WTF... Healers and Assassins???

sinican

Krytan Explorer

Join Date: May 2006

SAW

D/

ok i reall do know that programming AI can at times be difficult...

but seriousely what is with Healer Henchies going WAYYYYYY out of grouping to run into the middle of XX number of mobs to res dead party members... i mean seriousely when im at least 2x agro range away from a mob my damn healer hench should not be running off into a mob like it is a damn tank to ATTEMPT to res something...

and what is with Assassin Merchs acting similarly... the rest of the group is over here killing crap and hell the damn assassin is on the other side of the radar getting raped by a group of nagas...

on that note...

Rit Merchs... and any mercs for that matter when i turn toe and run and start blipping the radar for retreat wtf is so hard for the AI to frigan stop any action it is currently performing to retriet with the rest of the damn party...


sry for the language im using it to add drama and humor to my ranting...

the jist is this... NO merchs should be going OUTSIDE of agro range(what i consder group range as well) to attack heal res use the restroom pick their nose whatever

ALL merch should follow radar comands and agro comands CORRECTLY...

if im calling targets they need to frigan attack those targets... if im blipping a retreat/rally point on the radar the frigan merchs should be going there...

Killmur

Lion's Arch Merchant

Join Date: Mar 2006

Arizona - America

R/Mo

I have these same damn problems with the henches myself. I do love how Panaku DOES NOT attack the same target as the other henches when I do the call target trick. Pisses me off to no end cause instead he half of the time attacks a different target.

IIIPowerIII

IIIPowerIII

Wilds Pathfinder

Join Date: Nov 2005

Canada

R/Mo

I hate panaku... He's using viper defense or something like that, and he tele into other monster group and make big agro... he's worse than the mending wamo...

Hockster

Hockster

Banned

Join Date: Jul 2005

Quote:
Originally Posted by IIIPowerIII
... he's worse than the mending wamo...
*Rolls eyes at the generic complaint of the clueless*

Doomlord_Slayermann

Doomlord_Slayermann

Jungle Guide

Join Date: Jul 2005

Chicago IL

Dark Phoenix Risin [DPR]

W/P

Well, what I would suggest is that ArenaNet give the henchies (and just to be fair, the enemies as well) a piece of AI scripting that assigns them places in the formation just like most guilds do in GvG.

For example, when you begin to walk forward, the melee-based henchmen should be next to you or possibly in front of you, followed by the offensive casters, followed by the healers/protectors. The henchmen could figure out when they were "out of formation" I.E. in the wrong spot and attempt to reform farther back/along on the path the PC has taken through the area.

Well, that would be possibly easy to work out but also possibly a pain in the ass. I suggest going with the NWN method of henchman setup, where you could tweak the henchies with simple commands like how far to follow at and what to do in combat. Now THAT would not be hard. Heck, you could even let the player modify to a limited extent the skills that the henchies take, because then I wouldn't have to see the stupid monk henchies ALWAYS trying to cast Restore Life on me in the middle of some gigantic battle, especially when I was in the lava/poision water/right next to the melee boss.

Here's a sample menu on that point:

You: (From a main menu activated by talking to a henchie in an outpost) I want to change how you handle party member deaths.
Henchman: Alright, what should I do if someone dies?
  1. Attempt to resurrect the person immediately
  2. Only resurrect the healers, otherwise let the healers worry about it
  3. Only resurrect the party member when there is no danger present
There could be more options, but I think you get the general idea. The Guild Wars AI is actually decent in many instances, but it falls through where the henchmen cannot follow the player's overall stategy in battle. Let the player give some input and you could improve the henchmen immensely.

SAQ

Frost Gate Guardian

Join Date: Jan 2006

Melbourne/Taipei

Radicals Against Tyrants

N/

There are plenty of henchies are stupid threads, you could at least post in one of those.. prepare thread to be closed!

mega_jamie

Wilds Pathfinder

Join Date: Apr 2006

UK

Warlords of Ruin

A/Mo

The Healer Hench got fixed a few weeks back to more inteligently use rezing. So they no longer must be ontop of the ally, or stay within your agro ring to rez.

Unfortunatly Danika only learnt half of that for me yesterday as I ran form a group trying to regen. She turned tale and ran back in to rez my fighters.

Xenrath

Xenrath

Desert Nomad

Join Date: Oct 2005

W/Me

It's not just the healers and assassins. The other day, in an unfortunate ambush, the group I was in got wiped out except for my char and Talon the warrior henchie. I ran off to regen and pick one or two enemies off one at a time, and Talon for some reason decided to run 10 miles away!

Turns out he was trying to res someone but wasn't even getting round to casting/stopping it. He just ran back and forth a little bit far away from me, while the baddies kinda ran past him towards my direction.

Actually I think it might be AI glitch in general not just the henchies, because the Jade guys kinda ran past me too! Very strange...

I've seen that canthan healer run very far away to res someone too... right into an angry mob, getting herself killed in the process. GG.

sabretalon

sabretalon

Frost Gate Guardian

Join Date: Nov 2005

Saints Or Sinners [SOS]

N/W

I've always wanted them to allow you to set their AI!

So prior to running into battle you set you healers to heal and your melee to aggresive or defend me and your casters to offence/defence etc...

I would have liked it if you could choose a set of skills for each henchie before leaving the outposts. You can only use a certian set of skills that would be available to them at that level etc...

You know make them a valuable member of the team rather than a meat shield.

The collission detection is not that good, easiest example, click on an NPC somewhere on the map and in most occassions you head straight for them i.e. into the side of a wall or looking over a cliff top or even stood behind your own pet not moving!

Big_Iron

Big_Iron

Desert Nomad

Join Date: Dec 2005

The Edge

Tormented Weapons [emo]

I've had similar problems with Nika, an Assassin hench. She was running in full steam to mobs I was careful to keep out of my aggro circle. I had avoided taking 'sin hechies previously because of problems like this, but I had thought with recent hechie AI updates the Assassin may have been improved as well. Unfortunately, it hadn't been. I don't understand why she'd go charging in like that. And I mean these guys would be well outside of aggro.

eternal pho

Banned

Join Date: Nov 2005

The Licious Fame Farmers {TLG}

W/E

Do what I do, dont take assassin henchies!! =P

tommarrow

tommarrow

Wilds Pathfinder

Join Date: Dec 2005

Shyft Machine [MYTH]

E/

It would be nice if there was a do not attack until I say so button so you can sneak by some of the groups when you are in a wide open area. I would also like to keep calling targets while I am dead.

Me: "Ok we will just sit here tucked back into this alcove while we wait for that very large mob with two bosses to walk past us then we can move on."

Panaku: "Oh man they are gonna see us we gotta move!"

Me: "Just sit still we will be fine."

Panaku: "I can't. I gotta get out of here!!!"

Panaku runs in to the mob and dies in 2.5 seconds and now the mob is headed your way. *shakes head*

sinican

Krytan Explorer

Join Date: May 2006

SAW

D/

origionally i started this thread not really as to improve henchies but more or less point out OBVIOUS flaws that make the AI look extremely poor...

which pretty much is why i posted about the agro/group circle that henchies are continuousely running outside of to do stupid things like ressing someone by running through into a mob i mean seriousely that is just stupid... especially solo... or like the assasssins shadowstepping way away from the protection of the healer and of corse the healer runing right after the assassin attempting to heal him leaving Me and the rest of the more intelegent party left hanging with no healing...

2 things usually happen... the healer then dies and the party usually shortly after because of no healing... or the healer succeeds drawing the mob it ran into right back to your group...

the just is simple... the darn Henchies should not acknowledge anything outside of the agro cricle that includes dead party members and mobs alike...

this would solve a huge amount of problems...

and yes it would be nice to have more control of the henchies... such as all henchies haveing 6 set skills depending on its class and such allowing the player to choose the other 2 skills from the basic list (or hey ad another goldsink to the game for players to BUY henchie skills seperate from player skills) and from elites that you have capped if they corospond to the henchie class

being able to choose formations is a great idea as always

being able to set rally points that you can send the henchies to or to tell the henchies to stay put that way players can pull with henchies...

but again ultimately the obvious issues id like to see imporved

Cjlr

Wilds Pathfinder

Join Date: Aug 2005

SMS

E/Me

They're more sporadic than actually bad. Today, for example: Nika was kiting! I was impressed. What's more, Jamei was actually keeping everyone alive.

Zanaso Firelance

Zanaso Firelance

Ascalonian Squire

Join Date: Aug 2005

Forsaken Wanderers [FW]

E/

My biggest complaint with the henchies arent really the melee'rs, but more in fact the healer henchmen.
If you watch their skill bar, they never once use a 5 energy skill, except maybe Signet of Devotion, everything is 10 energy. Now, on a human monk this MAY be okay, but when watching Danika heal, she doesn't care how she uses the spells, she just spams Jamei's Gaze, Blessed Light, and Healing Breeze (rarely) like no tomorrow. Thats the biggest problem with the healer henchies, in my opinion. I'd be happy if they replaced Blessed Light with Healing Light, and Gave her Orison of Healing instead of Signet of Devotion, at least she'd be able to keep the party somewhat alive more than what they're doing at the moment. I know hench aren't supposed to replace the human players.. but come on.. these healers make Alesia in Tyria look pro >.>
(Little note here, when I talk about Danika, I mean all the entire healer hench, since they all basically use the exact skill set.)

On about the assassins, I've never taken Panaku, only Emi or Nika, as their Beguling Haze interrupt makes it worth it. They dont always target your called target because they're trying to get the interrupt off, if you watch carefully.
Of course, sometimes they just like attacking whatever they please, but I think they mean well most of the time.

Mayh3m

Mayh3m

Frost Gate Guardian

Join Date: Feb 2006

Montreal

Mind H A C K [OMG]

W/

Yea Healer are the main problem with henchies. SOMETIME they do a great a job but most of the time they just aggro mob and make you die insteed of healing you hehe.

uberpwnage

Ascalonian Squire

Join Date: May 2006

By the way, what's with healer henchies, when your party is dying off, only ressing when everyone else is dead and they are at 20% health?

LuckyGiant

LuckyGiant

Krytan Explorer

Join Date: Aug 2005

New Zealand

Retired :)

I just want to add a little point that from ANets point of view, the AI must stay worse than the player skill level....imagine if no one grouped because the henchies were insanely good... yeah I'm talking about wind riders interupting greneths balance good

I always use henchies to skill cap, they seem fine. Though I wish I was priority rezz when you're about to be party wiped, rather than the necro henchy or something :/

Rieselle

Krytan Explorer

Join Date: May 2005

Melbourne, Australia

E/Rt

Theres a knack to using henchies effectively, you cant play with them like you play with a human team.

Some simple things beginners may not know about:

- Call every target you attack. Obsessive-Compulsively. Henchies focus fire really well and you can take down most targets fairly easily.

- When fighting mixed groups like most groups in GW:F - once you engage and their warriors run past and start attacking your backline, it's usually better to call the warriors as a target, and make your entire team retreat a little. Finish off the warriors (a henchie team can usually kill a warrior even with an enemy rit or monk) and then take out the casters. Dont do what you would do in RA, and try to attack the monk at the back.

- Dont be afraid to retreat if you aggro a second group or whatever. Do it early. Run away (click the ground or use autorun) and then spam ctrl-click on your healthbar in the party window ("I'm Targeting myself!") henchies seem to follow you better when you do that a lot.

- You might be able to encourage them to rez by spam ctrl-clicking on a dead persons bar in the party window ("XXXX is dead!"). I dont know of any way to DISCOURAGE them from rezzing when you dont want them to, though.

- Avoid the assassin henchie. I like warrior, monks, earth ele, mesmer, spirit, archer henchies in that order.

Henchies can be really useful. My Ele went from lvl 12 to 20 doing Kaineng city quests, hiding behind 7 henchies. It went really smoothly and we hardly died at all. I barely did a thing, just tossed in a fireball every now and then :P

Hidden in the Mist

Hidden in the Mist

Banned

Join Date: May 2006

If you're a warrior, don't take a melee henchie.

Kex Doomlich

Ascalonian Squire

Join Date: Jun 2006

Well, I think henches are made like that on purpose...to have a realistic behavior...like bunch of retarded players.

Silent Kitty

Silent Kitty

Desert Nomad

Join Date: Mar 2006

Netherlands

[TYW] "The Young World"

A/Me

Quote:
Originally Posted by Kex Doomlich
Well, I think henches are made like that on purpose...to have a realistic behavior...like bunch of retarded players.
BINGO!!

Henchies are deliberately made that way to make the average noob look good. If Anet made them better nobody would team up with human players anymore.

Poison Ivy

Poison Ivy

Forge Runner

Join Date: Jan 2006

Toronto

Hopping

Mo/A

This specific hench build carried me through all the quests in the Luxon areas

You / Me (Have a Flatbow, ideal for luring)
Ranger Henchies (Take Aurora depending on the situation, she uses FWinds in some unsuitable times).
Monks (The protector and healer)
Elementalist Henchies (Fill the remaining slots with them)

The secret to this build is lure, lure and lure....oh, did I mention lure?

obastable

obastable

Krytan Explorer

Join Date: Nov 2005

Mo/

I haven't had any problems with the henchies in Factions, other than the standard complaints about the Monk henchies superiority complex and their innate lack of self preservation.

When using my Monk I run a full heal build, and take the following henchies depending on territory:

Kaineng - Talon, Zho, Su, Kai Ying, Vhang, Lo Sha, Tai
Luxon - Eli, Aurora, Kai, Argo, Hala, Daemon, Gita
Kurzick - Lukas, Eve, Aidan, Butus, Sheena, Erys, Karl

Finished the entire game with them.

If you're using a melee type, the drop the fighter henc and pop in another defensive type (monk when available, Rit when not).

As someone else pointed out, obsessively call your targets. When playing a non-melee type it also helps to stop outside of your targets aggro range & THEN call the target. Your henchies will go forward and attack (so long as you're close enough) and take aggro, which should leave you fairly safe to look and move as needed to manage your party & continue to call targets.

Even with the dumb Monk AI it does work (extremely well in most cases), it just takes some practice to get used to.

kimahri

kimahri

Lion's Arch Merchant

Join Date: Sep 2005

Defenders of the Blackblade [DotB]

E/

I wonder one thing though, sometimes when you pull with henches they back away with ya, but sometimes they start attacking, therefore dooming the party. Is there some logic behind this that I've missed?

quickmonty

quickmonty

Ancient Windbreaker

Join Date: May 2005

Quote:
Originally Posted by kimahri
I wonder one thing though, sometimes when you pull with henches they back away with ya, but sometimes they start attacking, therefore dooming the party. Is there some logic behind this that I've missed?
I find that they back away with you unless they are attacked. Be quick, just touch red dot with your aggro bubble and move back fast. It works for me mostly all of the time.

As far as henchie AI goes, they are still smarter than a lot of real people that I encounter in pugs.

Doomlord_Slayermann

Doomlord_Slayermann

Jungle Guide

Join Date: Jul 2005

Chicago IL

Dark Phoenix Risin [DPR]

W/P

Quote:
Originally Posted by LuckyGiant
I just want to add a little point that from ANets point of view, the AI must stay worse than the player skill level....imagine if no one grouped because the henchies were insanely good... yeah I'm talking about wind riders interupting greneths balance good
If this was their purpose, I think by now they would have made henchman ragequit when they die for say, the fourth time.

obastable

obastable

Krytan Explorer

Join Date: Nov 2005

Mo/

Quote:
Originally Posted by kimahri
I wonder one thing though, sometimes when you pull with henches they back away with ya, but sometimes they start attacking, therefore dooming the party. Is there some logic behind this that I've missed?
Quote:
Originally Posted by quickmonty
I find that they back away with you unless they are attacked. Be quick, just touch red dot with your aggro bubble and move back fast. It works for me mostly all of the time.
As well as what quickmonty said, they also tend to attack if you've selected one of the mobs (wether you've called the target or not doesn't seem to matter).

I generally run back a bit and circle around to get the henchies behind me when I want to pull something. Unless the henchies aggro circle enters the mobs aggro range the henchie won't attack until you do (or tell them to).

Spirit Of Azrael

Spirit Of Azrael

Echo-mending Master

Join Date: Jun 2006

Service of Shadows [SOS]

W/N

I'm looking forward to a Mo/Me Sister Pwnage [Echo Mending Henchman], or Sir Awesomeness [Frenzy Healsig Henchman]

Henchies are ok, just avoid the 'sin henches unless it's Boreas Seabed (Panaku/Emi use Beguiling Haze)

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Quote:
Originally Posted by Doomlord_Slayermann
  1. Attempt to resurrect the person immediately
  2. Only resurrect the healers, otherwise let the healers worry about it
  3. Only resurrect the party member when there is no danger present
4. Only resurrect the party member when there is danger present unless all the healers are dead, otherwise let the healers worry about it

Res-sigging a fallen party member mid-battle can be a godsend, but it's rather frustrating watching the warrior or ranger jumping in and wasting a sig when the hard res is halfway through being cast...

KurtTheBehemoth

Banned

Join Date: Dec 2005

tubbyville

Kurt's Royal Guardians

Mo/E

The problem with current henchies will be fixed with the new flag system coming out with Nightfall. So, suck it up for a few more days. lol


-Thread ended

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Quote:
Originally Posted by KurtTheBehemoth
The problem with current henchies will be fixed with the new flag system coming out with Nightfall. So, suck it up for a few more days. lol


-Thread ended
That will help with keeping your henchmen under control, yes. It will also help even more with being able to force heroes to use or not use particular skills.

I haven't seen anything so far, however, that will help in making your henchmen use res sigs effectively...

Voltar

Voltar

Krytan Explorer

Join Date: May 2006

My dog let's me crash at her place.

POB

R/

the hench are going to stand around you. agro looks for the lowest health / lowest armor targets and these are the casters.

if you're melee, the healers are going to stand next to you and without the fort mods and vigor runes, they are going to be the lowest health and lowest armor targets.

if you're melee, you should expect that you're going to make the healer hench tank (you should be ashamed of yourself, tsk tsk). if you're melee, you should play ranged or with players.

the problems i have with hench can all be traced back to a mistake i made using their ai. what you should do is observe how the ai works and use it that way. it's not going to change for you (until friday at least ).

as for sins, i haven't really figured out a reasonable way to play them in pve. they seem to be more pvp-oriented (from the little experience i have with them). they're just not survivable hench but i always bring panaku. that daze is awesome...even if it means that he dies all the time.

explodemyheart

explodemyheart

Wilds Pathfinder

Join Date: Sep 2005

Indiana

Gui1d War스 P01ic트 [Pr으]

Mo/

Quote:
Originally Posted by Zanaso Firelance
I'd be happy if they replaced Blessed Light with Healing Light, and Gave her Orison of Healing instead of Signet of Devotion, at least she'd be able to keep the party somewhat alive more than what they're doing at the moment.
Danika does have Orison, and she does use it.

Voltar

Voltar

Krytan Explorer

Join Date: May 2006

My dog let's me crash at her place.

POB

R/

Quote:
Originally Posted by Doomlord_Slayermann
If this was their purpose, I think by now they would have made henchman ragequit when they die for say, the fourth time.
and even funnier if they spammed ctril-clicking their health bar first

Alesia [Healer Henchman]: I'm Dead!
Alesia [Healer Henchman]: I'm Dead!
Alesia [Healer Henchman]: I'm Dead!
Alesia [Healer Henchman]: I'm Dead!
Alesia [Healer Henchman]: I'm Dead!
Alesia [Healer Henchman]: I'm Dead!
Alesia [Healer Henchman]: Learn to tank, nub.
Alesia [Healer Henchman] has left the game.

sry. the scene was funnier in my head.

cataphract

cataphract

Forge Runner

Join Date: Aug 2005

Ashford Abbey

Hey Mallyx [icU]

Mo/Me

What I *LOVE* about the henchies is their ability to get bodyblocked. If you call a target, say Dredge Gardener, warrior henchies rush in, meet face to face with Dredge warriors and assasins and get stuck. There's no way in hell they will ever attempt to go through them or simpliy walk around them. All they know is to run in a straight path toward the target. And when they do get bodyblocked, they don't even attack the mobs blocking them. This kind of behaviour has made me a nervous wreck sometimes. Q__Q

Petrus

Petrus

Frost Gate Guardian

Join Date: Aug 2005

norway

W/

its the charm of henches... suppose to be hard... :P
it will be easier with heroes.. but i kinda le the old henches... except the ele...
but the hero ele will be like calling in the artillary... press ms whenever u want to... if they fix the henches and u have heroes, the gamw will be faaar to easy... if u play a mm or a war its to easy allready...

and when you use henches or other players for thzt matter, the one and only rez is rebirth!!! atleast if u play anything /monk... (any i tend to switch to /monk for anything except deep/urgoz/uw/fow...)

LightningHell

LightningHell

(????????????)???

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

One time Lina and Aidan on Perdition Rock tanked - and killed - 7-8 Flesh Golems, 5~ish Drakes, 8-10~ish Dryders that their Henchie friends aggroed for them. They're not totally bad.

But I really hate it when Alesia/Mhenlo/Lina runs into a mob to Restore Life. I already dislike them ressing midbattle.