I play pretty much exclusivly with the henchies (or solo a few places - namely Kryta).
My first characters were all "support" based - monks, eles, rangers, and necros. That is, they stayed away from the melee as much as possible - the henchies worked great for the most part. I only had two complaints - couldn't pull (need a "stay" command) and they wouldn't rez me (they might rez each other, but never me). Fix those two things and they would be great - no big complaints.
I decided to bite the bullet and do a frontline char - a w/mo (yea yea I know, but I do not care). The henchies - especially the support chars - suck. The support ones do not stay back - they use me as reference. I never truly understood this - I somewhat assumed they used my target in combat to position themselfs (because I did so and they obviously use me - which in this case is using my target for reference. Until I was frontline this was not apparent). I HATE Alesia aggro'ing 3 mobs, loosing them to me, then running up to just beside me, attacking, and getting them back. I find I have to rez her almost avery other battle, I can't figure out how to do better. She does good enough I can win, I can pretty much heal myself enough if the degens and interrupts are spread out enough, but it is irritating. Heck, I see the skeleton monks do better than that from time to time, at least they don't attack always. I've though an IWAY PvE build might be effective in this case
The thing is it should be a simple change. Position off of the target (frontline attack, support stay back), rez PC's when they die, and a "stay" command will take care of nearly everything. Add lava and poison areas to the AoE runs and you got it (well, I would need to playtest this - I thought the original AoE stuff sounded good until I played it, the second attempt works pretty well IMO - though I am sure this can be fixed).
I've always thought that if they used a little language for the hench AI releasing that and allowing us to tweak it would make one heck of a hench (versatile too). I dont know if they did this, if it is hard coded, or something else, but I have wished it for many games.
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Originally Posted by ThirstyDogg
4.) Healers cant seem to decide what to do. I sat there alive or dead it doesnt matter, and watched the healers run back an forth between 2 dead bodies for up to 2 minutes before deciding that one of them should rez. Id like to see this: dead person A is being rez'd by healer A, Healer B detects this, and decides to rez dead person B. Not healers A&B decide to move to dead person A and begin the rez script sequence, Healers A&B detect rez script sequence in progress and move to dead person B, repeat untill one of the healers lags behind a 1/2 second
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This is called a "race condition" - it is a well known problem in Computer Science. There are a number of common solutions the the problem. Right off the bat I can't think of the name of the algorithm to avoid this, but it's pretty well known in comp sci.
I have not seen this behavior, though I can envision as to why it happens.