Please fix Monk Henchmen
Vilaptca
If one groups alone with all henchmen, and finds themselves dead, lying face first in the dirt. You will also find both Alesia and Lina or Mhenlo and Lina to come running immediately and begin ressurecting you. Both stop healing and protecting to ressurrect you. Not only does it usually end up with one henchmen looking retarded for coming in late for the rez, but it typically ends with the loss of life of another henchmen or two who didn't have the healing they should have been getting.
This has made doing anything with henchmen incredibly frustrating.
At least make them recognize that the other Monk henchmen has already started to resurrect me, so that maybe one monk can keep everyone else alive a little longer.
This has made doing anything with henchmen incredibly frustrating.
At least make them recognize that the other Monk henchmen has already started to resurrect me, so that maybe one monk can keep everyone else alive a little longer.
TheBamboozledOne
Lol, yeah, I DEFFINATELY agree that monk henchmen need to be fixed in some way. For example, the oh-so tank of a monk Alesia, when you have a mob stairing you down in front of you, what do you see happen when you move foward to engage combat? That fateful servant Alesia doing the same >_< A MONK THAT HEALS WHILE STANDING RIGHT BESIDE AN ENEMEY! erhm..sorry bout' that lol, but, you'd think the computer's AI would have like... some notice or w/e when near an enemy to have enough sense to RUN from them and get to a safe enough distance to where they won't take damage and can heal the party instead of trying to tank damage and ONLY healing herself because of it..which is why half the time you find yourself with dp of over 15% by the time you finish doing a mission with that infernal monk..*Hangs head* ugh..make the pain go away, PLEASE?! =*(
toramiko
Not to mention how horrible the monk priorities are when having to resurrect more than 1 fallen team mate.
A few incidents have occurred when I die, and the team would retreat finally realizing we took on more than we could chew. Of course, some henchmen or team mates would die along the way of the retreat.
Given the situation, it would make sense for the remaining monk-hench to resurrect the closest ones first so they can clear what ever mob was left lingering around my body.
But for some odd reason, they DON’T. They stand there doing nothing and they won’t resurrect anyone nearby unless I was resurrected first.
When, and only when I was resurrected, did the monk-hench run back to resurrect the rest. That gets seriously annoying. Especially when someone would die very far from the rest of the group, and the monk-hench refuses to resurrect anyone until we resurrect him/her first. Even if monsters are in the way.
Also, they improved the computer AI to run from AOE spells. However, the henchmen got the short end of that stick. They still stand in the middle of firestorms, chaos storms, etc. And it’s difficult to move them out of it manually if the rest of the team isn’t in the AOE range and are fighting normally. 1 player moving out of the AOE won’t make the henchmen budge at all.
Please fix the henchmen AI. T.T They are good all in all, and I have no trouble controlling and managing them on my own. But when 2 or more players are involved, some of the little things get really annoying at times.
A few incidents have occurred when I die, and the team would retreat finally realizing we took on more than we could chew. Of course, some henchmen or team mates would die along the way of the retreat.
Given the situation, it would make sense for the remaining monk-hench to resurrect the closest ones first so they can clear what ever mob was left lingering around my body.
But for some odd reason, they DON’T. They stand there doing nothing and they won’t resurrect anyone nearby unless I was resurrected first.
When, and only when I was resurrected, did the monk-hench run back to resurrect the rest. That gets seriously annoying. Especially when someone would die very far from the rest of the group, and the monk-hench refuses to resurrect anyone until we resurrect him/her first. Even if monsters are in the way.
Also, they improved the computer AI to run from AOE spells. However, the henchmen got the short end of that stick. They still stand in the middle of firestorms, chaos storms, etc. And it’s difficult to move them out of it manually if the rest of the team isn’t in the AOE range and are fighting normally. 1 player moving out of the AOE won’t make the henchmen budge at all.
Please fix the henchmen AI. T.T They are good all in all, and I have no trouble controlling and managing them on my own. But when 2 or more players are involved, some of the little things get really annoying at times.
Mavrik
On the same lines as this because I can't agree more with everyone else... hench positioning as a whole needs to be changed. They like to spread out in a circle around you which for me is VERY annoying. Here I want to creep up so the enemy is just outside my agro circle and hit them with a ranged spell.
What happens? You know what happens, the hench move past you and agro the whole mob. Hench can be very stupid... like my character will be attacked by several enemies and my hench are just standing around yawning or something as I'm fighting back to defend myself. They won't do anything until I spam called target.
But then the next time when I want to pull... I'll simply have to use one spell and they charge foolishly forward not allowing me to pull at all. And I think monks should be aware of their agro circle.
What happens? You know what happens, the hench move past you and agro the whole mob. Hench can be very stupid... like my character will be attacked by several enemies and my hench are just standing around yawning or something as I'm fighting back to defend myself. They won't do anything until I spam called target.
But then the next time when I want to pull... I'll simply have to use one spell and they charge foolishly forward not allowing me to pull at all. And I think monks should be aware of their agro circle.
Eclair
Getting rid of healing touch for Alesia/Menhlo would solve a lot of the tanking problems.
tuperwho
I find the opposite as the OP. In a group of me and henchies, if I die, I find myself laying on the ground for minutes on end. While this happens, all the henchies lose their minds. They attack random targets, instead of focusing on one (they even break off the one I called prior to death). Also, they don't know how to retreat, if need be. So I can only sit and watch while the battle goes on forever, or they stay and die.
Age
Gettting rid of healing touch won't solve the tanking problems as with what Mavrik said it has to do with positioning.If there were Henchmen controls it would be nice to see a positioning in it like another game I play.You can postition your army in Medieval Total War.The warrior don't do the Monk hench any justice by not have good skills or know they are under attack and I only see Stefan use server once in while as he use power attack and griffon sweep more.I have noticed this is only lately where both Alesia and Lina will stop and both start ressing in battle.
Vilaptca
Quote:
Originally Posted by tuperwho
I find the opposite as the OP. In a group of me and henchies, if I die, I find myself laying on the ground for minutes on end. While this happens, all the henchies lose their minds. They attack random targets, instead of focusing on one (they even break off the one I called prior to death). Also, they don't know how to retreat, if need be. So I can only sit and watch while the battle goes on forever, or they stay and die.
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Mavrik
I think that when you take hench, they should automaticly position so that warrior hench go to the front of the group, casters and monks to the rear. Silly lil Alesia has run on ahead more times then I care to count.
Vilaptca
I would like that. Some times they seem to, but I think its more from the warriors spamming Charge! than anything else.
What we need for henchmen is something like many RTS games have, a kind of formation control, and it would place certain henchmen in certain spots depending armor and such, this would keep the monks in back.
What we need for henchmen is something like many RTS games have, a kind of formation control, and it would place certain henchmen in certain spots depending armor and such, this would keep the monks in back.
Mysterial
Quote:
Originally Posted by Vilaptca
At least make them recognize that the other Monk henchmen has already started to resurrect me, so that maybe one monk can keep everyone else alive a little longer.
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I already contacted their support about it and they confirmed that it's a bug, so hopefully it will get fixed soon.
Banebow
Quote:
Originally Posted by Mysterial
It's even worse if you take both Zaishan Healer henchmen into Tombs; they duplicate each other spell for spell. If someone gets a single hex, both cast Remove Hex at exactly the same time to get rid of it, and so on.
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I do agree that the henchmen need fixing however, to many times the healers will decide to tank, or to both res the same target, or worse, run back and forth like headless chickens when someone is dead.
Claire Wolf
Quote:
Originally Posted by Banebow
Maybe they don't have a vent server
I do agree that the henchmen need fixing however, to many times the healers will decide to tank, or to both res the same target, or worse, run back and forth like headless chickens when someone is dead. |
TheBamboozledOne
Ah, one more thing I forgot to mention *which is similar to the AoE problem if not the same* is the skill Maelstrom when cast on a henchmen. A few times while I've been questing in the shiverpeaks around the ice imps etc. They'd use the skill Maelstrom, and do you know what happens when they do? The Henchmen are all clustered, and CONTINUE casting spells repeatedly, and if you don't notice it from their health rapidly deteriorating, it's from the spell cancel sound effects you're hearing repeatedly because of Maelstrom. The henchmen don't bother to run from the position they are in unless you yourself would run back, just so the henchmen can get out of the AoE, even if you're not in it yourself O_x. So yeah..that's a major problem when your casters keep casting spells and just kill themself..from ONE maelstrom..highly annoying.
There's also the fact that the henchmen for some odd reason like to hug up right ontop of you. For example, the one quest in the desert where you meet that one snake to gain your +15 attribute points from that one quest, I like the view from up above where you meet him, so when I try to make a good screen capture after completing the quest with henchmen, the fighter henchmen gets right ontop of me and ruins my picture, because I just want MYSELF lol. It's not the fact that I'm complaining that they ruin my picture/screen taking, it's the fact that they hug too closely too you, and heck, spells that target them as well in combat, tend to get latched onto you as well because they hug so closely to you.
Lastly.. if you're with a friend in a mission, using henchmen, and you pause for a moment to like, use the bathroom and your friend pushes foward a bit, and engages a group, and I come back and begin running, the henchmen BREAK from fighting the mob my friend is engaged with, and come to me, leaving my friend to get pummeled by the mob, while barely getting healed in time when I finally get to him with the henchmen. And for the last of my rant, I noticed as well, that the healer henchmen will NOT heal you while you're in motion. For example, I would be hexed or bleeding and my life is going down, so I'm flanking away to not take more damage, and the healer follows as well, but does NOT stop to heal me, even when I'm below half health, UNTIL I have stopped my movement. That's highly annoying, especially when I'm that low and REALLY need the life boost before the enemy npc notices me and then charges at me lol. Well, I think that's the last of my rant about the awry henchmen npcs lol. Anyone else have these same problems? o.o;;
There's also the fact that the henchmen for some odd reason like to hug up right ontop of you. For example, the one quest in the desert where you meet that one snake to gain your +15 attribute points from that one quest, I like the view from up above where you meet him, so when I try to make a good screen capture after completing the quest with henchmen, the fighter henchmen gets right ontop of me and ruins my picture, because I just want MYSELF lol. It's not the fact that I'm complaining that they ruin my picture/screen taking, it's the fact that they hug too closely too you, and heck, spells that target them as well in combat, tend to get latched onto you as well because they hug so closely to you.
Lastly.. if you're with a friend in a mission, using henchmen, and you pause for a moment to like, use the bathroom and your friend pushes foward a bit, and engages a group, and I come back and begin running, the henchmen BREAK from fighting the mob my friend is engaged with, and come to me, leaving my friend to get pummeled by the mob, while barely getting healed in time when I finally get to him with the henchmen. And for the last of my rant, I noticed as well, that the healer henchmen will NOT heal you while you're in motion. For example, I would be hexed or bleeding and my life is going down, so I'm flanking away to not take more damage, and the healer follows as well, but does NOT stop to heal me, even when I'm below half health, UNTIL I have stopped my movement. That's highly annoying, especially when I'm that low and REALLY need the life boost before the enemy npc notices me and then charges at me lol. Well, I think that's the last of my rant about the awry henchmen npcs lol. Anyone else have these same problems? o.o;;
Vilaptca
Quote:
Originally Posted by Mysterial
This actually used to work, but was broken recently. It's even worse if you take both Zaishan Healer henchmen into Tombs; they duplicate each other spell for spell. If someone gets a single hex, both cast Remove Hex at exactly the same time to get rid of it, and so on.
I already contacted their support about it and they confirmed that it's a bug, so hopefully it will get fixed soon. |
Fantus
I did Thirsty River yesterday with both monk henchies on board. Alesia did play in such a dumb way that it wasn't funny anymore. Not only that both monks ALWAYS would try to ressurrect in the midst of battle (which is a dumb thing to do more often than not), Alesia also made a nice habit of circling around the frontline and thus ending up IN FRONT of the tank. Of course she was cut down in seconds every single time she did that. The braindead being had 60% DP before we even reached the Ghostly Hero. The Alesia AI sucks big time, but the Level 17 Alesia is rediculously dumb. A-Net REALLY needs to change both her build and her behavior. And when they are already at it, they can exchange Cynn's and Orion's Firestorm for a spell that's actually useful after the AoE patch...
Vilaptca
-_-
I just did Dunes of Despair right now, I died, Alesia and Lina decide to stop healing everyone to rez me, which led to the death of the Ghostly Hero but moments after I was ressurrected. They didn't bother to heal him at all...
I just did Dunes of Despair right now, I died, Alesia and Lina decide to stop healing everyone to rez me, which led to the death of the Ghostly Hero but moments after I was ressurrected. They didn't bother to heal him at all...
Cherno
You know, as frustrating as Alesia can be, I can't help but love the little bugger.
I was doing a run in the jungle (probably from henge to Maguuma Stade) and took the wrong way and wound up dying very near the end.
I think alesia was pretty close to the middle of zone or more towards the beginning. The trooper that she is, surrounded by Trolls and scarabs, she was scattered all over the place. I switch over to see what she is up to and she is running around seemingly lost, randomly fighting trolls, healing, etc.
I thought I was stuck in a position in which I would have to map out, when I realized that she was actually trying to figure out which was I went and was slowly working her way to me from halfway across the zone.
She did wind up making it all the way to me but just as she was res'ing got ganked and died a few short from me. Ever since then she has had a place in my heart...just like a stupid little puppy. Can't help but love them.
I was doing a run in the jungle (probably from henge to Maguuma Stade) and took the wrong way and wound up dying very near the end.
I think alesia was pretty close to the middle of zone or more towards the beginning. The trooper that she is, surrounded by Trolls and scarabs, she was scattered all over the place. I switch over to see what she is up to and she is running around seemingly lost, randomly fighting trolls, healing, etc.
I thought I was stuck in a position in which I would have to map out, when I realized that she was actually trying to figure out which was I went and was slowly working her way to me from halfway across the zone.
She did wind up making it all the way to me but just as she was res'ing got ganked and died a few short from me. Ever since then she has had a place in my heart...just like a stupid little puppy. Can't help but love them.
Mavrik
Henchi Monks do not seem to be programmed to heal ghostly heros, Rurik (well who wants to heal him anyway?) and the King in THK
Hanok Odbrook
Yeah, just the other day, I took Alesia with me to combat a group of Stone Furies - she was so anxious to fight, she actually ran ahead of my Ranger and my Mesmer Guildie as we stood for ranged combat, and plopped right into the middle of the group as the attack began. Definately not the swiftest ship on the sea, that's for sure.
Hanok Odbrook
Real Millennium Group Guild
http://www.realmillenniumgroup.com/guild.html
Truth * Knowledge * Peace
Hanok Odbrook
Real Millennium Group Guild
http://www.realmillenniumgroup.com/guild.html
Truth * Knowledge * Peace
Vilaptca
Quote:
Originally Posted by Mavrik
Henchi Monks do not seem to be programmed to heal ghostly heros, Rurik (well who wants to heal him anyway?) and the King in THK
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beanerman_99
I have a team of henchs with me. I die and NOT ONE of the henchs will rez me. They continue to do there thing, fighting and healing each other, and ignore the fact that I am face down in the dirt. BUT have say, my archer bite it, Stephen will immediately begin using his rez sig What is up with leaving me dead but rezing a hench first?? Why doesn't the healer and prot hench have a rez sig in their skill bar for a FAST rez and use rez spell only if there are now monsters around??
Droven
In Zaishen Challenge if one of the opponents die the others will immediatly try to res. So why not henchies ?
Well, i hope they'll fix theese stupid monk henchies.
Droven
Well, i hope they'll fix theese stupid monk henchies.
Droven
Age
It would seem to me that the AI update made the Henchies even more useless than before.I would come to the speculate that A Net is forcing us to team up instead of useing just henchies but who can get a group together to go for say a collectors item or a skill cap.This isn't only te level 17s it is also the level 20s as Alesia and Lina are competing agianst one another and I do agree with the level 17s.It is diferent in the Maguuma Jungle as it is only Alesia there no Lina.I would really encrouage Anet to take thier time to to make a good fix for the last time.If you are guildless and don't have many friends online that is what they are there for.
Caged Fury
I think getting to level 20 has gotten to the henchies head. In early areas, I enjoyed taking henchies, even Alesia. But now in the Southern Shiverpeak area, they are a liability when I go on journeys. Last night, I went to Mineral Springs to get my armour infused. Just wanted to, so I could venture down towards Marhan Grotto and beat up on the Mursaats and Jades around there.
The journey from Granite Citadel to Mineral Springs was long and tedious.
Alesia and Lina didn't really heal much, they just tanked and wand, inbetween playing kiss chase with one another. During battle, they seem to think the safest place is in amongst a new group of foes. The route we came from has been cleared of foes, the way ahead hasn't - so why go forth and bring back siege golems when I'm already busy entertaining other new friends like summit drawves?
Little Thom (I think it is him) now has the elite skill 'Charge' and is now Charge Happy - he uses it every moment possible, even if we were standing around idle, waiting for foes to pass on by or health/energy recharge.
Calling target don't seem to get them to fight your target. There's been times I've noticed Little Thom and Stefan standing idle when we were fighting.
When retreating due to heavy aggro, Little Thom and Stefan follows for a certain distance before turning and charging back in.
Skirting round to avoid mobs, one minute you're in a conga line and doing well and all of a sudden they'll fan out and aggro.
Aggro control and pulling mobs has definitely gotten harder, and I'm sure it's their AI and not me.
Maybe ANET has made the henchies more realistic like your average bad pugs. All the drops they've taken from you has been used to buy runs to places and paid for power level up services. Sounds plausible, I mean, they're in Droknar's Forge but they're not able to go into UW/FoW because they haven't ascended.
/signed
So yes, ANET please sort out the henchies AI.
The journey from Granite Citadel to Mineral Springs was long and tedious.
Alesia and Lina didn't really heal much, they just tanked and wand, inbetween playing kiss chase with one another. During battle, they seem to think the safest place is in amongst a new group of foes. The route we came from has been cleared of foes, the way ahead hasn't - so why go forth and bring back siege golems when I'm already busy entertaining other new friends like summit drawves?
Little Thom (I think it is him) now has the elite skill 'Charge' and is now Charge Happy - he uses it every moment possible, even if we were standing around idle, waiting for foes to pass on by or health/energy recharge.
Calling target don't seem to get them to fight your target. There's been times I've noticed Little Thom and Stefan standing idle when we were fighting.
When retreating due to heavy aggro, Little Thom and Stefan follows for a certain distance before turning and charging back in.
Skirting round to avoid mobs, one minute you're in a conga line and doing well and all of a sudden they'll fan out and aggro.
Aggro control and pulling mobs has definitely gotten harder, and I'm sure it's their AI and not me.
Maybe ANET has made the henchies more realistic like your average bad pugs. All the drops they've taken from you has been used to buy runs to places and paid for power level up services. Sounds plausible, I mean, they're in Droknar's Forge but they're not able to go into UW/FoW because they haven't ascended.
/signed
So yes, ANET please sort out the henchies AI.
Neo Nugget
mhenlo is retarted all he was doin in sorrows when i got squished by a shamshy thing was run to the next area tword enimies...id hope hed die but when enimies spawned up he ran away......then he went foreward and enimies came again.....he ran (repeat about 60 times)
~.~
~.~
Ilythia
Quote:
Originally Posted by Eclair
Getting rid of healing touch for Alesia/Menhlo would solve a lot of the tanking problems.
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Mysterial
Quote:
Originally Posted by Eclair
Getting rid of healing touch for Alesia/Menhlo would solve a lot of the tanking problems.
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Mavrik
Another thing, Hench in general need to become aware of conditions...
Really hello???!!! they will stand in poison water and die without even trying to heal themselves or move onto the ground your standing on since they "must" remain in formation around you.
Really hello???!!! they will stand in poison water and die without even trying to heal themselves or move onto the ground your standing on since they "must" remain in formation around you.
ling43235
As far as rez is concerned, Lina is worse than Alesia or Mhenlo. Lina seems to be programmed to rez ONLY healer hench and not others. Many times Lina and I were the only ones left after a battle and she just refused to rez the others until she got to Alesia first.