Henchman AI Behavior Issues
AnnaCloud9
Hello
I wanted to gather as many issues everyone has had regarding Henchman behavior into one post, so list actual problems our henchmen have in regards to game mechanics, and not our dislike for certain ones (since they all react mechanically equal in regards to their programming). The only skill/spell I'd like to see listed is resurrection related only, since several issues arise from that set (we all know Dunham uses Distortion repeatedly, and that Orion uses Fire Storm after everything is dead, but these aren't actual mechanics issues, just poor AI skill configuration )
1) In regards to the Resurrection skills/spells:
A) If your party includes 2 healer henchmen, they will both try to resurrect the same target simultaneously
B) If you yourself are resurrecting one of the 2 healer henchman, the other healer will simultaneously attempt to resurrect the same target, rather than another fallen party member
C) Using Resurrection (particularly Mhenlo) after a complete party wipe and reviving at the nearest shrine
D) 1 of the 2 healer henchman running entirely out of the aggro bubble, and sometimes even radar range, to resurrect the other fallen healer, rather than resurrecting the closest fallen party member inches away
2) In regards to morale boosts/signet recharge:
A) Henchmen take death penalties just like the rest of us, but do not benefit from morale boosts, thus are unable to recharge their resurrection signets
B) Henchmen do not recover from death penalty over time
3) In regards to mechanics/behavior:
A) When selecting your henchmen in an outpost, regardless of what order you select them, once you leave the outpost the order is completely scrambled, thus placing your sensative targets sometimes in front (such as casters) and your warriors in the rear
B) Pathfinding - Upon approach of a large mob of creatures which may wrap around an obstacle or bridge, when you turn to backtrack, henchmen may sometimes continue and 'meet you on the other side' rather than follow your path the way you came
C) Fleeing 1 - Typical when your character is a distance fighter, when you turn to flee, 75% of your henchmen stay behind well beyond radar range, only to break combat after they have suffered roughly 90% damage
D) Fleeing 2 - Typical when you are of any character type, but especially a caster, when a mob surrounds the entire party, and you are targeted and are taking serious damage, you attempt to move behind your henchman fighters, only to watch them run ahead of you and break combat. Thus you are still taking damage, and are now being targeted by their former targets.
E) Area of Effect - Henchmen (particularly casters) are still not responding to AoE spells such as Maelstrom, Chaos Storm, and even Searing Heat. Rather than avoid these spells much like our enemy counterparts, they will gleefully invite masochistic suicide
Thanks for your time, and feel free to add/dispute/discuss anything above. Please stay along the same topic. We all know henchmen can be frustrating given their particular skill sets, but again, that's just poor configuration, and not an actual behavioral issue. If their is another skill that could be addressed that has mechanics issues, please add to the list and explain. Thanks everyone
I wanted to gather as many issues everyone has had regarding Henchman behavior into one post, so list actual problems our henchmen have in regards to game mechanics, and not our dislike for certain ones (since they all react mechanically equal in regards to their programming). The only skill/spell I'd like to see listed is resurrection related only, since several issues arise from that set (we all know Dunham uses Distortion repeatedly, and that Orion uses Fire Storm after everything is dead, but these aren't actual mechanics issues, just poor AI skill configuration )
1) In regards to the Resurrection skills/spells:
A) If your party includes 2 healer henchmen, they will both try to resurrect the same target simultaneously
B) If you yourself are resurrecting one of the 2 healer henchman, the other healer will simultaneously attempt to resurrect the same target, rather than another fallen party member
C) Using Resurrection (particularly Mhenlo) after a complete party wipe and reviving at the nearest shrine
D) 1 of the 2 healer henchman running entirely out of the aggro bubble, and sometimes even radar range, to resurrect the other fallen healer, rather than resurrecting the closest fallen party member inches away
2) In regards to morale boosts/signet recharge:
A) Henchmen take death penalties just like the rest of us, but do not benefit from morale boosts, thus are unable to recharge their resurrection signets
B) Henchmen do not recover from death penalty over time
3) In regards to mechanics/behavior:
A) When selecting your henchmen in an outpost, regardless of what order you select them, once you leave the outpost the order is completely scrambled, thus placing your sensative targets sometimes in front (such as casters) and your warriors in the rear
B) Pathfinding - Upon approach of a large mob of creatures which may wrap around an obstacle or bridge, when you turn to backtrack, henchmen may sometimes continue and 'meet you on the other side' rather than follow your path the way you came
C) Fleeing 1 - Typical when your character is a distance fighter, when you turn to flee, 75% of your henchmen stay behind well beyond radar range, only to break combat after they have suffered roughly 90% damage
D) Fleeing 2 - Typical when you are of any character type, but especially a caster, when a mob surrounds the entire party, and you are targeted and are taking serious damage, you attempt to move behind your henchman fighters, only to watch them run ahead of you and break combat. Thus you are still taking damage, and are now being targeted by their former targets.
E) Area of Effect - Henchmen (particularly casters) are still not responding to AoE spells such as Maelstrom, Chaos Storm, and even Searing Heat. Rather than avoid these spells much like our enemy counterparts, they will gleefully invite masochistic suicide
Thanks for your time, and feel free to add/dispute/discuss anything above. Please stay along the same topic. We all know henchmen can be frustrating given their particular skill sets, but again, that's just poor configuration, and not an actual behavioral issue. If their is another skill that could be addressed that has mechanics issues, please add to the list and explain. Thanks everyone
fiery
I dunno about the DP part, i had 45% DP doing henchie queen run with 4 other henchies, all died and ressed up. Around 25 scarabs around there and we took them on no problem. Actually I died and the henchies killed rest. Either they have way alot of life or dunno but we finished it and 2 staffs dropped . 5 Man queen run rocks.
calamitykell
Quote:
Originally Posted by AnnaCloud9
D) 1 of the 2 healer henchman running entirely out of the aggro bubble, and sometimes even radar range, to resurrect the other fallen healer, rather than resurrecting the closest fallen party member inches away
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Fix this, ANet, please. It absolutely makes me NOT enjoy playing when I have to deal with that.
Celdor Nailo
I believe the very first thing that needs to be fixed in GW is making the healer henchmen heal. I don't choose healers to be tanks.
EternalTempest
Gaile has mentioned they are working on the AI for the henchmen, I personally love when I have to keep Alesia alive (as another heal / protect monk).
Diablo???
Just give us the ability to command them.
XvArchonvX
Quote:
Originally Posted by Diablo™
Just give us the ability to command them.
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As for the origional poster, gj on catching the major issues with henchies. One thing I didn't really see mentioned though, was when a whole party is dead and spread out except for one healer/prot henchman, they will run back and forth for long periods of time unable to decide who to rez. Also if there is a dead party member surrounded by enemies and the healer/prot henchie is near by, they will often run as close as they can to they dead ally without aggroing, then run away, then run back over and over until they finally aggro all the enemies...
AnnaCloud9
Quote:
Originally Posted by XvArchonvX
One thing I didn't really see mentioned though, was when a whole party is dead and spread out except for one healer/prot henchman, they will run back and forth for long periods of time unable to decide who to rez. Also if there is a dead party member surrounded by enemies and the healer/prot henchie is near by, they will often run as close as they can to they dead ally without aggroing, then run away, then run back over and over until they finally aggro all the enemies...
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And having even simple commands like Diablo stated, such as 'Stay Put' or 'Hold Ground', would be most welcomed. Ever find it frustrating trying to grab a patrol mob using your flatbow (or whatever ) only to have your fleet-of-foot warrior henchfolk invoke 'Charge' and gather not just that 3-person mob, but the 6-8 pack you were so dilligently trying to avoid?
WasAGuest
Quote:
Originally Posted by Diablo™
Just give us the ability to command them.
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Taking henchmen is almost getting pointless to a point, unless you simply want fodder for the mobs to hit on while you (I) do all the killing... and even this doesn't work all the time. Someone already mentioned trying to move away from danger so as not to die, and your henchies try to flee or move with you. Even calling the targets to your henchies doesn't lock them in place.
Simply put, we need commands and a way to make them work as they need too. AI just wont cut it, especially when the mob AI keeps getting better (a good thing), yet henchies stay dumb as rocks (a bad thing).
This even brings up another AI issue with henchies and mobs. How is it, henchy healers suicide to heal, yet mob healers don't? Why is it, the little roaches (scarabs) work better in a group then the henchies do? Why is it, the mob archers target and interupt casters all the time, yet henchy rangers/mesmers seem to never (I've never seen them do it) interupt mob casters? See... mob AI (which are mostly "creatures" have a higher IQ then "human" henchies...) is higher than the henchy AI. Sooo, Uh, can I hire mob henchmen instead? PLEASE?
NevynZeddicus
I agree about the commands, especially when I play a healer. I don't really enjoy having to stay at the front, making myself the target of every critters aggression. I have tried attacking and pulling back before I actually wand at them, but the henchies don't seem to get the idea.
Another thing, and this may not be mechanical, but when I go down, they all fall over themselves to be the first to use their rez sig on me unless the protector hench is there. Usually if I go down, its because I got caught right in the middle of the action, which *duh* is not a good place to be when you are trying to heal.
Thanks for putting up with me, carry on.
Another thing, and this may not be mechanical, but when I go down, they all fall over themselves to be the first to use their rez sig on me unless the protector hench is there. Usually if I go down, its because I got caught right in the middle of the action, which *duh* is not a good place to be when you are trying to heal.
Thanks for putting up with me, carry on.
Mavrik
I wish there was a /stay command for hench. Pulling is hard as they like to charge on ahead the moment I attack something to draw back to a safe area.
Count to Potato
Quote:
Originally Posted by Mavrik
I wish there was a /stay command for hench. Pulling is hard as they like to charge on ahead the moment I attack something to draw back to a safe area.
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Im test running different places with henchies as meat shields, my healers die a way back and all i have are the two wars henchman, i die but the henchman stay alive but then they go back and forth trying tio res me and the healers so i get stuck and have to go all the way back....
ducktape
Quote:
Originally Posted by AnnaCloud9
2) In regards to morale boosts/signet recharge:
A) Henchmen take death penalties just like the rest of us, but do not benefit from morale boosts, thus are unable to recharge their resurrection signets B) Henchmen do not recover from death penalty over time |
And basic henchman controls (Stay, Heal, Attack, Retreat) would be a godsend
Caelus The Fallen
Some observations of mine:
Warrior hanchmen will not use their heal signet if they are losing health from degen. Too often have I watched Thom/Stefan die *after* a battle has concluded because they were poisoned/bleeding/diseased.
Further, the healer henchmen seem reluctant to repsond to degen with anything other than regen. This is particularly noticable in the new scarab infested Prophets Path. Get Poisoned and Diseased by the Scarabs while in Well of the Profane, and watch as the healers do absolutley nothing (they cant healing breeze and wont orison.. and Lina is just useless at this point).
Warrior hanchmen will not use their heal signet if they are losing health from degen. Too often have I watched Thom/Stefan die *after* a battle has concluded because they were poisoned/bleeding/diseased.
Further, the healer henchmen seem reluctant to repsond to degen with anything other than regen. This is particularly noticable in the new scarab infested Prophets Path. Get Poisoned and Diseased by the Scarabs while in Well of the Profane, and watch as the healers do absolutley nothing (they cant healing breeze and wont orison.. and Lina is just useless at this point).
Keeper of Birds
I would also like to see some basic awareness of their environment. For example, you stop on an island in the middle of the poison water to catch your breath. Henches stand in the poison. Same with lava- henches feel no desire to get the heck out of it, even though it is killing them rather quickly. This last makes capping some of those hard to find skills in RoF with henches much more difficult than it needs to be.
Ensign
I run with henchies quite a bit to complete things (despite their AI problems they're still more reliable than PUGs). I think I'm pretty adept at controlling them. But a few things are still problematic:
1) Dowright atrocious resurrection priorities. Whenever one of the monk henchies stops healing for a combat Restore Life you can't do anything but cringe. When Alesia charges into melee range for a combat Restore Life on a warrior henchie you prepare for the wipe. In theory all the other henchmen have resurrection signets, but you'd never know that because they don't use the bloody things. They won't even think about using one until all the monks and player characters with res skills are dead, then they use one just to help build DP on a monk henchie. I have never seen those sigs do anything else.
I know a lot of players are incompetent and want to save sigs like that, but simply put they are wrong. Sigs are used in combat to prevent wipes. When someone dies one of the henchies should res him with a sig immediately, korean style. The monk henchies need to only use Restore Life outside of combat, but honestly they should just not use it period if a living player has a hard res. The AI is downright incompetent with it and oftentimes it's just a 'commit suicide' skill.
2) It is nigh-impossible to escape from a bad pull. You can turn tail and run, but any henchie that has some aggro will happily sit there swinging even if you're half a radar away. This is a hard thing to deal with because you don't want warriors breaking aggro just because a caster player is kiting in the back. But it's still problematic because you have to play flawlessly or fail.
3) Touch range skills on melee characters. Claude running up to Blood Ritual the warriors is oftentimes a turning point in a battle that starts off an ugly chain of events (Claude rambos it up to Blood Ritual Thom, mobs destroy the squishy necro sacrificing himself in front, Alesia stops healing and rambos it up to res Claude, party wipes). Alesia is guilty of this as well, ramboing it up to Healing Touch a warrior. Clean up the AI to not use these skills on people attacking with melee weapons, please.
4) There is no healing response to degen, just Breeze. If you're sitting there at no health degenning out they won't even think about hitting you with a Word until something smacks you. People under degen but not taking hits aren't exactly priority targets so this isn't a terrible AI routine, but letting characters degen to death is just retarded.
Peace,
-CxE
1) Dowright atrocious resurrection priorities. Whenever one of the monk henchies stops healing for a combat Restore Life you can't do anything but cringe. When Alesia charges into melee range for a combat Restore Life on a warrior henchie you prepare for the wipe. In theory all the other henchmen have resurrection signets, but you'd never know that because they don't use the bloody things. They won't even think about using one until all the monks and player characters with res skills are dead, then they use one just to help build DP on a monk henchie. I have never seen those sigs do anything else.
I know a lot of players are incompetent and want to save sigs like that, but simply put they are wrong. Sigs are used in combat to prevent wipes. When someone dies one of the henchies should res him with a sig immediately, korean style. The monk henchies need to only use Restore Life outside of combat, but honestly they should just not use it period if a living player has a hard res. The AI is downright incompetent with it and oftentimes it's just a 'commit suicide' skill.
2) It is nigh-impossible to escape from a bad pull. You can turn tail and run, but any henchie that has some aggro will happily sit there swinging even if you're half a radar away. This is a hard thing to deal with because you don't want warriors breaking aggro just because a caster player is kiting in the back. But it's still problematic because you have to play flawlessly or fail.
3) Touch range skills on melee characters. Claude running up to Blood Ritual the warriors is oftentimes a turning point in a battle that starts off an ugly chain of events (Claude rambos it up to Blood Ritual Thom, mobs destroy the squishy necro sacrificing himself in front, Alesia stops healing and rambos it up to res Claude, party wipes). Alesia is guilty of this as well, ramboing it up to Healing Touch a warrior. Clean up the AI to not use these skills on people attacking with melee weapons, please.
4) There is no healing response to degen, just Breeze. If you're sitting there at no health degenning out they won't even think about hitting you with a Word until something smacks you. People under degen but not taking hits aren't exactly priority targets so this isn't a terrible AI routine, but letting characters degen to death is just retarded.
Peace,
-CxE
Esprit
The AI running script fails to factor in that lava, in the Ring of Fire missions, hurts. All the AI script sees is that the lava is a plane that can be moved across, just like regular ground. Time and time again I've walked next to the lava with the henchmen, only for half of them to go tromping through it. I've seen henchmen monks die in the pools because they stand in it to heal the rest of the henchies who were walking through it.
Mister Overhill
Quote:
Originally Posted by Keeper of Birds
I would also like to see some basic awareness of their environment. For example, you stop on an island in the middle of the poison water to catch your breath. Henches stand in the poison. Same with lava- henches feel no desire to get the heck out of it, even though it is killing them rather quickly. This last makes capping some of those hard to find skills in RoF with henches much more difficult than it needs to be.
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Lowly Peasant
I'd like to see the henchmen given some better skills, like Stefan, the way he loves to use power attack and griffon sweep, he would make a perfect Flourish warrior, have him spam power attack, griffon sweep, pure strick, and seeking blade then use flourish. This would make him far more useful than he is now since he often does no damage. Also how about a better stance than Balanced stance, maybe Defencive stance.
Thom is ok IMO, Thom can at least solo Rockshots unlike Stefan. Claude on the other hand needs to be changed up. He primarily uses blood so why not have him use BiP (since he seems to enjoy suiciding, at least this way he can do it in the back near the healers), Well of Power, or even better Life Transfer.
I think that Reyna should be given at least 1 interrupt skill, maybe Punishing Shot later on in the game. Dunham needs to be able to interrupt at least some or deal more damage or effects. Clumsiness would be a good skill to add to his skill line, and maybe Migraine or Crippling Anguish for his Elite.
Orion needs a complete overhaul since the anti-AoE patch. He always casts Firestorm when you really don't want it, although he tends to cast it right as his target dies 90% of the time. There's quite a few skills he could use instead such as incendiary bonds or Rodgort's Invocation. And since he has so much trouble with energy management later in the game he could use Elemental Attunement.
Thom is ok IMO, Thom can at least solo Rockshots unlike Stefan. Claude on the other hand needs to be changed up. He primarily uses blood so why not have him use BiP (since he seems to enjoy suiciding, at least this way he can do it in the back near the healers), Well of Power, or even better Life Transfer.
I think that Reyna should be given at least 1 interrupt skill, maybe Punishing Shot later on in the game. Dunham needs to be able to interrupt at least some or deal more damage or effects. Clumsiness would be a good skill to add to his skill line, and maybe Migraine or Crippling Anguish for his Elite.
Orion needs a complete overhaul since the anti-AoE patch. He always casts Firestorm when you really don't want it, although he tends to cast it right as his target dies 90% of the time. There's quite a few skills he could use instead such as incendiary bonds or Rodgort's Invocation. And since he has so much trouble with energy management later in the game he could use Elemental Attunement.
Diablo???
Quote:
Originally Posted by Keeper of Birds
I would also like to see some basic awareness of their environment. For example, you stop on an island in the middle of the poison water to catch your breath. Henches stand in the poison. Same with lava- henches feel no desire to get the heck out of it, even though it is killing them rather quickly. This last makes capping some of those hard to find skills in RoF with henches much more difficult than it needs to be.
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eudas
The reason the henchies do such stupid things is because they're simulating real players... >:)
eudas
eudas
Sagius Truthbarron
Henchies are great. All they need to do is remove charge from them so it's easier to pull.
Also, it would help if the Healer henchies stopped to heal whenever they were fleeing or backing away, becuase sometimes I'll backup and they will too - refusing to heal a dying party member.
It would likewise help if all the henchies (besides the healers) had res signets on ever map and USED THEM when someone dies in battle.
Also, it would help if the Healer henchies stopped to heal whenever they were fleeing or backing away, becuase sometimes I'll backup and they will too - refusing to heal a dying party member.
It would likewise help if all the henchies (besides the healers) had res signets on ever map and USED THEM when someone dies in battle.
linz85
Quote:
Originally Posted by fiery
I dunno about the DP part, i had 45% DP doing henchie queen run with 4 other henchies, all died and ressed up. Around 25 scarabs around there and we took them on no problem. Actually I died and the henchies killed rest. Either they have way alot of life or dunno but we finished it and 2 staffs dropped . 5 Man queen run rocks.
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hmmm ive killed that damn boss 3 times now and no avail. no green for me. is this a myth?ive done it with 2 monks and 2 wars and myself.
Numa Pompilius
And for the love of god, please ANet fix the monk AI so they stop battlefield-rezzing! I've lost count of the times I've wiped because both mhenlo & wotsherface has decided to stop healing & protecting in the middle of a pitched battle to rez Dunham or Claude.
obastable
Can't say I've had many problems with henchmen.. it just took some trial and error to figure out how to control them.
It also helps if there are 2 human players in the group (not just one). You gain much more thorough control if the burden is shared.
A couple of tips..
1 - Always call your targets (helps if you know what targets to take down first.. but nonetheless, call what you're attacking), and your henchmen will always follow your lead. Lather, rinse, repeat <- meaning call EVERY target, not just the first one. If you don't call each target your henchmen will, from time to time, choose their own (and not necessarily the ones you want).
2 - Don't attack to pull aggro. Just run into aggro range, and run back (if you actually have a run skill to get ahead of your henchmen, use it). There's always an off chance that a mob will initiate combat with one of your henchies, but just keep going backwards and they will eventually follow. If you attack, you're initiating combat, and your henchies will take this as a sign to fight to the bloody death.
3 - Keep in mind that Mhenlo will always rez Lina first (if she's dead) before any other henchmen, and vice versa. Monks take care of their own.
4 - If you don't want a dead party member ressurected mid-battle then move the battle out of range of the corpse. This should keep your healer hench pre-occupied. There are odd times when they'll start running back and forth between the fight and the corpse, incapable of deciding which is more important, but they'll rarely decide the rez is more important than the current battle.
5 - Much like #4, if you don't want your henchmen to stand in a chaos storm, or meteor shower, or whatever fiery flaming death is falling from the sky (or coming up from beneath you).. simply move away from it. If you move enough, they'll move, too.
For best control of your henchmen, though, you need 2 human players (as I mentioned above). You can pull aggro easier, control it more effectively, heck.. you can even run with an effective trapper. Just have one player stay back and keep moving (side to side works), and the henchmen will stay back with them. Have your other player go forward to gather aggro, trap, or do whatever. So long as the first dude stays to the back and keeps the henchies dancing from side to side, they won't come up and pester whoever's out front until they're brought foward.
My Fiance and I have taken a crapload of characters through the game, using nothing but henchmen. It's so easy I'm almost tempted to say that A-net should make it harder.
It also helps if there are 2 human players in the group (not just one). You gain much more thorough control if the burden is shared.
A couple of tips..
1 - Always call your targets (helps if you know what targets to take down first.. but nonetheless, call what you're attacking), and your henchmen will always follow your lead. Lather, rinse, repeat <- meaning call EVERY target, not just the first one. If you don't call each target your henchmen will, from time to time, choose their own (and not necessarily the ones you want).
2 - Don't attack to pull aggro. Just run into aggro range, and run back (if you actually have a run skill to get ahead of your henchmen, use it). There's always an off chance that a mob will initiate combat with one of your henchies, but just keep going backwards and they will eventually follow. If you attack, you're initiating combat, and your henchies will take this as a sign to fight to the bloody death.
3 - Keep in mind that Mhenlo will always rez Lina first (if she's dead) before any other henchmen, and vice versa. Monks take care of their own.
4 - If you don't want a dead party member ressurected mid-battle then move the battle out of range of the corpse. This should keep your healer hench pre-occupied. There are odd times when they'll start running back and forth between the fight and the corpse, incapable of deciding which is more important, but they'll rarely decide the rez is more important than the current battle.
5 - Much like #4, if you don't want your henchmen to stand in a chaos storm, or meteor shower, or whatever fiery flaming death is falling from the sky (or coming up from beneath you).. simply move away from it. If you move enough, they'll move, too.
For best control of your henchmen, though, you need 2 human players (as I mentioned above). You can pull aggro easier, control it more effectively, heck.. you can even run with an effective trapper. Just have one player stay back and keep moving (side to side works), and the henchmen will stay back with them. Have your other player go forward to gather aggro, trap, or do whatever. So long as the first dude stays to the back and keeps the henchies dancing from side to side, they won't come up and pester whoever's out front until they're brought foward.
My Fiance and I have taken a crapload of characters through the game, using nothing but henchmen. It's so easy I'm almost tempted to say that A-net should make it harder.
Zehnchu
I’ve experienced all those and a few odd ones, for some reason all the henchmen decided to attack separate targets other then the one I called. And I wish they would do something about Dunham always casting distortion all the time.
arcanemacabre
Quote:
Originally Posted by obastable
Can't say I've had many problems with henchmen.. it just took some trial and error to figure out how to control them.
It also helps if there are 2 human players in the group (not just one). You gain much more thorough control if the burden is shared. .................. My Fiance and I have taken a crapload of characters through the game, using nothing but henchmen. It's so easy I'm almost tempted to say that A-net should make it harder. |
Some things could be fixed (not going into it since it has been covered many times over), but they are definately a breath of fresh air. Somewhat skilled teammates that don't talk back, go AFK, call you a noob, or quit in the middle of a mish.
Make it harder? Well... I would say smarten up the mobs, but just make sure your henchies aren't any dumber than the mobs.
Manda Panda
While they did fix the hench not to stand in AoE, I still think they have trouble sorting out their priorities (like the healer who can't decide who to rez.) I was trying to cap a skill in perdition rock the other day, and one of the hydras cast meteor shower. I moved out from under it and they followed. Then they realized they weren't killing hydras, so they ran back in. Then they realized that those meteors HURT so they ran back out. Then they realized they weren't killing hydras...you get the picture. I'd almost rather they just stand under the damn thing and maybe do some damage while they're getting themselves killed.
beleg curudin
The three below, But there is one thing that SERIOUSLY effects the game, When in a GVG, and I have one human monk and one henchmen monk, MY flag runner goes to get a flag and ALESIA FRICKEN FOLLOWS HIM! thus my whole team gets slaughter from lack of heal, and hence I have lost the GVG, because Arenanet cannot give equal brain distribution to monster and henchmen AI.
C) Fleeing 1 - Typical when your character is a distance fighter, when you turn to flee, 75% of your henchmen stay behind well beyond radar range, only to break combat after they have suffered roughly 90% damage
D) Fleeing 2 - Typical when you are of any character type, but especially a caster, when a mob surrounds the entire party, and you are targeted and are taking serious damage, you attempt to move behind your henchman fighters, only to watch them run ahead of you and break combat. Thus you are still taking damage, and are now being targeted by their former targets.
E) Area of Effect - Henchmen (particularly casters) are still not responding to AoE spells such as Maelstrom, Chaos Storm, and even Searing Heat. Rather than avoid these spells much like our enemy counterparts, they will gleefully invite masochistic suicide
C) Fleeing 1 - Typical when your character is a distance fighter, when you turn to flee, 75% of your henchmen stay behind well beyond radar range, only to break combat after they have suffered roughly 90% damage
D) Fleeing 2 - Typical when you are of any character type, but especially a caster, when a mob surrounds the entire party, and you are targeted and are taking serious damage, you attempt to move behind your henchman fighters, only to watch them run ahead of you and break combat. Thus you are still taking damage, and are now being targeted by their former targets.
E) Area of Effect - Henchmen (particularly casters) are still not responding to AoE spells such as Maelstrom, Chaos Storm, and even Searing Heat. Rather than avoid these spells much like our enemy counterparts, they will gleefully invite masochistic suicide
felinette
Quote:
Originally Posted by obastable
1 - Always call your targets (helps if you know what targets to take down first.. but nonetheless, call what you're attacking), and your henchmen will always follow your lead. Lather, rinse, repeat <- meaning call EVERY target, not just the first one. If you don't call each target your henchmen will, from time to time, choose their own (and not necessarily the ones you want).
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I'm gonna say I agree with you on this. My wife and I have been eating through the game pretty much nonstop with henchies. |
trf2374
I feel henchmen do need a bit of an update in skills. Perhaps a tiny tweek in AI.
Keep in mind, if henchmen get too good, then why would we want to group with normal players? Right now, I only group to help people to be nice or in PvE Tombs. However, my PvE Tombs grouping my go away now that I figured out how to do that with all henchmen, granted in a bit under 2 hours. Hopefully practice will lower that time.
Keep in mind, if henchmen get too good, then why would we want to group with normal players? Right now, I only group to help people to be nice or in PvE Tombs. However, my PvE Tombs grouping my go away now that I figured out how to do that with all henchmen, granted in a bit under 2 hours. Hopefully practice will lower that time.
WasAGuest
Quote:
Originally Posted by trf2374
I feel henchmen do need a bit of an update in skills. Perhaps a tiny tweek in AI.
Keep in mind, if henchmen get too good, then why would we want to group with normal players? Right now, I only group to help people to be nice or in PvE Tombs. However, my PvE Tombs grouping my go away now that I figured out how to do that with all henchmen, granted in a bit under 2 hours. Hopefully practice will lower that time. |
1) no one is on you know and you don't want to hear whining.
2) are sick and tired of so called "elitests" complaining they died cause it was [cough] someone elses fault.
3) just not in the mood to group with anyone.
It's all really a matter of taste and opinion. I want the option of having henchies that are smarter (they are supposed to be human) than the roaches in the desert (scarabs). At the same time, I want the option to not have to sit idle for 10 to 20 minutes "lfg".
As a side note; I solo'd with henchies all the way to the desert. After that, the henchy IQ seemed to take a nose dive. Not sure if something was updated at that point or what, but till that point I found them useful. Once in the desert... well, I've stepped in stuff smarter than they are.
Edit: please note, I'm NOT asking for an easier game. I'm asking for smarter AI on both sides. Currently the mobs actually work togther as a team. Mob healers stay in the back, mesmers and rangers interupt, tanks rush to the front and go after the healers and eles. They work together.
Henchies, lol - we know how they act. Healers rush to the front lines to tank. Ranger and mesmer wand and shoot arrows doing as little damage as possible. And henchy eles do nothing but cause the "smarter" AI to break what aggro there is and charge the back lines.
Commands would go a long way to fix this. Other wise, the hechies should act like their mob counterparts. Tanks should rush the healers and mesmers, rangers and mesmers should interupt... blah blah blah. Henches should only concentrate on your target when you (or someone in group) calls it.
Grasping Darkness
I could get mad but its so ridiculous i really laugh out loud. My fav is while at a low lvl , capping in snake dance , Alesia lets the party die to run in and res me in the middle of a pile up of 8 beastmasters. \,,/__(>.>)__\,,/
trf2374
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Originally Posted by WasAGuest
Friends, guildies, family... they have this great ability to talk to us, while the henchies... well, you know. It's also more fun with people you know.
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Quote:
Originally Posted by WasAGuest
It's all really a matter of taste and opinion. I want the option of having henchies that are smarter (they are supposed to be human) than the roaches in the desert (scarabs). At the same time, I want the option to not have to sit idle for 10 to 20 minutes "lfg".
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Quote:
Originally Posted by WasAGuest
As a side note; I solo'd with henchies all the way to the desert. After that, the henchy IQ seemed to take a nose dive. Not sure if something was updated at that point or what, but till that point I found them useful. Once in the desert... well, I've stepped in stuff smarter than they are.
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Quote:
Originally Posted by WasAGuest
please note, I'm NOT asking for an easier game. I'm asking for smarter AI on both sides.
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Quote:
Originally Posted by WasAGuest
Tanks should rush the healers and mesmers, rangers and mesmers should interupt... blah blah blah. Henches should only concentrate on your target when you (or someone in group) calls it.
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Something to also consider would be perhaps adding some secondary skills to henchmen? I wouldn't mind that on the baddies either.
felinette
Quote:
Originally Posted by trf2374
Also, you are able to wand one baddie and cast on another without the henchmen changing targets.
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moriz
you can't, unfortunately.
also with the new update, henchies seem to be able to trigger aggro as well.
also with the new update, henchies seem to be able to trigger aggro as well.
AnnaCloud9
Thanks for all the input
I wasn't suggesting the henchfolk be revamped to make the game easier by any means. Honestly, GuildWars isn't difficult with the henchmen at all, however I was trying to create a list of mechanical issues that they seem to have (such as the double-resurrection/heal, and the always make-me-giggle resurrecting at the shrine after we've all been reborn - who is Mhenlo trying to bring to life anyway?) :P
Some possible fixes to help control how our henchmen react (rather than act) is what I was shooting for, such as pinging the radar to call them back instantly, or recognize their own aggro bubble to avoid running in to resurrect within a nasty bunch of who-knows-what. Oh and the monk looking after the monk is certainly correct - but even the worst group of PCs I've been with recognize that during a grizzly fight, putting your secondary healer out for 8 seconds while they try to resurrect (if using a spell) is all it would take to turn your last hour in Tombs into just that: an hour, with the familiar descriptive addition of wasted in front of it
P.S. - Thank you again for the input, and thanks for staying on topic *waves*
I wasn't suggesting the henchfolk be revamped to make the game easier by any means. Honestly, GuildWars isn't difficult with the henchmen at all, however I was trying to create a list of mechanical issues that they seem to have (such as the double-resurrection/heal, and the always make-me-giggle resurrecting at the shrine after we've all been reborn - who is Mhenlo trying to bring to life anyway?) :P
Some possible fixes to help control how our henchmen react (rather than act) is what I was shooting for, such as pinging the radar to call them back instantly, or recognize their own aggro bubble to avoid running in to resurrect within a nasty bunch of who-knows-what. Oh and the monk looking after the monk is certainly correct - but even the worst group of PCs I've been with recognize that during a grizzly fight, putting your secondary healer out for 8 seconds while they try to resurrect (if using a spell) is all it would take to turn your last hour in Tombs into just that: an hour, with the familiar descriptive addition of wasted in front of it
P.S. - Thank you again for the input, and thanks for staying on topic *waves*
WasAGuest
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Originally Posted by trf2374
Beyond GvG and HoH, why would you want to do a random PuG if the henchies were better than a large part of the GW population? This is true at least in my experience. Thunderhead Keep hard? Not with henchies. Hell's Precipe rough? Not with henchies. Now for me, the only thing faster in PvE Tombs than my "henchway" group is a B/P group.
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Originally Posted by trf2374
Around this time you are expected to have developed some strategy in the game. Rushing head first isn't going to cut it. So, you have to learn how to pull groups of monsters, or hit them when they're alone and sneak away ninja-like. Granted, pulling with henchmen is sometimes harder and where I feel some command to say /stay would be helpful.
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Originally Posted by trf2374
Smater AI all around, but I'd rather the mobs be smarter than the henchies. The henchmen will always have at least one human player on their side, which should be more than enough. Right now, the only challenges I find are purposely handicapping the group with fewer members, Soloing FoW and PvE Tombs, and I appreciate a good challenge.
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Quote:
Originally Posted by trf2374
Actually, I feel that tanks should intercept the other tanks, which is how I use my henchmen. Also, you are able to wand one baddie and cast on another without the henchmen changing targets. Granted, I do wish the ranger & mesmer were a bit brighter and the monks need a few skills looked at. However, I was impressed to see the Tombs monks using Remove Hex. I do wish they both wouldn't try to rez the same char at the exact same time. I also end up getting double-heals like this. I would like to see them be a little more independent and split up the heals & such, along with condition removal.
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Quote:
Originally Posted by trf2374
Something to also consider would be perhaps adding some secondary skills to henchmen? I wouldn't mind that on the baddies either.
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The real point for me, I guess, is to make the henchies more useful than fodder.
If someone puts a group together and can't find a monk, wouldn't it be nice to be able to take the monk henchmen and know the nitwt wont suicide or try to tank? Yea, I know, I've seen some human monks try and tank too... but that's beside the point. lol
Age
I will say this ever since the AI update the henchies have gotten worse.I can not believe that Alesia and Lina both have ressing contests when one is dead they both stop to res this is the level 17 to 20s.I was trying to cap feast of corruption up in DD and it took me me like 6 trips from the res shrine.The same goes for the rest of them except Reyna who is alway there and is the last one standing and has a good bow shot.I haven't seen the henchies this bad since the game came out when they would fly off.The only good Alesia is level 3 and 6 when it comes to 10 she likes to tank as well as Claude.I know Anet would rather us use reall players as the game was intended to be the henchies are just there if you need that extra party member and it has bee 15 min since forming groups.I would rather take a Pug over henchies any day.
/rant
/rant
Toben_Hexx
Something I thought was ridiculous from day one was the lack of henchmen controls.
If we could set them up with primary/secondary objectives before a fight, and had simple onscreen buttons for Fleeing, Attacking(so you dont always have to go first) and I don't know what else, it seems some of these problems may be avoided.
Besides, we're "paying" them, they should do what we want.
If we could set them up with primary/secondary objectives before a fight, and had simple onscreen buttons for Fleeing, Attacking(so you dont always have to go first) and I don't know what else, it seems some of these problems may be avoided.
Besides, we're "paying" them, they should do what we want.