things when I don't have the time to waste, because I can't use my heroes for next to anything any more without it taking twice as long.... This needs fixed, not tomorrow, not next week but NOW..

As for someone above who said that MMs are overpowered.. WTH? MMs no way overpowered. They do little damage without Barbs from curses on an enemy, which in essence would make one say the SS builds are overpowered. By no means are any of them if I still have trouble getting through destructions depths in hard mode (though I blame most of that on the AI changes because heroes won't do what was expected of them to do...)
apparently the hero MMs are just as useless now as a HUMAN MM. And to those who MM no offense, by hero's have always (before these updates) been the best MMs around. Because all that they "see" are their minions pretty much and can easily find their minions to put jagged and death nova on them. A human person has to SEARCh for the minions because of some stupid way holding alt down doesn't light them up. Now that hero MMs have gone stupid might aswell say goodbye to MM for good now really until its fixed... cause all the hero does is provide a burden... Can't imagine how frustrated people that heal must be having to micromanage hero's while also having to heal...

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by Kushiels_Scion
As for someone above who said that MMs are overpowered.. WTH? MMs no way overpowered.
That would be me.
"The wall" is beyond overpowered with the moronic monster AI.

Kook~NBK~

Grotto Attendant

Join Date: Mar 2005

A little chalet outside Drok's

Natural Born Killaz

Quote:
Originally Posted by Aussie Boy
Yeah just take the AI back to what it was before any updates as each "Fix" breaks em even more.
This gets my vote!

Chico

Lion's Arch Merchant

Join Date: Jan 2007

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.
"overly aggressive Henchmen;"
Don't you mean: Broken and aggro happy henchies.

"they have been testing"
It looks like the 'testing' has been done by us on this release, not by the devs or qa's before anything got released. If it was tested and the problems were spotted (really anyone can tell things are broken) then the updates shouldn't have been released. I bet a lot of people would be happy if instead of this 'update' the hero/hench AI would have been rolled back.

If the update is overall more broken than before (no Rez? no minion healing?) do not release it. If the tests, assuming you do test stuff, didn't show anything being broken then the tests you're running internally is what is broken.

Kityn

Krytan Explorer

Join Date: Mar 2005

Michigan

Heroes of the Horn [HoH]

N/

Quote:
Originally Posted by Jae Onasi
Let me first say that I think the devs were trying to fix some AI issues, and I appreciate that effort. I'm sure when some of these other issues are addressed, the hero AI should be even better than before.

I played last night with a few people and here's some of the things we found that were problematic, however.
a. we had to manually cast Blood of the Master for Olias when out of combat.
b. as noted before, he won't raise minions outside of combat--we had to manually cast those skills as well. They also are not using death nova or jagged bones properly, either, which makes minion bombers useless.
c. Monks won't resurrect people outside of combat. We stood around waiting for Tahlkora to res one of my heroes after combat was done. He had enough energy, but we had to manually cast the res skill to get the hero back up.
d. Casters will start to cast and then abort the spells, using up their energy pool fruitlessly, especially the monks.
e. Casters are not maintaining enchantments, e.g. we noticed Vekk was not maintaining earth attunement like he used to, so he ran out of energy quickly.
f. Tanks don't retreat when players retreat like they used to, so flagging is required to move them.
g. Heroes won't attack when they're in aggro range of monsters unless you're also in aggro range unless you flag forward and manually target. This makes it harder to engage if you're a ranger in longbow range and are a survivor trying to stay out of harm's way.
h. H/H are not activating junundu wail or junundu feast outside of combat--I had to manually activate those skills on the heroes and just wait for the henchies to heal up before going to the next battle. This slowed things down quite a bit.

Hopefully that's some useful specifics to work with.

I have noticed most of these as well. I have also noticed while in Junundu form some of the caster heroes would move within melee range instead of hitting from afar.

sindex

sindex

Wilds Pathfinder

Join Date: Aug 2006

California

Swords of Night & Day [SWRD]

Yeah, there are some problems with the AI concerning the support casters. However, it’s nice to know that certain things are getting changed from their terrible, chaotic, and bizarre behavior.

Quote:
Originally Posted by upier
That would be me.
"The wall" is beyond overpowered with the moronic monster AI.
I guess that’s your opinion. Nevertheless, with that “moronic monster AI,” comes with the special “overpowered” monster skills, overabundance of health at that particular level, unlimited energy cap, higher than normal attribute levels, other MM monsters usually have the upper hand, and even a few horrid environmental effects to benefit from. On the MM’s side, you have Soul Reaping which was nerfed into the ground, pet’s no longer leave exploitable corpses, minions lack common AI sense, and the hero AI has to be micro-managed at times. I also see where some of the high-end areas completely and utterly kill the need for the MM’s ability. So the MM’s are overpowered, eh? Don’t make me laugh.

AsyaMordina

AsyaMordina

Ascalonian Squire

Join Date: Jul 2006

Beguine Guild [BGN]

>Casters will start to cast and then abort the spells, using up their energy pool fruitlessly, especially the monks.

Yes, please fix.

Nightow

Nightow

Forge Runner

Join Date: Feb 2006

Kindred Order of Souls [KOS]

I had to give Oggy (my smiter for Rt600/Smite) the pink slip today.

Whenever I would ask him to cast a signet or two, well he would get all befuddled and signet spam 'til the cows came home. Even if I was standing right next to him, he'd still cast it and stop 1/3rd way through.

Wonder if Dwarves get alzheimer's..?

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by sindex
I guess that’s your opinion. Nevertheless, with that “moronic monster AI,” comes with the special “overpowered” monster skills, overabundance of health at that particular level, unlimited energy cap, higher than normal attribute levels, other MM monsters usually have the upper hand, and even a few horrid environmental effects to benefit from. On the MM’s side, you have Soul Reaping which was nerfed into the ground, pet’s no longer leave exploitable corpses, minions lack common AI sense, and the hero AI has to be micro-managed at times. I also see where some of the high-end areas completely and utterly kill the need for the MM’s ability. So the MM’s are overpowered, eh? Don’t make me laugh.
I don't want to drag this off - so I'll just say that you are wrong on multiple counts.
Plus you very nicely explained why minions work so insanely well - which means my work is done.

Now back to our regular program that is bitching about H/H.

Sol Faithman

Frost Gate Guardian

Join Date: Aug 2005

WOLF

W/Mo

Have to agree with the comments in post 245 - MM have gone stupid beyond belief. I just had Olias repeatedly stand doing absolutely nothing after killing mobs, refusing to raise any minions until I manually told him too

Update FTL

Kushiels_Scion

Frost Gate Guardian

Join Date: Jul 2006

Ohio

Dragon Warrriors

W/P

Quote:
Originally Posted by sindex
Yeah, there are some problems with the AI concerning the support casters. However, it’s nice to know that certain things are getting changed from their terrible, chaotic, and bizarre behavior.



I guess that’s your opinion. Nevertheless, with that “moronic monster AI,” comes with the special “overpowered” monster skills, overabundance of health at that particular level, unlimited energy cap, higher than normal attribute levels, other MM monsters usually have the upper hand, and even a few horrid environmental effects to benefit from. On the MM’s side, you have Soul Reaping which was nerfed into the ground, pet’s no longer leave exploitable corpses, minions lack common AI sense, and the hero AI has to be micro-managed at times. I also see where some of the high-end areas completely and utterly kill the need for the MM’s ability. So the MM’s are overpowered, eh? Don’t make me laugh.

You put that better than i could have, here here. Saying MMs are overpowered is a joke. Nuke or Holy damage or conditions = bye bye minions.

sindex

sindex

Wilds Pathfinder

Join Date: Aug 2006

California

Swords of Night & Day [SWRD]

Quote:
Originally Posted by upier
I don't want to drag this off - so I'll just say that you are wrong on multiple counts.
Plus you very nicely explained why minions work so insanely well - which means my work is done.

Now back to our regular program that is bitching about H/H.
Nice to see you live in a small world then. You might as well say get rid of Nukers because they do AoE damage and because there so overpowered by doing so. Since you did not counter my argument and just came off with the typical "your wrong," answer then that makes me right. In addition, to the other points of my argument: do monster within GW have an automatic de-gen of health? Do the minions come with any prior skill (like any healing or damage abilities) set/bar except for what the MM puts on them? The answer should be no of course.

As for the MM AI I hope they do eventually fix it. It is pretty bad that you have to manually train your Hero to heal it’s own minions.

EDIT:
Quote:
Originally Posted by Update - Friday, August 22, 2008
Bug Fix
Fixed a bug that caused Heroes outside of combat to not use skills with a long casting time.
It looks like they fixed the AI again. The MM’s are healing their minions so I don’t see any problems yet. If anyone finds anything, please don’t hesitate to post though.

Kushiels_Scion

Frost Gate Guardian

Join Date: Jul 2006

Ohio

Dragon Warrriors

W/P

No real problems with the MMs, but they do seem to hang back trying to make minions while I am trying to move along, but thats what they did even before the update. My ss still is refused to cast when he is flagged on the edge of range. Before if he wasn't close enough (or even nukers took) they would move up slightly from where flagged to cast their spells, now they refuse to do so... ugh.. I still wish they would hurry up and just revert heroes back instead just fixing bug after bug that they caused in the first place by implementing so many changes to the AIs at once.

Nanood

Nanood

Wilds Pathfinder

Join Date: Aug 2005

Supermans Crystal Palace

Legion Of The Dark Sun

Well if it's still mad then at least nothing has changed.. When Olias decides to run halfway accross the radar to engage a target I called then gets pwned I say to him.. That's a naughty Olias. You shall now suffer DP.

I can understand Warriors aggression and running after targets and being pig headed but I would think a caster would be much more likely to stay with the leader rather than break out on there own. That has been my biggest problem with the heroes of late.

Obey The Cat

Obey The Cat

Lion's Arch Merchant

Join Date: Mar 2007

FFS

Rt/N

this RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing patch is not fixing all. heroes still dont cast divine boon out of combat.

oh and would be nice to see heroes casting peace and harmony on other team mates too.

Nightow

Nightow

Forge Runner

Join Date: Feb 2006

Kindred Order of Souls [KOS]

Gotta ask, do they still signet spam? >_>

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by upier
That would be me.
"The wall" is beyond overpowered with the moronic monster AI.
You've got it backwards. Minions aren't overpowered; the monsters are overdumb. The value of minions lies largely in the fact that monsters will waste resources attacking them. As PvP shows, minions are a downright inferior strategy once you start facing foes that understand the concepts of "minion" and "master." If you've got an objection to the effectiveness of MM's (which already took a HUGE hit recently with the nerf to Order of Undeath), then the answer to your problem lies in smarter monsters, not weaker minions.

Nightow

Nightow

Forge Runner

Join Date: Feb 2006

Kindred Order of Souls [KOS]

"Fixed a bug that caused Heroes to cancel some skills before they finished casting when following their leader. "

<3 TYTYTYTYTYTY!
Gonna test this out after an UW run I'm in with our alliance.

vandevere

Frost Gate Guardian

Join Date: Aug 2007

The Great State of Denial

W/Mo

Does that mean I can start taking my gang of misfits out again?

R.Shayne

Wilds Pathfinder

Join Date: Oct 2007

Just finished a Bogroot HM with 2 guilde and 5 heroes + me and the heroes worked much better. Thanks now explain to me again why I can't take seven heroes?

Jae Onasi

Frost Gate Guardian

Join Date: Jan 2008

Lost Haven

E/Mo

Played around in Asuran territory tonight. Monks now cast res skills outside combat. Olias used blood of the master when not in combat. I forgot to check on the ele heroes to see if they were maintaining enchantments. Heroes generally obeyed the flags, but I only had Olias and Ogden and not any melee heroes so I can't say for sure how it works with others.
Thanks for fixing the problems so fast!

free_fall

free_fall

Wilds Pathfinder

Join Date: Oct 2005

Ya, Olias seems to fixed now. Yay!

Don't use Death Nova or Jagged Bones, so don't know about that - if it's an issue, Anet should get it back up to speed as quickily as they fixed this other thing.

Way to go, Anet!

Smurf Minions

Smurf Minions

Lion's Arch Merchant

Join Date: Jun 2006

Somewhere you can't see

Limburgse Jagers [LJ]

N/

I've tried a mission with heros/hench yesterday and the heroes were JUST out of agro range of a boss, and they dont attack if call/attack anything.. This was never the case and if i flagged them closer they went to attack. It was annoying as hell.

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by Chthon
You've got it backwards. Minions aren't overpowered; the monsters are overdumb. The value of minions lies largely in the fact that monsters will waste resources attacking them. As PvP shows, minions are a downright inferior strategy once you start facing foes that understand the concepts of "minion" and "master." If you've got an objection to the effectiveness of MM's (which already took a HUGE hit recently with the nerf to Order of Undeath), then the answer to your problem lies in smarter monsters, not weaker minions.
Well there are two issues:
1. minions require a corpse which should slow them down. Spirits require no corpse - so they have the attributes that they have.
In PvE there is no lack of corpses.
2. SR. If you lack corpses - SR doesn't trigger.
Infinite energy in PvE.
Those flaws break minions regardless of what gives them their god-status.

But other then that - yes.
Monsters are too dumb for minions. That's why they work so superbly.
So yeah - they should fix the AI.
Until then - I see no reason for minions exploiting the stupidity. Nerf them now - because like you said, they cash in on the stupidity - and buff them later once we see the changes to the AI.
And if we don't see the changes to the AI - at least we solved the problem which is god-like status of a MM.
I mean if you aren't going to fix the symptoms - it would be nice to at least have a bandage.

Quote:
Originally Posted by sindex
Nice to see you live in a small world then. You might as well say get rid of Nukers because they do AoE damage and because there so overpowered by doing so. Since you did not counter my argument and just came off with the typical "your wrong," answer then that makes me right. In addition, to the other points of my argument: do monster within GW have an automatic de-gen of health? Do the minions come with any prior skill (like any healing or damage abilities) set/bar except for what the MM puts on them? The answer should be no of course.
Oki I didn't want to bother but ...
1. Monsters do not have inherently "unlimited energy cap".
2. If you feel that SR was "nerfed into the ground" you are simply bad. SR is one of the most overpowered concepts in GW PvE.

Which, like I said - makes you wrong.

And like I said - the fact that monsters run around with super-duper buffed up skills which combined with what C said (and what I was referring to - but I figured I didn't have to say it because it's pretty darn obvious) - that minions will soak up the damage that would be otherwise thrown at your party - that makes minions super duper sweet.


On-topic:
Sounds sweet!
Will need to take Oli for a spin again!

mr_stealth

mr_stealth

Frost Gate Guardian

Join Date: Mar 2006

I Gots A Crayon[Blue]

Mo/Me

Their combat range seems to be better now, but they still get lazy when not within aggro/casting range of an enemy. A hero monk flagged just outside of my aggro bubble stood around and let me die in a mission, and was't even casting on other party members that were closer to him. Melee heroes are still a little afraid to run ahead to a called target farther than the very edge of aggro range. This isn't really a new bug, but the recent AI changes have been effecting it.

None of the buggy behavior seems to be consistent during an actual fight. Using the conitions area in Isle of the Nameless, a hero monk (set to avoid) is willing to heal for approx 1.5x aggro range. Flagging just beyond that will result in the hero running up, breaking several casts, returning to flag, and then repeating this cycle till they hit 0 energy. Changing the hero to guard/fight causes same behavior, but with longer range. The range of the monk hero that let me die in Hell's Precipice was certainly much less than 1.5x his avoid settings should have. If the heroes are going to have a max range they are willing to cast from, it needs to be consistent.

MagicalHobo

MagicalHobo

Academy Page

Join Date: Aug 2007

Kindred Order of Souls [KOS]

D/

Devona seemed better for me last night, she didn't run off and try to Rambo any mobs. But, I also noticed while fighting Charr that my H/H MOVED out of AoE things like Fire Storm. Has anyone else seen this or am I going crazy? :P

Kook~NBK~

Grotto Attendant

Join Date: Mar 2005

A little chalet outside Drok's

Natural Born Killaz

Quote:
Originally Posted by MagicalHobo
Devona seemed better for me last night, she didn't run off and try to Rambo any mobs. But, I also noticed while fighting Charr that my H/H MOVED out of AoE things like Fire Storm. Has anyone else seen this or am I going crazy? :P
Enemy Fire Storm or ally Fire Storm?

mr_stealth

mr_stealth

Frost Gate Guardian

Join Date: Mar 2006

I Gots A Crayon[Blue]

Mo/Me

Quote:
Originally Posted by MagicalHobo
I also noticed while fighting Charr that my H/H MOVED out of AoE things like Fire Storm. Has anyone else seen this or am I going crazy? :P
You're not crazy. The H/H response to moving out of AoE damage is quicker. Mine were running out of a firestorm after 1-2 pulses instead of just standing there for 5-6 and losing 1/2 of their health. They did run around for a couple seconds trying to search out a safe spot rather than just running straight out, but its MUCH better than previous behavior.

I think the real test of this will be mind freeze/maelstrom from ice imps. To the Shiverpeaks I go!

Edit: quick test on snare+AoE
Old reponse was to run out of AoE(or around within the AoE), then right back into it, rinse, repeat. They were basically useless being stuck between "I need to run away" and "I want to stand in *that* spot."

Now they will actually move out of the AoE, even while snared, and stay out of it. This has to be one of the best changes to H/H AI. Having to flag them out of everything was annoying, especially when they like to ignore the flags and bunch up in one spot to cast.

Nightow

Nightow

Forge Runner

Join Date: Feb 2006

Kindred Order of Souls [KOS]

...Alright, now I'm really getting po'ed about this. How many updates has it been to heroes and THEY STILL CAN'T CAST A DAMNED SIGNET UNLESS THEY'RE FIVE FEET AWAY FROM ME?

/rant

mr_stealth

mr_stealth

Frost Gate Guardian

Join Date: Mar 2006

I Gots A Crayon[Blue]

Mo/Me

Quote:
Originally Posted by Nightow
...Alright, now I'm really getting po'ed about this. How many updates has it been to heroes and THEY STILL CAN'T CAST A DAMNED SIGNET UNLESS THEY'RE FIVE FEET AWAY FROM ME?

/rant
Its not just signets, but I think its worse with them and spells with 1 second+ cast times. I can get mine to cast a signet as long as I'm closer than 1.5x aggro range when the hero is told to cast it. However, if I am farther away, the hero will approach and start breaking casts over and over. They continue breaking casts if I move closer, and will ignore any flagging untill they finally finish the cast or I uncheck the skill. For skills with under 1 second casting times, they seem to break the cast a couple times but will complete it without wasting all of their energy. I haven't seen Tahlkora break a 1/4 second cast more than once before successfully casting the spell.

Nightow

Nightow

Forge Runner

Join Date: Feb 2006

Kindred Order of Souls [KOS]

Quote:
Originally Posted by mr_stealth
Its not just signets, but I think its worse with them and spells with 1 second+ cast times. I can get mine to cast a signet as long as I'm closer than 1.5x aggro range when the hero is told to cast it. However, if I am farther away, the hero will approach and start breaking casts over and over. They continue breaking casts if I move closer, and will ignore any flagging untill they finally finish the cast or I uncheck the skill. For skills with under 1 second casting times, they seem to break the cast a couple times but will complete it without wasting all of their energy. I haven't seen Tahlkora break a 1/4 second cast more than once before successfully casting the spell.
Well, that's weird because Ogden has no problem casting [spell breaker] on me, even if he's at the edge of my aggro range. It's just so damned hard to get him to cast a signet that's getting frustrating for me.

mr_stealth

mr_stealth

Frost Gate Guardian

Join Date: Mar 2006

I Gots A Crayon[Blue]

Mo/Me

Quote:
Originally Posted by Nightow
Well, that's weird because Ogden has no problem casting [spell breaker] on me, even if he's at the edge of my aggro range. It's just so damned hard to get him to cast a signet that's getting frustrating for me.
I haven't been able to consistently create a situation where he will break any cast at the edge of my aggro bubble. In any relatively controlled test, they won't break casts unless the skill was initiated(whether forced or by their own choice) with the hero being beyond 1.5x aggro range. When this happens, the only way to complete the cast is to cancel the skill, reflag the hero or move myself, then tell the hero to use the skill.

Don't mistake this as me trying to discredit what you are saying, because I know it does happen. I've seen an unflagged hero repeatedly fail casts, or alternate between 2 skills, with the target being well inside the aggro bubble. I just can't find a way to recreate the bug outside of normal combat.

Nightow

Nightow

Forge Runner

Join Date: Feb 2006

Kindred Order of Souls [KOS]

Quote:
Originally Posted by mr_stealth
I haven't been able to consistently create a situation where he will break any cast at the edge of my aggro bubble. In any relatively controlled test, they won't break casts unless the skill was initiated(whether forced or by their own choice) with the hero being beyond 1.5x aggro range. When this happens, the only way to complete the cast is to cancel the skill, reflag the hero or move myself, then tell the hero to use the skill.

Don't mistake this as me trying to discredit what you are saying, because I know it does happen. I've seen an unflagged hero repeatedly fail casts, or alternate between 2 skills, with the target being well inside the aggro bubble. I just can't find a way to recreate the bug outside of normal combat.
Nah, I understand. When I talk about failed casts, this is just from me running 600/smite for vanquishes/Gate O' Kryta runs/CoF runs/Etc.

In no way do I have the patience to test everything out, I leave that to Anet If they even test anymore. :S

MagicalHobo

MagicalHobo

Academy Page

Join Date: Aug 2007

Kindred Order of Souls [KOS]

D/

Quote:
Originally Posted by Kook~NBK~
Enemy Fire Storm or ally Fire Storm?
Enemy Fire Storm.

Quote:
Originally Posted by mr_stealth
You're not crazy. The H/H response to moving out of AoE damage is quicker. Mine were running out of a firestorm after 1-2 pulses instead of just standing there for 5-6 and losing 1/2 of their health. They did run around for a couple seconds trying to search out a safe spot rather than just running straight out, but its MUCH better than previous behavior.

I think the real test of this will be mind freeze/maelstrom from ice imps. To the Shiverpeaks I go!

Edit: quick test on snare+AoE
Old reponse was to run out of AoE(or around within the AoE), then right back into it, rinse, repeat. They were basically useless being stuck between "I need to run away" and "I want to stand in *that* spot."

Now they will actually move out of the AoE, even while snared, and stay out of it. This has to be one of the best changes to H/H AI. Having to flag them out of everything was annoying, especially when they like to ignore the flags and bunch up in one spot to cast.
Rock on! Makes things much easier now, especially in Charr-land.

Draikin

Krytan Explorer

Join Date: May 2005

Quote:
Originally Posted by mr_stealth
Old reponse was to run out of AoE(or around within the AoE), then right back into it, rinse, repeat. They were basically useless being stuck between "I need to run away" and "I want to stand in *that* spot."

Now they will actually move out of the AoE, even while snared, and stay out of it.
That's interesting because it would confirm what I'm seeing in HB: heroes seem to move farther away from their flag when kiting from their opponents. Before the August 7 update, setting them to "Defend" almost always prevented them from running outside of the shrine range while kiting. After the update, they seem to walk out of shrine range far more easily. That would explain why they're not constantly running back into an AoE attack like they were before. Last time I asked QA they specifically said they would not be improving the speed and accuracy in which heroes avoid AoE attacks, so I doubt they changed that aspect of the AI.

sindex

sindex

Wilds Pathfinder

Join Date: Aug 2006

California

Swords of Night & Day [SWRD]

This Argument can be skipped if you feel like the whole MM being overpowered is pointless to discuss (you have been forewarned). Thank you Mods for letting me to express my opinion for the last time on this particular topic.

Quote:
Originally Posted by upier
Oki I didn't want to bother but ...
1. Monsters do not have inherently "unlimited energy cap".
2. If you feel that SR was "nerfed into the ground" you are simply bad. SR is one of the most overpowered concepts in GW PvE.

Which, like I said - makes you wrong.

And like I said - the fact that monsters run around with super-duper buffed up skills which combined with what C said (and what I was referring to - but I figured I didn't have to say it because it's pretty darn obvious) - that minions will soak up the damage that would be otherwise thrown at your party - that makes minions super duper sweet.
1. No, you don’t know if monsters do not have unlimited energy cap and maybe I was over exaggerate the issue by stating that they do. In fact, we do know certain monsters have already a health re-gen ability that’s not tied into the skills they are using during combat. However, we don’t know if certain monsters have a higher tier of a energy re-gen ability/pool because we can’t see their energy bar. Nevertheless, certain monsters that have exhaustion spell(s) can keep spamming that same spell (sometimes high-energy cost) for hours on end. This probably means they have some way to counter produce the exhaustion, or have some type of high-end level of energy. For instance, there was a thread around here that showed that a lightning drake was spamming Mind Shock (exhaustion spell) and Lighting Orb even though they should have no energy left.

The monster AI in Guild Wars is not like the Ninja Gaiden killer AI, but they do cheat to make up the difference. As I have stated before they are higher levels of normal PC players (level 30 monster vs. level 18 minion), which mean superior health, attribute levels, armor, and even energy. Finally, certain monster skills can slice through minions (e.g. Spectral Agony to Impossible Odds), which makes the allied party still vulnerable to attack since these skills recharge pretty fast.

2. Let me say first of all that SR is not completely unusable in it’s current state. In fact, as SR was taking a hit after hit in the nerf department, I promoted the idea that people should take Signet of Lost Souls as a new energy management skill. It still works even today. Second you did not counter the argument again you simply said SR “was overpowered” before the nerf. I can agree with the fact it was overpowered to the state it was in before the first nerf. This makes you wonder why A-net did not touch it until 2 years latter. However you’re talking about it in past tense (using words like “was”) and not it’s current state of ability.

3. Let’s talk about your supposed “wall of death” which you said gives the MM an obvious "god like" ability. True minions do take away damage (initial damage) from the other party members, which makes it effective not "god like." Since it seems you have put minions in the same category of a Warrior/Tank it’s the perfect comparison of what you’re trying present that makes minions so effective.

A one man/woman Tank whether it’s a hero or the PC (because a henchman tank is just silly) can take so much damage because it is meant to do so. Of course a MM cannot steps out into the explore-able area, to which he/she can initially tank or even create a minion(s) out there (not unless there are corpses around). However, the tank can initially go out there and do what it does best: “Tank.” Okay let’s say now we have 10 minions versus the one tank, which is more effective in deducting damage? Well certainly in low-end areas the minion master kind of rules in this situation, but so can the tank given a certain amount of time. However, high-end areas like even in the Ring of Fire Island Chain (DoA, don’t make me laugh) it is not viable to bring a MM.

Now let us look at the minion(s) problem. They can take Holy Damage (doubles damage against undead), suffers from some conditions, takes AoE spells (which minions will not run away from at times), and can be damaged in general from hex spells to melee weapons. They even have skills specifically made for crippling and killing the MM/Minions ability; like Verata's Aura, Verata's Gaze, or even Unnatural Signet. If the MM dies in the heat of battle the minion(s) can turn on it’s allied party members. Finally they have an automatic build up of a 10 health de-gen (not immortal) and they usually have a low level cap at 18 (unless it’s 1 Flesh Golem or consumables to raise the attribute level).

As for the tank, he/she does have to deal with some of the problem I have stated from above, but with many differences. Holy Damage does seem to cut through a tank armor but it does not do double damage to that particular tank. AoE spells can initially hit the tank but the tank has the ability to move out of the way. The tank can take conditions and even hexes, which can cripple it. However, if for example there is a monk standing by, they can take off those problems with certain skills. If the tank dies then it’s dead and does not come back to life to strangle it’s party of allies to death. Finally the tank does not have an automatic de-gen ability (unless he/she is caring a vamp weapon) and can customize itself even though it’s stays at level 20.

Taken from the Official Guild Wars Wiki:

http://wiki.guildwars.com/wiki/Minions
Quote:
Originally Posted by Minion A.I.
- Although minions will attack foes in their Danger Zone, they will not attack ones outside this range unless their master attacks a target. Spells will not count as attacks in this regard.
-Minions do not follow target calls.
-Minions do not flee from AoE damage.
http://wiki.guildwars.com/wiki/Tank
Quote:
Originally Posted by Warrior/Tank
A Warrior with high armor and defensive stances. The first kind of tank introduced in the game and still one of the most popular in game, the warriors have the benefit of an unconditional strong defense provided by their armor, as well as being the only profession in the game with access to a Rune of Absorption. Their stances can also be hard to remove, as few PvE enemies have stance-removing skills. Like a big block of meat standing in the front line to bear the brunt of the damage, they are often called meat shields. Their weakness, elemental damage, which is usually dealt through spells, is usually countered with spell-counters such as Obsidian Flesh. In high-level areas with appropriate environment (such as The Deep), sometimes several warriors are coordinated to build a wall between enemies and their party.
Quote:
Originally Posted by Necro/MM/Tank
A Necromancer with a vast army of minions who specialize in melee attacks. Here the necromancer himself does not tank – rather, he creates a large number of minions that act as meatshields for the party, hopefully being picked as targets by the enemies. This method often is not considered real tanking – while the minions do sometimes draw the enemies' attention and they have the ability to body block enemy melee attackers, they may not be controlled by the necromancer, so many of the hardest parts of tanking are impossible with them.
(Sarcasm) “OMG the tank is overpowered” (/End Sarcasm). In my personal opinion though you seem to have a “tunnel vision” about all the positive aspect(s) of the MM but none of it’s faults (which makes it look “god like” to you). I will say the MM is effective in it’s current state, but saying it’s “godly” is an overstatement of it’s ability. If a MM had no minion cap or even if it was had the abilities what this Monster Boss MM can do then I would agree with you. I don’t mean to insult you, but if that’s what you want to believe then so be it.

Anyways I am stopping this pointless argument because I know I can go on forever (I think the Mods know it too). Moreover, I believe that we have de-railed this thread long enough already. However, thank you Mods for letting me get my point across.

--------------------------------------------End of Argument -------------------------------------

Yeah, there still seems to be some problems with the AI by doing a few things they did not normally do before the update. For instance, Masters does heal his minions but he now lags behind while he does it; so it’s more overly frequent then occasionally now.