Okay, so this is a simple suggestion about the Magehunter Henchman in the guild hall. A recent change to the way henchmen and heroes use shadowstep skills, especially Death's Charge, has caused a problem with the way they use it in PvP (and somewhat PvE). They currently use it to initiate combat, which I suppose is alright for PvE, but in PvE, the idea of a teleport/shadowstep on a frontline is the extra element of surprise, so your opponent doesn't have the ability to preprot as well as if they saw you run up to a teammate. Instead I propose that henchmen (in PvP) use shadowsteps soon after you ping a target to simulate a stronger spike while using this henchman.
Thanks,
Crip
Magehunter Henchman (GvG)
Crippie its Tom
David Atkinson
Quote:
Okay, so this is a simple suggestion about the Magehunter Henchman in the guild hall. A recent change to the way henchmen and heroes use shadowstep skills, especially Death's Charge, has caused a problem with the way they use it in PvP (and somewhat PvE). They currently use it to initiate combat, which I suppose is alright for PvE, but in PvE, the idea of a teleport/shadowstep on a frontline is the extra element of surprise, so your opponent doesn't have the ability to preprot as well as if they saw you run up to a teammate. Instead I propose that henchmen (in PvP) use shadowsteps soon after you ping a target to simulate a stronger spike while using this henchman.
Thanks, Crip |
Don't look for a fix on this anytime soon.
Axel Zinfandel
What your suggesting is apparent for most PvP henchmen. the entire thing was pretty fail, but I doubt anything will be done to it. AI Is not able to match human intelligence.
FoxBat
The way they use it now is fairly ideal with the AI confines, actually. The first teleport of a battle will be wasted, but after that they use it when switching to a far-away target. Makes them much better at converging than any other henchmen.
The AI runs the hammer henchies about as well as you could expect AI too. They only flail against KD'd targets, they save bash for after magehunter is used, the cancel into enraged as soon as they can. The horrible positioning, not knowing when to spike etc, of course remains a weakness and probably won't be solved, but I think this particular henchie is adequate for the intended purposes.
Now the wastrel's sin that can't even complete his chain on a stationary, unprotected target 9 out of 10 times... that's something else.
The AI runs the hammer henchies about as well as you could expect AI too. They only flail against KD'd targets, they save bash for after magehunter is used, the cancel into enraged as soon as they can. The horrible positioning, not knowing when to spike etc, of course remains a weakness and probably won't be solved, but I think this particular henchie is adequate for the intended purposes.
Now the wastrel's sin that can't even complete his chain on a stationary, unprotected target 9 out of 10 times... that's something else.
Eragon Zarroc