Mad H/H behavior after the update?

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

************************************************** *************

Quote:
Originally Posted by sindex
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.
AV+SV/Famine UW farming.
We KNOW that the monsters don't have unlimited energy.
Also - if I am not mistaken it was Izzy (I am to lazy to find the quote - it was on his wiki site though) who said that monsters have an inherent +1 e-regen bonus so that the fights aren't to easy. I did some testing with the Minos in the desert (which are of the warrior primary) and they had 3 pips of e-regen (Panic+Well Of Weariness caused the minos to stop taking damage from Famine - which means their energy didn't rise and drop like it does if the e-regen isn't completely negated).

You are wrong.
There is no general unlimited energy and there is no unlimited e-regen.
End of discussion.

Quote:
Originally Posted by sindex
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.
SR was hit because it enabled PvE like e-gains in PvP.
PvE still allows e-gains that are similar to the ones that pushed SR to get nerfed.
PvE has PvE only skills.
SR IS insanely overpowered in PvE - but A.Net just doesn't care enough about balance in PvE so it can stay around.

Quote:
Originally Posted by sindex
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


http://wiki.guildwars.com/wiki/Tank




(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.
SY! > tank.
Don't get me wrong - the MMs don't work everywhere.
(They do actually work even in DoA though - my guildies and I ran Sabway there and it worked. We were lazy so we just took the easy route.)
The problem is that the places where minions do not work represent probably some 5% of the game.
So what we have is a party member that can double the party size, cause some serious body blocking, combined with silly monster AI that will end up targeting minions and all that can be achieved on a hero with 2 skills.
No need to learn how to gather and hold aggro, no need to worry about dying, no need to worry about other team mates being dumb enough breaking aggro, no need to micro-manage the hero, no need for overpowered PvE skills.
The result achieved with a MM doesn't match the low level of skill needed to play it.
That's why it's so good.
(It's the same thing as running a resto necro. Heroes are as dumb as all the players that aren't able to manage their energy. Give them SR and they succeed where they should have failed.)
Vereta's skills/Unnatural/MM dying/holy damage is just pushing it. It's either bad play or counters that are present to everything and aren't very common. I mean - based on that logic:
1. THE BUILD (!!) Shock War sucks because if it's played by bad players it doesn't work.
2. Ursan isn't completely out there because when you are fighting Kunny you can't reach her.

(The only reason why I bothered replying here instead of sending you a PM is because I am bored of people screaming and yelling about unlimited PvE monster energy. If you want to continue debating this - PM me.)

************************************************** **********************

So to actually add something to this thread that fits the title:
Played around with the heroes yesterday and they seemed back to their normal stupid pre-update self.
Nice work and thanks for the fixes!

R_Frost

Lion's Arch Merchant

Join Date: Jan 2006

California

Me/

Quote:
Originally Posted by Nightow
"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.
the bug is still there, was helping a guildie in dunes of dispair this morning, had dunkuro flagged with the ghost while we were killing the waves of attacks. he went to heal someone and ran himself out of energy switching between 2 skills doing the activate/cancel on them.

TheSonofDarwin

Lion's Arch Merchant

Join Date: Jun 2005

The Black Hand Gang [BHG]

Mo/

Quote:
Originally Posted by R_Frost
the bug is still there, was helping a guildie in dunes of dispair this morning, had dunkuro flagged with the ghost while we were killing the waves of attacks. he went to heal someone and ran himself out of energy switching between 2 skills doing the activate/cancel on them.
Had never noticed it before they "fixed" it, but now, without fail support heroes will drain themselves of energy in less than 3 seconds without having successfully completed a cast if a party member even slightly outside their aggro bubble needs something (blood rit, healing, etc.).

Elia

Elia

Academy Page

Join Date: Jul 2006

France

Quote:
Originally Posted by R_Frost
the bug is still there, was helping a guildie in dunes of dispair this morning, had dunkuro flagged with the ghost while we were killing the waves of attacks. he went to heal someone and ran himself out of energy switching between 2 skills doing the activate/cancel on them.
I second that.

BrettM

BrettM

Desert Nomad

Join Date: Aug 2008

Fuzzy Physics Institute

E/

I'll third it. A friend brought Dunkoro and Livia on a little mapping expedition last night, and the continual noise of all the aborted casts nearly drove us nuts.

januscht

januscht

Krytan Explorer

Join Date: Mar 2008

Order Of The Abominations [OoTA]

N/

sigh. is hero ai beyond fix or what?!, meh this has weeks i cant understand how something important as this cant be fixed yet, damn you anet!

Draikin

Krytan Explorer

Join Date: May 2005

They're still working on resolving the bug that's causing heroes to cancel skills, except for that one there aren't any real (new) problems remaining.

Highlander Of Alba

Highlander Of Alba

Wilds Pathfinder

Join Date: Jan 2007

Real Rogue Clan

Rt/Mo

I do hope they fix it as said many times

As even more so I went on my other account in prof...

And tried a few missions and quests ..yep there still running way of the map

even though flagged..hench only in party(god knows how the newcomers may think )
We have not had any anawer bar the one when the server went haywire

I do hope they dont think the problem will be ignored..

To me thats why if it keeps being bumped and always there ..they may and i say may fix it

Kook~NBK~

Grotto Attendant

Join Date: Mar 2005

A little chalet outside Drok's

Natural Born Killaz

Quote:
Originally Posted by BrettM
I'll third it. A friend brought Dunkoro and Livia on a little mapping expedition last night, and the continual noise of all the aborted casts nearly drove us nuts.
Here's a fourth! I've been doing different stuff with different heroes & henchies and I'm hearing stuff get cancelled quite often, both in and out of battle.

Stolen Souls

Stolen Souls

Desert Nomad

Join Date: Feb 2006

Heros are still having problems knowing when to attack/not to attack when flagged.

Healers are running far from their flag to attempt to heal, aborting and running back, and repeating.

As many others have said, heros are aborting casts like crazy. When I'm using my sin the "cancelled cast" sounds coming from behind me are insane.


Revert now anet? Or maybe more fixes that don't fix them?

Kityn

Krytan Explorer

Join Date: Mar 2005

Michigan

Heroes of the Horn [HoH]

N/

Having probs of H/H not attacking the Targetted mob. Sometimes the casters run up and get within melee range for no reason.

Age

Age

Hall Hero

Join Date: Jul 2005

California Canada/BC

STG Administrator

Mo/

There is always the alternative going back to pugging it maybe they are trying to force that upon you as you may have to do it to more for GW2.

I still hate the grunting and it has been there for how long.

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 upier
We KNOW that the monsters don't have unlimited energy.
True. This is easily verified.
Quote:
SR IS insanely overpowered in PvE - but A.Net just doesn't care enough about balance in PvE so it can stay around.
It always amazes me when people claim that the soul reaping nerf made necros "unplayable", because the nerf simply meant that necro energy gain was capped at the equivalent of 10 pips.

That soul reaping is so extremely good is the biggest part of why Sabway and Discordway are so effective: it gives 1 (sabway) or 2 (discordway) healers which, as minions trigger SR, have effectively infinite energy, while at the same time the minions also do damage and body block.

Quote:
The problem is that the places where minions do not work represent probably some 5% of the game.
...and then you can use Discordway, which functions well even without minions or exploitable bodies.

pumpkin pie

pumpkin pie

Furnace Stoker

Join Date: Jul 2006

behind you

bumble bee

E/

see pictures and cry. the hench is relaxing, i wasn't paying attention then i realise that the boss is not dying, and then i saw it, those four hench are idling beside my character .... look at the radar, it not even far away.

Oh, and, WAHHHHH :`(

Please fix Hero with Arcane Echo... they use to use it to echo the more "important skills" like meteor showers, today I made a build with echo and put it on Acolyte Souseke (spelling) and I wanted to cry/laugh, I've never seen then use it on, take a breath, you gonna die laughing, water attunement, .... then after awhile, souseke use it on elemental attunement, ... note that this has never happen before at least not with my heros ...

its Olias who say that Grunntar

Edit:
Please take into consideration that some players may be using a long bow / longer range bow, and hence you now cannot sneak attack from a distance, my temporary solution is bringing point blank shots, when calling target i use that skill so its shorter then normal agro range, after that, have to quickly ran away from the mob, doing all that just to bring the h/h into the battle. I don't think this is such a good idea at all for ranger with a long range bow. Can something be done? yeah, and i really don't like short bow.

Grunntar

Grunntar

Lion's Arch Merchant

Join Date: Apr 2005

Quote:
Originally Posted by pumpkin pie
see pictures and cry.
LOL at the quote in the pic: "At last. Someone to kill. It was getting so tedious."

Was that the boss saying that? haha... (OK, I know it wasn't...)

--> Calling targets FTW!! <--

Also, I like your rendition of the Boss Aura on the monks!

Shadow Kurd

Shadow Kurd

Wilds Pathfinder

Join Date: May 2006

Netherlands

Scouts of Tyria

P/

Dunno if this has been posted cause i don't want to read trough 15 pages of text but:
http://wiki.guildwars.com/wiki/Arena...gs#Discussions
Quote:
Originally Posted by Kim Chase, Quality Assurance tester for ArenaNet
Hey guys. I haven't been as active on this page in the last week. I wanted to open this section to talk about the AI changes made today.

First off, Melee henchmen are now on Guard. Melee henchmen have been on Fight for as long as the option has been available. The reason they appeared to be more agressive after the 7th was due to the weapon range change. Basically, everyone with longer rage weapons were reeled in, and the melee guys had a very minor range increase. The fact that they stood out from the group is what made them seem out of hand. In today's build they have been changed to Guard based on the player response to the last build. The downside is that melee henchmen will no longer enter combat at the same range as a hero set to aggressive. I'm going to miss that a bit, since I really likes having Devona, Talon, and Goren all engage the enemy first me in PvE, but overall I think it feels a lot better.

Joe put in a neat new system to help keep heroes and henchmen on a tighter tether. This makes them much more responsive when you are trying to flee, and keeps them in line if they are trying to chase a target too far away. In doing this, and with some other tweaks, Joe finally reduced the issue that caused heroes to spin in circles when trying to decide if they should run towards a target or return to their homepoint. They are a lot smarter about choosing and completing these types of actions now.

I am very curious to see what you guys think of this update in Hero Battles and in PvE play. -Kim Chase 20:45, 21 August 2008 (UTC)

Kook~NBK~

Grotto Attendant

Join Date: Mar 2005

A little chalet outside Drok's

Natural Born Killaz

Still holding out hope that they'll fix the skill-cancelling problem soon. It's quite annoying having to stop to try to figure out which hero spammed away thier energy! (Or was it a henchie?)

fireflyry

fireflyry

Jungle Guide

Join Date: Jan 2007

New Zealand

A/D

I've actually noticed my MM takes a lot longer to engage even if set on attack mode.

It's getting a tad annoying to have his minion army turn up after everything is dead as opposed to bombing/tanking for me on aggro.

Numa Pompilius

Numa Pompilius

Grotto Attendant

Join Date: May 2005

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

Live Forever Or Die Trying [GLHF]

W/Me

Took my monk through the first ten missions in Nightfall, and noticed no weird behavior at any time. The h/h's all behaved. I think the "mad hench" disease is cured.

You can avoid slow minionbombers by a) flagging him into combat or b) disabling Death Nova until the minions have entered battle.

Lycan Nibbler

Forge Runner

Join Date: Sep 2006

AZ

Quote:
Originally Posted by Numa Pompilius
Took my monk through the first ten missions in Nightfall, and noticed no weird behavior at any time. The h/h's all behaved. I think the "mad hench" disease is cured.

You can avoid slow minionbombers by a) flagging him into combat or b) disabling Death Nova until the minions have entered battle.
The fact that you would even have to do a or b to a hero quite clearly means that this is not correct.

I personally had no problems with heros before they started "improving" them - now I have serious problems in Hero Battles with them not staying on the shrines when flagged and following over half the map to attack, even when on guard.

It seems to me now that heros need to be micromanaged much more than before - which to me is a negative improvement.

/signed for rollback until there is some QC done on changes.

AnbuAdam

AnbuAdam

Ascalonian Squire

Join Date: Aug 2008

New York

The Pro Squad of Death and Doom [LEET]

Mo/

I've had problems with henchies try to cast a spell and they'd continiously cancel it and just drain the hell out of their energy, and I'm not really sure why. They also had a bit of extra aggro. But IMO, H/H isnt better than playing with people, assuming the people are good ofc. I usually play with good people and if not, i kick or keep them for the lulz.

Lady Lozza

Lady Lozza

Forge Runner

Join Date: Dec 2005

Oz

Angel Sharks

Me/N

With the exception of Olias being a little be back, and the occassional heal cancel - HH seems to have improved for me. Trying to get Devona to run in is a bit of a pain, but better than running all over the map.

vandevere

Frost Gate Guardian

Join Date: Aug 2007

The Great State of Denial

W/Mo

I took my Gang of Misfits out day before yesterday. They didn't give me any problems at all...

Gutz

Gutz

Academy Page

Join Date: Apr 2008

Hell

W/

Quote:
Originally Posted by pumpkin pie
see pictures and cry. the hench is relaxing, i wasn't paying attention then i realise that the boss is not dying, and then i saw it, those four hench are idling beside my character .... look at the radar, it not even far away.

rofl this always happens to me! They just stand there (sometimes) whilst im fighting

Evaine

Frost Gate Guardian

Join Date: Dec 2007

USA

KORE

N/

I’ve been playing my Necromancer and Elementalist since the AI got mangled a week or so ago and thought that the nightmare of having comatose Heroes and Henchmen was over … until today when I switched to my Ranger.

While capping Ranger elites in various areas in Factions I noticed the H/H were once again standing around doing nothing unless an enemy was either in our circle or touching it, even if the enemy was a called target. I thought maybe it was because he was using a longbow (shows how much I know about this stuff) so I had him use different bows with no change. I was going to see what happened if he used an axe but I forgot.

On a positive note, it was good to see that once an enemy did come to their attention they did actually use spells and animates which is a heck of a lot better than last week. Plus the Elementalists did continuously keep up all their attunements. So they’re not totally broken like before.

ALF71BE

ALF71BE

Jungle Guide

Join Date: Jan 2008

In your fridge, stealing your pickles. for mah subway

R/

I've seen now that MM gets way, WAY too far behind, casting DN. He does't cares the full group is moving, like before.

Just doing a 4 man area, Tahlkora drained 10 energy canceling heals to the minions, she had Divine Spirit on so it's pretty much like ~15 canceleled spells.

WHY ANET WHY.

free_fall

free_fall

Wilds Pathfinder

Join Date: Oct 2005

Been having the same situation in the Furnace with my ranger, especially if I'm on a slope shooting down, where the arrows travel further. Not really been a problem as frequently the minions will still be close enough to that next target to barrel in to them even if the H&H aren't. Just need to learn to edge up a bit for the H&H to engage.

And have been having the same problem with Olias lagging behind but that's been going on for a while now. Just have to wait for him to catch up before attacking. No biggie.

sixofone

Krytan Explorer

Join Date: May 2007

P/

Aaaaarrggh!!!!


I just did the Moddock's Crevice missions and had to redo it 4 times to get Master's only because the damn heroes wouldn't attack the Corsair Runner I had targeted them to attack (using the target selection button on their bar no less) once he got outside of range. I had Koss and Vekk (w/a Water snare build) targeting him while I used Crippling Anguish on the other runner, and Vekk simply never cast his spell while Koss (on Aggressive) ran toward him then stopped and walked back to me!

I've always completed this mission with Master's before, seldom needing to do it more than twice (bad bug spawns that got them involved while trying to take out the runners) - but at least the H&H AI did what they were supposed to do! Now? Argh!

Shasgaliel

Shasgaliel

Jungle Guide

Join Date: Apr 2008

[bomb]

Quote:
Originally Posted by ALF71BE
I've seen now that MM gets way, WAY too far behind, casting DN. He does't cares the full group is moving, like before.

Just doing a 4 man area, Tahlkora drained 10 energy canceling heals to the minions, she had Divine Spirit on so it's pretty much like ~15 canceleled spells.

WHY ANET WHY.
When flagged he will run and keep up (canceling casting dn) It works fine for me. I know it is a bit pain to keep those flags but actually flags were designed to show heroes where they should be at a given time.

SerenitySilverstar

Wilds Pathfinder

Join Date: May 2006

Still having problems with heroes cancel casting, especially resurrection skills (notably Rebirth). The can't seem to handle casting a rez if there is a monster within 2 or 3 aggro bubbles length.

poasiods

poasiods

Krytan Explorer

Join Date: Apr 2008

R/

I saw some weird behavior in my MM's minions. There were few trolls right in front of the minions wacking away at a dervish hero. The minions stood there for good 5 seconds in a formation (not all of them - like three shambling horrors). They eventually started moving and attacking though.

One thing I like about the new H/H AI is that they don't drop what they are doing in middle of the battle and start following me when I start moving somewhere in battle. I've been frequently forced to stand my ground in battle (as a ranger) as all the NPCs would abandon battle and start following me as soon as I click on empty ground to make my toon move.

Damian979

Krytan Explorer

Join Date: May 2008

According to Anet, the Barnum & Bailey's henchman circus has been fixed via more recent updates though I have yet to see any improvement.

Casters still cancel in epileptic fashion until their energy is gone. My party still stands within spitting distance of enemies doing nothing. Ogden still runs up to me for a pat on the back before healing me. And Devonna (God bless her, such a rebel) stills runs <-- this way while my party is running --> this way because some monster looks at her the wrong way.

Is it that hard to just set them back the way they were? Or is Anet referring to "fixed" as in neutered?

AOD_EaSyKiLL

Frost Gate Guardian

Join Date: Nov 2006

Angels of Death

Mo/

I still can't rezzed by hench or heros.

Was doing the mox missions and several times, when someone would die, they would not get rezzed. Had this scenario:

I died, had 3 heros, 4 hech left. 1 hero had FoMF, had 2 monk hench, 2 ele hench. 1 by 1 they all began to die. It was down to my last henchy (a monk) who was <50% health, and they finally ran over and rezzed me after nearly 2 minutes of being dead.

Its almost like they won't rez, till after battle or some other extreme condition is met, that they decide to rez mid battle.

Sparks Dawnbringer

Krytan Explorer

Join Date: Oct 2005

Los Angeles

none

E/Mo

Devona always has a death wish. She lost Menlo to Cynn.

garethporlest18

garethporlest18

Forge Runner

Join Date: Jan 2006

[HiDe]

W/

Okay Anet I'm going to assume you just cannot fix the heroes, because they still have problems that have been there. The other day Jora was canceling her rez signet over and over and over. Sometimes they will just stand there and look stupid. They sit in AoE and die, sometimes they move, but most of the time they just die. As a warrior that's very annoying as I'm in the front and cant' really check on the back, and when I have to re-flag them, I lose focus on my current obligation.

Is something wrong that you cannot program the heroes/henchies?

Fitz Rinley

Fitz Rinley

Wilds Pathfinder

Join Date: Oct 2005

The Rusty Rose

W/Mo

I have come to the conclusion that they do not want to program the HH to be effective. Lina and Mhenlo now attack and agro as much as possible. They no longer rez if possible, and will avoid rezzing players if at all possible - even after all HH are rezzed. The goal appears to be to make HH so undesirable that you would rather play with any just bought the game and payed to be leveled NUG still putting 5 different insignia on their armor, and three minor vigors with two minor strengths. I do take such players in and help them learn the game, a Few at a time. In fact, I have spent most of 3 years between advancing my own stuff and helping people get started.

But if/then directives for combat should not be incredibly difficult to right, only moderately so. Further, when the behavior goes to something as horrendous as agroing constantly where that did not happen before, failing to use skills where that did not happen before, wasting energy for no reason and no effect where it did not happen before, then yes - it can only be deliberate.

I have some good players in my alliance I play with. I do not PUG. My in game experience, my in forum experience, and my experience with GW staff has only given me more reason to be less social. It is just like the current issues with lag in game. GW insists all lag must be singular and a problem on my computer. When I mentioned that I have an alliance of people from different ISPs, different continents, different systems, etc. all suffering the same lag across the board they insisted the only common factor - them - just could not be it. Why and ofcourse, no one else has said anything so it must only be my computer (where in fact I have had less than the others I was speaking up for.) So of course, it couldnt be possible that after years of not getting things done right for the right reasons people have just quit bothering to let them know or try to deal with them.

It is the same on the HH. At this point they cannot possibly be making any claims to be trying to make them effective or efficient. If they were they would work. The behavior I see in HH is now about the same as a PUG of nitwits. PRetty soon there will be no reason to do anything one cannot solo.

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

I haven't had issues with heroes or hench either one since the 'fix' update. Before they made the 'fix' there were some minor issues, but they were predictable ones I could avoid. Those predictable issues have disappeared for me. Hench and even heroes are not perfect, never have been, and never will be. They are, however, useable if you know how. Considering I use hero/hench to do quite a bit of HM, I'd say the problems are based on how they are used, and not how they are programmed.

Numa Pompilius

Numa Pompilius

Grotto Attendant

Join Date: May 2005

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

Live Forever Or Die Trying [GLHF]

W/Me

There IS still an issue with henches, and that is that the hench monks are set on 'aggressive'. If you aggro a mob, then back off until the mob starts to lose aggro, then you will see your monks run after the mobs, way outside your aggro bubble, to wand them.

As far as I can tell it's only the monks which do this, none of the other casters.

Another problem now is that aggro range has been lowered TOO much for your heroes. If you look you will occasionally see heroes, if set to 'defend' which do not attack enemies even though both the hero and the enemy is inside your aggro bubble. Hero aggro bubbles are much smaller than human aggro bubbles, and the heroes now are set to attack enemies inside THEIR aggro bubble range. Which is not how it's supposed to be.

Fitz Rinley

Fitz Rinley

Wilds Pathfinder

Join Date: Oct 2005

The Rusty Rose

W/Mo

Because Magma's sole purpose in responding to anything I state is to call me a liar even when she knows I am 100% right I always discount anything she has to say or contribute.

Numa is correct. With Heroes set to aggressive, they stood still while Mhenlo and Lina ran a bubble and a half to attack a foe set ranger spirit and agro in approximately 10 Stone Summit. Because getting players I can trust and rely on when I need them is mostly impossible I have had to HH most of GW. With these exceptions: D'Alessio, Aurora Glade, Eternal Grove, Jokanur, Moddok, Grand Court, Jehnur, Morah, Assualt on the Stronghold, and Heart of the Shiverpeaks I expect to HH.

Since I was able two years ago to hench prophecies with a Mesmer, as Mesmers were undesirable until the final mission in Prophecies, I feel quite capable of running henchies adequately. As I have used HH for most of the game, especially while working on survivor because others cannot be trusted with your effort, I have a great deal of experience being successful with it.

Thing I notice specifically:
The Hench monks will go out of the way to agro.
Melee characters no longer agro when set to agro.
Melee characters no longer attack when set to guard and you pull/attack.
Calling targets is useless with a live or HH party - neither attacks the called target.
MMs drink tea while party fights.

Edit: For the Record: I HHd Vanq of Cantha, and most of Guardian - can't HH HM Boreas or Eternal Grove and no one in alliance has time as they are too busy elsewhere or not ready for it yet.

jaximus

jaximus

Krytan Explorer

Join Date: Aug 2008

wisc

h/h acting like that isnt a mistake. anet wants people to play the game as it was designed. mmo. if you are gonna play the game with just h/h and complain about lag, why not play a single player game...