Henchman retreat command
sly_1
There needs to be a way for a party containing henchment to retreat.
Discuss.
Discuss.
Numa Pompilius
Arthas: Running away only helps in about half the cases, and mostly with non-warrior henches. If Thom or Wotshisface has engaged Sprint, there's no stopping them.
To the OP: Yeah, ability to give directions like /stay or /run would be useful.
To the OP: Yeah, ability to give directions like /stay or /run would be useful.
dbgtboy
i would also really want a follow ping command and stay command for henchies.
arnansnow
A run-away command might be good, but wouldn't the enemies just chase after you and maybe kill the henchies as they are running?
I would like a stay command.
I would like a stay command.
Arvydas
I do think that a retreat command would be useful. maybe ctrl-ping to give them a destination?
EDIT: the above and below posts remind me of pet training Alesia, STAY!. GOOD GIRL!!
EDIT: the above and below posts remind me of pet training Alesia, STAY!. GOOD GIRL!!
Mournblade
This question gave me a chuckle because just last night I was retreating from a fight, letting my henchman cover my backside as I ran... only he ran too and brought a few "friends" with him. I eventually died because of this. Would have been nice to have a /stand, /stay kind of command. =D
Mario 64 Master
I was in the hall of heroes yesterday and we got a fighter henchman after one player dropped. We lost him early on because he ran out to one of the teams and got slaughtered.
Using emotes like /stay would be too cumbersome during a match where you want to get there where you need them to be as fast as possible. I would suggest lowering the distance you have to retreat for them to finally follow, and also making them not run off to attack a target when you control click it from really far away.
Using emotes like /stay would be too cumbersome during a match where you want to get there where you need them to be as fast as possible. I would suggest lowering the distance you have to retreat for them to finally follow, and also making them not run off to attack a target when you control click it from really far away.
Darkest Dawn
Both a retreat and a stay command in a hotkey format for the henchmen would be a godsend to this game, IMHO.
Darkest Dawn
Quote:
Originally Posted by Mario 64 Master
I was in the hall of heroes yesterday and we got a fighter henchman after one player dropped. We lost him early on because he ran out to one of the teams and got slaughtered.
Using emotes like /stay would be too cumbersome during a match where you want to get there where you need them to be as fast as possible. I would suggest lowering the distance you have to retreat for them to finally follow, and also making them not run off to attack a target when you control click it from really far away. |
Racthoh
I agree it would be useful. I hate rushing a group thinking everything will be alright but then a bunch of guys pop out of the ground. I also think a "Use Res Signet" command would be useful as well. I find the only time the henchmen will use it is when the healer hench is dead or they're the only one alive. They never use the res signet until all hope is lost.
There is one way to control henchmen to a certain degree. Rather than click on the enemy you're casting a spell on, if you TAB to select the enemies and then cast, the henchmen stay put. Until they're right in front of you naturally, works well when you don't want to aggro a large group.
There is one way to control henchmen to a certain degree. Rather than click on the enemy you're casting a spell on, if you TAB to select the enemies and then cast, the henchmen stay put. Until they're right in front of you naturally, works well when you don't want to aggro a large group.
Fye Duron
I agree 100% we should be able to train them.
/stay
/come
/carry
/fetch
/roll over
/play dead
Well at least all but the last 2
/stay
/come
/carry
/fetch
/roll over
/play dead
Well at least all but the last 2
Arvydas
Quote:
Originally Posted by Fye Duron
I agree 100% we should be able to train them.
/stay /come /carry /fetch /roll over /play dead Well at least all but the last 2 |
more like pet commands than henchman.
/feed
Mario 64 Master
Oh yeah, that reminds me, I also really wanted an option to have one of the healer henchmen ressurect when you want them to. I tried control clicking the person to say, "Henchman is dead!" but it doesn't work. It seems like they respond to control clicking a target and not much else.
Ensign
The henchie AI is reasonably controllable, the only thing that really gets me about them is your inability to pull. If you call a target or start attacking everyone will charge in, and you can't break aggro. Similarly the Warriors will charge in if they take damage, even if doing so will aggro everything and kill the entire team.
I'm not sure how you deal with this, but some change in the AI that would let me actually pull packs with the henchies would be greatly appreciated.
One other change I'd like to see - please infuse the henchies when you complete an infuse quest. Iron Mines is just insane with henchies now, you infuse your armor to avoid getting owned by 'pve stupid balance kludge', but it doesn't affect the henchies at all so they still die instantly. They got pets, time to get rambo.
Peace,
-CxE
I'm not sure how you deal with this, but some change in the AI that would let me actually pull packs with the henchies would be greatly appreciated.
One other change I'd like to see - please infuse the henchies when you complete an infuse quest. Iron Mines is just insane with henchies now, you infuse your armor to avoid getting owned by 'pve stupid balance kludge', but it doesn't affect the henchies at all so they still die instantly. They got pets, time to get rambo.
Peace,
-CxE
Uzul
i would love to see a function where the henches/pets (even more important to me) stick to a called target until i tell them sth else to so: nothing annoys me more than this target switching as soon as i start to poison other enemies or try to draw aggro on me.
stay command would be nice for pulling but if you handle your "henchies" right it's is possible to do most pull jobs without having them run off into it.
/throwstick & /fetch would be nice too
stay command would be nice for pulling but if you handle your "henchies" right it's is possible to do most pull jobs without having them run off into it.
/throwstick & /fetch would be nice too
rahrah
while I do agree henchmen need some form of commands, for now you'll have to settle on running and clicking each henchmen to retreat.
I find that that works when they tend to follow someone other than you. But retreat is slightly feasible doing this. It's annoying but you learn to live with it.
I find that that works when they tend to follow someone other than you. But retreat is slightly feasible doing this. It's annoying but you learn to live with it.
Lampshade
LOL to the commands by Fye.
This could be the /RUNLIKEHELL command.
I use it A LOT in PUGs.
This could be the /RUNLIKEHELL command.
I use it A LOT in PUGs.
rocinantae
First target yourself then call the target ie ctrl space or as I prefer ctrl shift space. Then back up. Usually they will back up with you unless they are into combat already then its harder. If they have a clear path towards you its easier. But I do agree hanchmen commands like in Neverwinter nights would be nice.
DrSLUGFly
They also need a
/hench no aggro (to stay as far away as possible from red dots)
/hench no engage (to not fight an enemy even if attacked)
/hench no move (stay right where you are)
/hench go (to remove all the "no" commands)
and a simple update to the henchies to give them an aversion to lava and poison water would be nice
/hench no aggro (to stay as far away as possible from red dots)
/hench no engage (to not fight an enemy even if attacked)
/hench no move (stay right where you are)
/hench go (to remove all the "no" commands)
and a simple update to the henchies to give them an aversion to lava and poison water would be nice