Update - Thursday, March 1, 2012

jimbo32

jimbo32

Site Contributor

Join Date: Aug 2008

Canada

Gentlemens Club [GC]

W/

Bug Fixes
  • Fixed a bug in Raid on Kaineng Center that prevented enemies from spawning.
  • Fixed bugs that prevented players from vanquishing in Talus Chute and Deldrimor Bowl.
  • Fixed a bug that could prevent players from using the portal from Shenzun Tunnels to Tahnnakai Temple.

Feature Updates
  • Adjusted the chatter frequency of heroes and henchmen.
  • Adjusted the aggro range of flagged heroes and henchmen.
  • Adjusted the speed with which Assassin heroes execute skill chains.

Automated Tournaments
  • Updated the 2012 Automated Tournament Series Trophy in the Great Temple of Balthazar.
  • Updated the Automated Tournament map rotation.

AndrewSX

AndrewSX

Jungle Guide

Join Date: May 2010

Italy, Turin

Lake

E/

You're fast at typing >_>


Delete my thread then.

Nyta

Academy Page

Join Date: Nov 2010

Yay on many of these changes. ^_^

Quote:
Adjusted the chatter frequency of heroes and henchmen.
It was driving me crazy how five of them would start talking at once. That didn't use to happen. Glad to see this adjusted again.

How was the aggro range adjusted? I don't remember an issue with it. Just with how they'd wait until they got hit before they'd retaliate, which is a problem whether they're flagged or not.

FengShuiDove

FengShuiDove

Forge Runner

Join Date: Sep 2007

Trinity of the Ascended [ToA]

A/

Wow, I'm often very passive about the little fixes, but these are all actually really stellar. VQ bugs are always annoying as crap, flagged AI aggro range is hopefully a nice fix, and, of course, if Sin heroes don't fail as hard no one will complain.

AndrewSX

AndrewSX

Jungle Guide

Join Date: May 2010

Italy, Turin

Lake

E/

Well. Just tested on battle isles Zenmai.

It's not like a human but....it WORKS. I mean, using only the JS-FF-DB skills, she took like 3 to 5 secs to use them all in sequence; a huge improvement.

Obviously adding other things in the bar makes the chain a bit slower (stopping to attack for use Wota or such) and DPS suffers a bit, but at first glance sins hero MAY be finally on par with dervs/wars.

Yol

Yol

Wilds Pathfinder

Join Date: Feb 2007

GameAmp Guides [AMP]

E/

A welcome fix for talus chute there, considering it's the zaishen vanquish tomorrow.

DiogoSilva

Krytan Explorer

Join Date: Feb 2011

Girl

E/

Tested it against Master of Damage. My assassin hero spammed his chain skills in their correct order at recharge, and only after their "normal attack" animations were finished. But he didn't have anything else on the bar. My Ebon Vanguard Assassin Support makes the complete chain fast as well. Great change.

Markaedw

Markaedw

Desert Nomad

Join Date: Nov 2005

N/

But the melee heroes are still broken now they don't fight at all, the junton was right in front of koss and he was just standing around waiting for me to attack it when as a caster I was killing the mes in the back. STUPID
----------
I set Koss to fight mode and it helps a bit

FengShuiDove

FengShuiDove

Forge Runner

Join Date: Sep 2007

Trinity of the Ascended [ToA]

A/

Yeah, I still think all Heroes should automatically and instantly focus on a *called target*, allowing you, the player, to call and cast at someone else or simply prep like with MoP and call when you want them to hit.

Kunder

Desert Nomad

Join Date: Nov 2010

Finally, EVAS got a buff. It really needed it

Assassin enemies are gonna be a bitch though.

DiogoSilva

Krytan Explorer

Join Date: Feb 2011

Girl

E/

Quote:
Originally Posted by FengShuiDove View Post
Yeah, I still think all Heroes should automatically and instantly focus on a *called target*, allowing you, the player, to call and cast at someone else or simply prep like with MoP and call when you want them to hit.
I just tried that against Master of Damage, and that's exactly what happened. I called target to master, cast my spells to adjacent, and my sin kept fighting the master. Never once did my sin interrupted himself to fight the target Iw as fightning, unless I called another target.

Yawgmoth

Yawgmoth

Furnace Stoker

Join Date: Apr 2005

Quote:
Originally Posted by jimbo32 View Post
  • Adjusted the aggro range of flagged heroes and henchmen.
Does this fix some exploits with flagged heroes not aggroing anything, or related stuff? I suppose it won't fix everything as they're not changing how the map spawns work but I wonder if this little change will have any impact.

shoesbags

shoesbags

Academy Page

Join Date: Mar 2009

Mo/Me

Can't complain about AI updates \o/ Excited to give Assassin heroes a whirl

Mintha Syl

Mintha Syl

Desert Nomad

Join Date: Apr 2010

About vqs...finally!!!!!! I kept myself from doing deldrimor bowl for that, about time it got fixed.

For h/h changes...I'd like to see what they specifically imply, they're the best at being vague on update notes.

DiogoSilva

Krytan Explorer

Join Date: Feb 2011

Girl

E/

Quote from Zack Nickerson, at the GW Support Forum:
We’ve shortened the distance at which heroes will aggro onto enemies when set to Guard. They should now only attack things if the enemy is within aggro radius of them. Flagging them outside of enemy aggro range should actually keep them there now.

Now that:
Sin Chains work greatly;
Melee heroes on Guard won't aggro as much because they'll only attack foes near them (aka, near the party at the start of each battles);
(Since last update) Melee heroes won't waste as much time walking around doing nothing as long as you ping/ call targets;

Can we expect effective melee hero team builds on the way?

Gli

Forge Runner

Join Date: Nov 2005

Quote:
Originally Posted by DiogoSilva View Post
I just tried that against Master of Damage, and that's exactly what happened. I called target to master, cast my spells to adjacent, and my sin kept fighting the master. Never once did my sin interrupted himself to fight the target Iw as fightning, unless I called another target.
Nice for casters, as long as they just cast. But it's different when attacking from range, with a bow for example. (Just tested that myself, btw.)

My assassin hero at the Master of Damage changes targets to whatever I attack (ranger with bow), even if I don't call. In practice, this results in melee heroes 'standing around' bodyblocked on the enemies frontline when I BHA someone in the enemies backline, like it has for ages.

Edit: whoa! Madness!

I'm attacking Master of Damage with a longbow at max range, Zenmai set to aggressive. When I switch to one of the nearby targets, she sets off to cast 'Return' on a Master of Winds way, way, WAY behind me. (Using her default built, never used her on my ranger.) That is really quite randomly pointless, and she does it every time. Needs work!

DiogoSilva

Krytan Explorer

Join Date: Feb 2011

Girl

E/

Quote:
Originally Posted by Gli View Post
Nice for casters, as long as they just cast. But it's different when attacking from range, with a bow for example. (Just tested that myself, btw.)

My assassin hero at the Master of Damage changes targets to whatever I attack (ranger with bow), even if I don't call. In practice, this results in melee heroes 'standing around' bodyblocked on the enemies frontline when I BHA someone in the enemies backline, like it has for ages.
That is strange, because my wand didn't make my sin change targets. But you MUST call, be with spells or not. If you don't, the hero will change to your target always.

I just tested with a bow, and I have the same results with my wand. The melee hero will ONLY attack the called target, and they will ONLY change their target to yours if you call another target, if the called target dies, or if you do not call a target.

bj91x

bj91x

Lion's Arch Merchant

Join Date: Dec 2005

Excellent update!

My A heroes' dps on the Master of Damage went from 50 before the update to 65 after the update.

The change to aggro range is also nice. Before, if you had your melee heroes set to "fight" mode and called a target, they wouldn't go after the enemies until the enemies were in earshot radius. Now, heroes set to "fight" will go after enemies around twice the earshot radius. It's much easier to have your melee heroes charge into combat first before your casters now.

DiogoSilva

Krytan Explorer

Join Date: Feb 2011

Girl

E/

I've tested Return, and yes, the sin is completely retarded at using it.

Gli

Forge Runner

Join Date: Nov 2005

Quote:
Originally Posted by DiogoSilva View Post
That is strange, because my wand didn't make my sin change targets. But you MUST call, be with spells or not. If you don't, the hero will change to your target always.

I just tested with a bow, and I have the same results with my wand. The melee hero will ONLY attack the called target, and they will ONLY change their target to yours if you call another target, if the called target dies, or if you do not call a target.
Call Master of Damage as target with control-space, start shooting at him, Zenmai rushes in. I tab to switch target and press space, she runs at the Master of Wind to cast Return. (Nuts!) She comes back to attack my new target. Really should try this with Return disabled I guess.

----------
It does work like you said with Return disabled. I'm assuming now that any skill that requires them to pick a friendly target will snap them away from the called target, like Return does. Will test that later some time when it's not 1:12 am.

Kelfer

Kelfer

Frost Gate Guardian

Join Date: May 2008

E/Mo

This has to be one of the most horrible updates ever experienced:
  • 1. Heroes will not attack stuff until it's well inside the aggro bubble (All set to guard 'cept healer)
    2. It's necessary to micro almost everything
    3. Calling is not helping much

It feels like going back to having to use all henchies again.
Even had the healer walk smack into a bunch of warriors, despite being flagged
Rit is running away from stuff, instead of raising Spirits.

Hope these can be rectified.
(In over 5 years of play etc. etc. Rant over )

cosyfiep

cosyfiep

are we there yet?

Join Date: Dec 2005

in a land far far away

guild? I am supposed to have a guild?

Rt/

yeah...just did unwaking waters...NONE of my heroes would attack kunnie--even WHEN CALLED-- unless I was basically right on top of it! (and yes I was a caster).

Evaine

Frost Gate Guardian

Join Date: Dec 2007

USA

KORE

N/

Bug Fixes: I'll be doing Talus Chute tomorrow with my Assassin so the timing on that fix is great. I've been lucky not to have the bug affect either my Necro or Mesmer when they vanquished that area in the past. However, my Mesmer did have to repeat a VQ of Shenzun Tunnels because a trio of Afflicted went through the portal to Matu Keep.

Feature Updates: Hurray for adjusted chatter! I'll be vanquishing Vehtendi Valley later this evening so I'll get to see how that looks.

I'm not sure about the aggro fix. I've noticed that heroes usually won't attack an enemy within aggro unless I call a target or one of them is attacked first, so that doesn't seem different to me. The only type of "enemy" that ever really attracts their attention and makes them attack without provocation is a spirit.

Nyta

Academy Page

Join Date: Nov 2010

Can this part:

Quote:
Adjusted the aggro range of flagged heroes and henchmen.
be changed back, please? I haven't seen it quite so bad yet since I'm currently playing with my assassin, but I watched my sister play her mesmer, and it was terrible on her side. None of her heroes were attacking, even with enemies in aggro range, and even though they weren't flagged. I checked her hero windows to make sure none of them were set to avoid, and they weren't. And if it's that bad with a caster, it must be a nightmare for a non-shortbow ranger. :/

cosyfiep

cosyfiep

are we there yet?

Join Date: Dec 2005

in a land far far away

guild? I am supposed to have a guild?

Rt/

its a good thing I did my wilds mission before the update (the one where you have the vine seed) since I wasnt attacking only using skills--after the update I would probably have to had dropped the dang thing all the time--waste of time.

not as good of an update as I had hoped

enter_the_zone

Jungle Guide

Join Date: Nov 2007

R/

Dear ArenaNet

Today I would like to talk to you about a brand new business concept I can teach you for the low, low price of only 2 million dollars. It's called "testing".

Please contact me urgently in this regard, as I think you could really benefit from this concept... In fact, I'm fairly sure that, without it, your much anticipated new product, currently called Guild Wars 2, will fail spectacularly, and thence forth be known as Fail Wars.

Your Sincerely

Someone Competent.



Quote:
Originally Posted by jimbo32 View Post


Feature Updates
  • Adjusted the aggro range of flagged heroes and henchmen.
Revert this. Then put it under Bug Fixes in the notes section.

Also, as an object lesson to others, make the person who was supposed to test these changes type this message on the bottom of the update notes 100 times, no cut and paste..

My name is <insert name here> and I am a div for not testing properly.

DRGN

Krytan Explorer

Join Date: Nov 2005

In Memorium [iBot]

Mo/A

This hero aggro range is HORRID. Even unflagged heroes will not attack anything unless it's within like 2 feet of them unless you ping it. It's nigh unplayable. I didn't notice this until I was testing the sin changes on isle of the nameless and was wondering why my other heroes weren't even trying to move in to attack. Speaking of which, I also noticed NO change in assassin chain execution; they use the first chain just fine and fail horribly afterwards. That's exactly what they did before. Just roll back the entire update and put the bug fixes back in...

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

So, it would be pretty cool if heroes could cast stances before they end, and even if they do end, cast them while attacking. As it is, they take a good 2 seconds out of their chain-time to recast WotA and Critical Eye. The targeting thing isn't an issue for me because I call everything; which should be regular practice anyway and you're bad if you don't.

Voodoo Rage

Voodoo Rage

Desert Nomad

Join Date: Mar 2008

Sacramento, CA

Geezers

R/

The new hero aggro update makes the game unplayable for me. I just slogged through "What Waits In Shadow" with a caster team and my heroes wouldn't attack until they were almost wiped by attacking mobs. For my playing style, I'm just going to stop playing until they fix it (I'm sure they will).

Kunder

Desert Nomad

Join Date: Nov 2010

Hero ai is fine for me, what are you guys doing?

Wyndy

Wyndy

Krytan Explorer

Join Date: Nov 2008

in the know

Chronic Chaos

N/Me

I thought it was just me, but i see others have had issues too. My heroes just stood around while I called and called.

Tom Swift

Jungle Guide

Join Date: Aug 2007

Blech - not happy with the hero agro change.

I put them on "fight" but even then it was like pulling teeth to get them to attack properly. I wouldn't mind if they behaved like this when flagged - but unflagged?

Eevee11

Ascalonian Squire

Join Date: Feb 2012

Heros were ALREADY screwed up after the update before this one. Now they are even worse. =(

Jk Arrow

Jk Arrow

Lion's Arch Merchant

Join Date: Nov 2008

WI

Dark Phoenix Risin [DPR]

R/

I'm having all sorts of issues with hero AI too. Enemies definitely have to be in aggro range for them to react to anything. They will stand and take damage otherwise.

Also I'm seeing a lot of wanding when available skills could be used...

These comments are for mostly caster heroes set to guard. I'll switch some to attack and see if that improves things.

JK

ruk1a

ruk1a

Wilds Pathfinder

Join Date: May 2008

UR MOM LOL

ATTACK OF THE KILLER TOMATOES

A/

The aggro change is completely pointless. It's causing more harm than good. I guess guard is useless now lol?

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

It makes more sense for Guard to be like this. Before; Fight was useless due to over-extending. I like this new system and I hope Anet don't revert due to QQers who can't change their game.

Essence Snow

Essence Snow

Unbridled Enthusiasm!

Join Date: Nov 2009

EST

DPR

This update has created havoc for hybrid heros. Simply cannot control them without microing.

Lanier

Lanier

Desert Nomad

Join Date: Jan 2010

[Pink]

P/

Quote:
Originally Posted by Essence Snow View Post
This update has created havoc for hybrid heros. Simply cannot control them without microing.
If this is true (I don't know for sure since I havent played much since the update yet), then I like it. It would be nice to see heroes return to predominately single-role builds, sort of like what you see on most human players.

DRGN

Krytan Explorer

Join Date: Nov 2005

In Memorium [iBot]

Mo/A

Quote:
Originally Posted by HigherMinion View Post
It makes more sense for Guard to be like this. Before; Fight was useless due to over-extending. I like this new system and I hope Anet don't revert due to QQers who can't change their game.
I know it's hard for people to not be insecure and try to make themselves look elite in PvE, but let's stop and look at what happened:

If the update has worked as intended, heroes would behave how you want on guard when flagged and behaved normally when unflagged. Theyscrewed up and affected unflagged hero behavior as well. This was unintended going by the update notes themselves and Zack Nickerson's comments in a thread about flagged heroes having problems on Guard, which is exactly what this patch was to address. Again, if the update worked as intended, you would be able to have heroes work as you like and so would everyone who liked them before.

You're basically saying "I hope Anet doesn't revert something they screwed up and never intended to do in the first place because I like it". If there's anyone I hope Anet doesn't listen to, it's someone with that kind of mentality.

Lasai

Lasai

Lion's Arch Merchant

Join Date: Apr 2009

R/

Hero aggro is abysmal.. I had to go to a shortbow mid vanquish just to try and pull my heroes into combat. Forget first strike interrupts.. my heroes acted as if the enemy didn't exist until pulled into short range.

Impossible to engage most ranged mobs at longbow range.. my heroes would just watch me solo duel it unless I closed range and put them deep into the aggro bubble.

All set to guard except monk. This is not "guard" mode as defined ingame as they will not respond if told to attack, nor will will they respond to being attacked from outside of their aggro radius.

Not only would they not respond to calls, but I would watch them get bombed from mobs on high ground and do nothing.. as their attacker was was out of aggro bubble. Kind of silly to watch them just take hits and do nothing but the crouch animation.

All of this was while unflagged.

None of the heroes would react in this situation.. Only the minions would go forward to attack.

Edit to add.. far too easy for HM mobs to just run out of range and be forgotten as well. I would have to chase them down and pull my heroes into the aggro again.. they would not pursue in most cases no matter how damaged the mob was.

again. Unflagged.