Originally Posted by Racthoh
Concerning the whole farming thing, prehaps if gold had a purpose other than esthetics this update would've made sense. My fissure has no advantage over your droks, your black dyed robe is no better than my red, and my collector sword is just as strong as your fellblade.
Also, Hundred Blades isn't making mobs run from me. The same is true for Galrath Slash and Final Thrust. |
Guild Wars Update - Nov 10 and Nov 11
EternalTempest
Quote:
Itok
Quote:
Originally Posted by Mysterial
...
Oh, and there's the farmers. Here's a news flash for you guys, too: The world does not revolve around you; Arenanet was most likely trying to be the good guys and fix something lots of people complained about and couldn't care less about how it affects your farming either way. Try using a little bit of your brain and figure out a new way to farm instead of crying like spoiled children. Did I get it all? |
Reality FTW!!!!
jonnybegood
wasnt there a problem a while back with air spikers... irony lol
kenjiglock
Quote:
Originally Posted by DeathDealer
Circulation is what keeps prices down...no circulation=higher prices...
|
Batou of Nine
WOW maybe the most amount of posts in one day in one single thread EVAR!!
Since MOST if not ALL of the comments are targeting these two update changes...
...here are my incites for the good and bad::
The Good First::
The Bad::
EDIT:: Looks like many have already touched on what i am talking about here. So we can all agree this will possibly hurt the GW player base, and therefore hurt the game economy, and the update will already inflate economy prices so the player base is at risk of decreasing, which will increase the economy problems, which will, ETC ETC ETC ETC ETC... obviously, Anet has some thinking to do...
I was trying to remain as subjective as possible, and NON-elitist as possible. I will be the first to admit i do farm on an occasional basis, but like all games with an economy system, they are needed. Elitists will say, "Oh, these changes are good! No more noob tactics or over-farming!" But like i said in the "bad list" online games NEED new players all the time, Anet has now made this game on the verge of being new player HOSTILE!! I understand that Anet wants to keep this game interesting and therefore goes to great efforts to make things "better", but it seems that in the last few months, they have not consulted their marketing department or any other authority on such matters. I think Anet needs to be more careful on changes that they make, because before they know it, their player base will become close to nothing.
If you took the time to read all that, keep in mind this is ALL my OPINION. If you disagree, then argue my points with validity, not flaming. And, i am a veteran player, so i am not speaking out of my arse.
1.2.3....continue!!
Since MOST if not ALL of the comments are targeting these two update changes...
Quote:
* Improved AI so that henchmen and monsters can now detect and flee from area-effect damage spells. * Improved AI so that monsters will eventually stop chasing fleeing players. |
The Good First::
- Forces people to stop relying on the same old builds.
- Forces people to learn more about the dynamics of GW gameplay.
- Enforces a stronger idea of community through lowered amounts of mindless killing (i.e. Nuking, etc), which in turn forces parties to talk more, strategize(sp?), and plan.
- Increase in Henchmen AI is never a bad thing!
The Bad::
- Succesfully eliminates efficient farming, causing huge detriments to the economy.
- Due to decrease in farming efficiency, an increase in cost for ALL items from rare materials to rare items will occur.
- The whole game has now shifting into the hands of GW veterans, with heavy change in AI, AND ecnomy, new players will easily become discouraged from playing.
- Due to heavy increase in all economy trades/sales, new players will have no way of participating in the GW trade community due to incredibly high starting costs.
- Many veteran/bored players, who now play only to farm, no longer have motivation to play, and therefore GW loses more player base.
- Summation:: Those specific two update changes are going to hurt the GW community through loss of new player base and loss of veteran player base. It also will BADLY change the trade community in the near future as farmers realize how much their efficiency has dropped.
EDIT:: Looks like many have already touched on what i am talking about here. So we can all agree this will possibly hurt the GW player base, and therefore hurt the game economy, and the update will already inflate economy prices so the player base is at risk of decreasing, which will increase the economy problems, which will, ETC ETC ETC ETC ETC... obviously, Anet has some thinking to do...
I was trying to remain as subjective as possible, and NON-elitist as possible. I will be the first to admit i do farm on an occasional basis, but like all games with an economy system, they are needed. Elitists will say, "Oh, these changes are good! No more noob tactics or over-farming!" But like i said in the "bad list" online games NEED new players all the time, Anet has now made this game on the verge of being new player HOSTILE!! I understand that Anet wants to keep this game interesting and therefore goes to great efforts to make things "better", but it seems that in the last few months, they have not consulted their marketing department or any other authority on such matters. I think Anet needs to be more careful on changes that they make, because before they know it, their player base will become close to nothing.
If you took the time to read all that, keep in mind this is ALL my OPINION. If you disagree, then argue my points with validity, not flaming. And, i am a veteran player, so i am not speaking out of my arse.
1.2.3....continue!!
Servant of None #12
Yes... in my zeal for the fight to restore my W/Mo's farming build, I forgot the good ol' nuker. I'm sorry DeathDealer, my guild buddy. I'm sorry all of you other nukers I do not know. It certainly hurts you more.
I only need find a skill to replace Symbol of Wrath on my build, but you... you have to redo your whole build.
Please accept my most humble apologies. /bow
I only need find a skill to replace Symbol of Wrath on my build, but you... you have to redo your whole build.
Please accept my most humble apologies. /bow
Makkert
if it reacts to smite aoe, the end of invinci monk?
ok.
the end of echo nuking and more diverse eles?
great
wait, players don't like it?
hilarity as a bonus.
the end of echonuking. now this should finally seperate all the most crappy eles from the others.
ok.
the end of echo nuking and more diverse eles?
great
wait, players don't like it?
hilarity as a bonus.
the end of echonuking. now this should finally seperate all the most crappy eles from the others.
thief
Im just happy I switched my ele to air the day before it happened.
IncrediStud
Quote:
Originally Posted by Batou of Nine
WOW maybe the most amount of posts in one day in one single thread EVAR!!
Since MOST if not ALL of the comments are targeting these two update changes... ...here are my incites for the good and bad:: The Good First::
The Bad::
EDIT:: Looks like many have already touched on what i am talking about here. So we can all agree this will possibly hurt the GW player base, and therefore hurt the game economy, and the update will already inflate economy prices so the player base is at risk of decreasing, which will increase the economy problems, which will, ETC ETC ETC ETC ETC... obviously, Anet has some thinking to do... I was trying to remain as subjective as possible, and NON-elitist as possible. I will be the first to admit i do farm on an occasional basis, but like all games with an economy system, they are needed. Elitists will say, "Oh, these changes are good! No more noob tactics or over-farming!" But like i said in the "bad list" online games NEED new players all the time, Anet has now made this game on the verge of being new player HOSTILE!! I understand that Anet wants to keep this game interesting and therefore goes to great efforts to make things "better", but it seems that in the last few months, they have not consulted their marketing department or any other authority on such matters. I think Anet needs to be more careful on changes that they make, because before they know it, their player base will become close to nothing. If you took the time to read all that, keep in mind this is ALL my OPINION. If you disagree, then argue my points with validity, not flaming. And, i am a veteran player, so i am not speaking out of my arse. 1.2.3....continue!! |
You win the best post of the year. If only they had a Nobel prize for this...
EternalTempest
Quote:
Originally Posted by Batou of Nine
The Bad::
|
Time will tell if it hurts in the long run.
Kenect
Quote:
Originally Posted by calamitykell
You don't actually have to use firestorm to kill them all
|
It would be like watching those little monsters in Halo running around with a grenades on their back. (on easiest mode)
Ice Shard= RUN AWAY!!!!!!!!!!!!!!!!!!!!
Just like the griffions with balth's aura on you
twicky_kid
the 1 time shot aoe spells now do not hit mulitple targets because they all flee soon as you cast anything longer than 1 second. there are many like fireball and ice spikes.
i would consider those 1 time spells they cannot "detect" so they cannot run. the duration aoe spells they should be able to "detect" where they are doing dmg and flee from that spot. that is more like a human player.
i would like the update more with that changed. 1 time shots should not be able to run before i even cast it.
but really forget the monster's and hench AI. Where is my pet AI damn it. Its the last in line. henches and have been improved or tweaked twice and monsters once or twice. Pets are still in the stone age. If anet is serious about bringing beast mastery weapons then you really need to improve the pets.
i would consider those 1 time spells they cannot "detect" so they cannot run. the duration aoe spells they should be able to "detect" where they are doing dmg and flee from that spot. that is more like a human player.
i would like the update more with that changed. 1 time shots should not be able to run before i even cast it.
but really forget the monster's and hench AI. Where is my pet AI damn it. Its the last in line. henches and have been improved or tweaked twice and monsters once or twice. Pets are still in the stone age. If anet is serious about bringing beast mastery weapons then you really need to improve the pets.
DeathDealer
Quote:
Originally Posted by IncrediStud
You win the best post of the year. If only they had a Nobel prize for this...
|
Mysterial
Quote:
Originally Posted by Zoolooman
This is the former case. Things weren't broke, yet this patch unnecessarily "fixed" an entire class of PvE-oriented attacks. Face it, most area of effect spells are shit. They have huge energy costs, deal minor damage, and take forever to cast and kill. They were only effective because they hit multiple targets, all of which stayed and kept taking damage.
But they aren't effective now. Sure, the cheap AoEs make the enemies move around and waste time, but it's not long before that oversight will be patched, and then what? After that, where will AoE spells be useful? In time, people will realize that there are better ways of dealing damage, most of them involving hexes, conditions, and direct strikes on singular targets. They will abandon the nerfed AoE spells, to the detriment of the game's variety and scope. |
Daisys Wrath
Like I have said before, I don't mind change.. but if I wanted to play more like PVP I would be playing PVP.. I want GW back the way it was.. or at least alot closer to what it was. The baddies that we are fighting are there to take over Tyria.. how can they take things over if they are running from us? Fine.. ANet wants to make it harder.. make the baddies armor better. Don't make them run like crying babies. GGGGGRRRRR I want the GW I fell in love with back!
I pwnd U
Quote:
Originally Posted by Adam Scarrott
Just like the griffions with balth's aura on you |
lol that is the funniest thing in the world.. im doing it rite now too lol watching a boss run from me is great cept for having to cahse himl..
Lag Hell
and yet again anet succedes in pissing off a large majority of their gaming community, not that i care about nerfs ne more cos ive finally gotten over the monthly fee for WoW. however i do agree... ever since the post furnance updates players have been extreamely upset.
if anet kept the game as it is- 90% of players will be happy w/ farming, nuking etc, 5% pissed due to the unbalanced builds/skills and 5% clueless n00bs
after nerfs- 75% of players pissed off due to builds becomming useless, nerfed farming etc, 10% pplz happy w/ update for w/e their reasons are, 10% pplz dont give a fck, 5% n00bs still clueless until they find that theres no way to make money and become pissed also...
(statistics are only completely random asumptions)
soz if all this is abit unreasonable but after a couple o drinks n several tries of soloing uw w/ the aatxes randomly running around wasting 30 mins of my time, i coulnt hlp myself
if anet kept the game as it is- 90% of players will be happy w/ farming, nuking etc, 5% pissed due to the unbalanced builds/skills and 5% clueless n00bs
after nerfs- 75% of players pissed off due to builds becomming useless, nerfed farming etc, 10% pplz happy w/ update for w/e their reasons are, 10% pplz dont give a fck, 5% n00bs still clueless until they find that theres no way to make money and become pissed also...
(statistics are only completely random asumptions)
soz if all this is abit unreasonable but after a couple o drinks n several tries of soloing uw w/ the aatxes randomly running around wasting 30 mins of my time, i coulnt hlp myself
EternalTempest
Quote:
Originally Posted by twicky_kid
but really forget the monster's and hench AI. Where is my pet AI damn it. Its the last in line. henches and have been improved or tweaked twice and monsters once or twice. Pets are still in the stone age. If anet is serious about bringing beast mastery weapons then you really need to improve the pets.
|
Servant of None #12
Yes, Batou of Nine does win the Nobel Guild Wars-Related Post Prize... or something. Thank you, Batou, you have effectively summed up everything we (those who agree with you) wanted to say, but could not put into words.
neoteo
* no more people saying - " i delete all my chars ... " " this game is so easy "
this update just saved the game , and not the oposite as some are saying.
this update just saved the game , and not the oposite as some are saying.
Amused Observer
Quote:
Originally Posted by Yamat
Wow, talk about make it easy for monks... put in Zealots Fire and no monster will ever attack you! Every time you cast a heal spell the monsters will run away!!!
|
Batou of Nine
Quote:
Originally Posted by Daisys Wrath
Like I have said before, I don't mind change.. but if I wanted to play more like PVP I would be playing PVP.. I want GW back the way it was.. or at least alot closer to what it was. The baddies that we are fighting are there to take over Tyria.. how can they take things over if they are running from us? Fine.. ANet wants to make it harder.. make the baddies armor better. Don't make them run like crying babies. GGGGGRRRRR I want the GW I fell in love with back!
|
Disagree? Further reading for you on post #325. lol
Wasteland Squidget
Good or bad, it hardly matters.
This is Arenanet's game and frankly, I see no evidence at all that they will go back on this feature - it is an upgrade to the AI that allows for more tactical and varied gameplay in PvE, which is exactly the sort of thing Guild Wars always promised. More complexity than "Tank, Nuke, Repeat."
So maybe instead of complaining we should, whether we like the change or not, all start thinking of counters.
First off, AoE just became primarily a protection line - dropping a Firestorm or Meteor Shower on a given location will stop monsters from entering or attacking within that location.
Therefore, the key to aggroing monsters onto your tanks is to drop your AoE around the casters until the monsters switch their aggro. Spread them out and keep them scattered long enough for your degen and single-target spikes to drop them, and don't set your AoE anywhere near the tank.
Smiting in particular is now a line Monks can use to avoid aggro and scatter monsters, rather than something they can use to do ridiculous levels of damage. Zealot's Fire or some other self-targeted DoT AoE is now extremely effective both for running and shaking aggro while the party is having trouble staying alive.
Slows and cripples have their place to a degree, especially since most monsters have atrocious removal skills.
Elementalists in general will play more like PvP now, in that they will have to carefully choose their AoE targets in an effort to hit chokepoints and key positions on the battlefield. Other casting classes will have to move into their own groups AoEs without drawing too much aggro or damage from ranged attackers.
One other question - do monsters that are in the process of spellcasting break their spell to move out of an AoE? If so it serves as an awesome way of killing Mahgo Hydras or other creatures that group with long casting times. If not, Fevered Dreams, a Daze skill like Concussion Shot, and a couple quick-casted nukes would probably remain effective, as the Showers would go down while the monsters were casting and then they'd be stuck in the Knockdown chain and unable to flee effectively. It would be difficult to get down right though.
Fevered Dreams in general probably just became among the best forms of AoE damage, along with Barrage. It can spread 10 degen over a group quickly and keep it there.
This is Arenanet's game and frankly, I see no evidence at all that they will go back on this feature - it is an upgrade to the AI that allows for more tactical and varied gameplay in PvE, which is exactly the sort of thing Guild Wars always promised. More complexity than "Tank, Nuke, Repeat."
So maybe instead of complaining we should, whether we like the change or not, all start thinking of counters.
First off, AoE just became primarily a protection line - dropping a Firestorm or Meteor Shower on a given location will stop monsters from entering or attacking within that location.
Therefore, the key to aggroing monsters onto your tanks is to drop your AoE around the casters until the monsters switch their aggro. Spread them out and keep them scattered long enough for your degen and single-target spikes to drop them, and don't set your AoE anywhere near the tank.
Smiting in particular is now a line Monks can use to avoid aggro and scatter monsters, rather than something they can use to do ridiculous levels of damage. Zealot's Fire or some other self-targeted DoT AoE is now extremely effective both for running and shaking aggro while the party is having trouble staying alive.
Slows and cripples have their place to a degree, especially since most monsters have atrocious removal skills.
Elementalists in general will play more like PvP now, in that they will have to carefully choose their AoE targets in an effort to hit chokepoints and key positions on the battlefield. Other casting classes will have to move into their own groups AoEs without drawing too much aggro or damage from ranged attackers.
One other question - do monsters that are in the process of spellcasting break their spell to move out of an AoE? If so it serves as an awesome way of killing Mahgo Hydras or other creatures that group with long casting times. If not, Fevered Dreams, a Daze skill like Concussion Shot, and a couple quick-casted nukes would probably remain effective, as the Showers would go down while the monsters were casting and then they'd be stuck in the Knockdown chain and unable to flee effectively. It would be difficult to get down right though.
Fevered Dreams in general probably just became among the best forms of AoE damage, along with Barrage. It can spread 10 degen over a group quickly and keep it there.
Mysterial
Quote:
Originally Posted by Batou of Nine
Summation:: Those specific two update changes are going to hurt the GW community through loss of new player base and loss of veteran player base. It also will BADLY change the trade community in the near future as farmers realize how much their efficiency has dropped.
|
twicky_kid
Quote:
Originally Posted by EternalTempest
They have been flooded with pet stuff and I honestly think you will see more stuff implmeneted with chapter 2 (or free stuff that chapter 2 brings to the game.
|
pets couldn't be that hard though. give him the henches AI they used to have before today's update. i don't care if he is in some aoe dmg he is my weapon. i don't need him running away. at the same time i need to run while my weapon is attacking. sadly he mimics every move you make. you attack he attacks (after you of course to not draw arggo). you run he runs with you. not a very effective weapon.
Mellia Darkstar
PvE is like PvP.... I hated pvp. I tried playing but they kept running around, that was very aggravating.
lord_shar
AE-farming was the target of this AI-nerf/upgrade. There are still plenty of skills that aren't affected by this: gladiator's defense, cyclone axe, spiteful spirit, etc... In a nutshell, only AOE framing took a hit. Other farming tactics remain untouched.
Servant of None #12
After re-reading Batou of Nine's post, I realized I should say that I do not farm all the time. (EDIT: In previous posts, I made it sound like I only farm, and as if that is my only source of income.) I help my guild a lot, and I started doing Tombs, etc. I'm more of a casual/occassional farmer like Batou alluded to being. I'm not hit hard, but it makes the farming less fun for me, which Rich no like. And it's still a fair way to make a little cash sort of quick, and keep the economy alive by keeping money circulating (stagnant money=increased prices & bad economy, circulating money=decreased prices & good economy).
Grammar
Hmmm, interesting update.
Am I the only one seeing this as a beginning of (or perhaps continuation of) a trend here?..........elementalists are being phased out in favor of mesmers and rangers.
Anyway you slice it, nerfing AOE hurts elementalists.
I think more and more people will start to realize what great spikers mesmers and rangers can be, in addition to the other great abilities they bring to the table.
I think we'll start seeing mesmers and rangers replacing elementalists in PvE groups, as they become the new trend.
I'm not saying that this is good or bad, just different. And there's nothing really wrong with different, but it might take some getting used to for some people (myself included).
Am I the only one seeing this as a beginning of (or perhaps continuation of) a trend here?..........elementalists are being phased out in favor of mesmers and rangers.
Anyway you slice it, nerfing AOE hurts elementalists.
I think more and more people will start to realize what great spikers mesmers and rangers can be, in addition to the other great abilities they bring to the table.
I think we'll start seeing mesmers and rangers replacing elementalists in PvE groups, as they become the new trend.
I'm not saying that this is good or bad, just different. And there's nothing really wrong with different, but it might take some getting used to for some people (myself included).
Lag Hell
Quote:
Originally Posted by lord_shar
AE-farming was the target of this AI-nerf/upgrade. There are still plenty of skills that aren't affected by this: gladiator's defense, cyclone axe, spiteful spirit, etc... In a nutshell, only AOE framing took a hit. Other farming tactics remain untouched.
|
Aracos79
How does it HURT elementalists? Earth and Air are perfectly valid skill lines. Water is still sort of the red-headed stepchild, but you can make excellent builds on Earth and Air. Just because you can't "00ber ech0 n00k" everything now doesn't mean they aren't still a good class.
Kyle
time to invest money in those sup water runes while their still 100g. Since basicly most of fire ele is AoE nuking. fire eles are out of the game. Water ele. oh man the day i would have to change to all things. water. Now you gotta use water to slow them then fire nuke them. So far im not to fond of this update. Maybe they will un update the update if you catch my drift
lyra_song
Quote:
Originally Posted by twicky_kid
the 1 time shot aoe spells now do not hit mulitple targets because they all flee soon as you cast anything longer than 1 second. there are many like fireball and ice spikes.
i would consider those 1 time spells they cannot "detect" so they cannot run. the duration aoe spells they should be able to "detect" where they are doing dmg and flee from that spot. that is more like a human player. i would like the update more with that changed. 1 time shots should not be able to run before i even cast it. but really forget the monster's and hench AI. Where is my pet AI damn it. Its the last in line. henches and have been improved or tweaked twice and monsters once or twice. Pets are still in the stone age. If anet is serious about bringing beast mastery weapons then you really need to improve the pets. |
However...making them run away from things like Fireball and such is silly!
If they want the AI to act like a good PvP player they should all do this:
1) Stop attacking when they have emphaty/spiteful spirit
2) Stop casting when backfire is on them
3) Walk BACKWARDS when in a AoE spell to reduce critical damage and knockdown bonus like Bull's Strike like REAL players do.
4) Stop attacking when they detect a stance and change targets.
Right now, casting an AoE spell will just glitch the enemies. If you have a mob of more than 4, the rest just stand there dazed. I suppose this will happen to your henchmen too, since they are basically the same.
pcgnus
OK I just tried as build to farm griffs and it works great
W/M
Dismember
Axe Twist
Bulls Strike
Bonettis Defence
Defensive Stance
Shield Stance
Gladiator Defence
Mending
Minituars and Griffs do not run from Gladiators Defence so at a high tatic you can still deal damage while standing there
HOPE THIS HELPS
W/M
Dismember
Axe Twist
Bulls Strike
Bonettis Defence
Defensive Stance
Shield Stance
Gladiator Defence
Mending
Minituars and Griffs do not run from Gladiators Defence so at a high tatic you can still deal damage while standing there
HOPE THIS HELPS
EternalTempest
Quote:
Originally Posted by Kyle
time to invest money in those sup water runes while their still 100g. Since basicly most of fire ele is AoE nuking. fire eles are out of the game. Water ele. oh man the day i would have to change to all things. water. Now you gotta use water to slow them then fire nuke them. So far im not to fond of this update. Maybe they will un update the update if you catch my drift
|
tomcruisejr
the only counter to hexes is to remove it or to prevent it from coming. the only counter to frags is healing. counters to melee attack is to block, evade or make someone blind.
AoE spells counter? Move or run away from it.
Good thing mobs are now doing this.
good update
AoE spells counter? Move or run away from it.
Good thing mobs are now doing this.
good update
Phades
Well in pve zealots fire and lava font have become better forms of amnity/pacifism than the aforementioned spells are for various reasons. Virtally all aoe in pve has become about as effective as it is in pvp. Other spells cause mob movement, which also gives reason for pve warriors to use a snare or sprint/charge for reasons other than rushing through the game. Necromancers have potentially become the most effective end game nukers for pve. It also shows the pve crowd that smites are alot more effective when used on a warrior, instead of self farming runs.
I see alot of people upset and or afriad of the changes to pve. All the changes in the pve side of things bring it somewhat closer to the pvp side in terms of tactics. It shows all the pve only players the problems of slow elementalist spells in pvp. I do expect some kind of change to aoe spells, probably making them funciton more like traps or some kind of sustained effect to offset the change. Should that not occur, then they will basically be mostly rendered to the unused pile in pve along with pvp. I am surprised that the change to aoe spells and effects did not occur in tandem with this patch though. It takes alot to ensure full duration effects of aoe spells in pvp, while in the past it took no effort to achieve for pve. I am curious though if things like well of suffering are also a mob be gone as well, because the majority of aoe spells just went from offensive to defensive in nature. To be honest, they were more reliable that way in pvp anyhow, as only warriors are really forced to stay in one place to do anything.
I see alot of people upset and or afriad of the changes to pve. All the changes in the pve side of things bring it somewhat closer to the pvp side in terms of tactics. It shows all the pve only players the problems of slow elementalist spells in pvp. I do expect some kind of change to aoe spells, probably making them funciton more like traps or some kind of sustained effect to offset the change. Should that not occur, then they will basically be mostly rendered to the unused pile in pve along with pvp. I am surprised that the change to aoe spells and effects did not occur in tandem with this patch though. It takes alot to ensure full duration effects of aoe spells in pvp, while in the past it took no effort to achieve for pve. I am curious though if things like well of suffering are also a mob be gone as well, because the majority of aoe spells just went from offensive to defensive in nature. To be honest, they were more reliable that way in pvp anyhow, as only warriors are really forced to stay in one place to do anything.
Whosaidwhatnow
Quote:
Originally Posted by lyra_song
I agree. Sometimes it takes 3-4 hits because things are so hectic (and im watching my teammates enery bars) before I notice "Hey look im in a Firestorm...i'll just strafe..."
However...making them run away from things like Fireball and such is silly! If they want the AI to act like a good PvP player they should all do this: 1) Stop attacking when they have emphaty/spiteful spirit 2) Stop casting when backfire is on them 3) Walk BACKWARDS when in a AoE spell to reduce critical damage and knockdown bonus like Bull's Strike like REAL players do. 4) Stop attacking when they detect a stance and change targets. Right now, casting an AoE spell will just glitch the enemies. If you have a mob of more than 4, the rest just stand there dazed. I suppose this will happen to your henchmen too, since they are basically the same. |
Yeah, great! Let's make the monsters as smart as any human, albeit with twice the HP, hitting for twice the amount of damage, level 28, etc., and swarms three times the size of any PvP team you'll ever come up against. Thats a good idea, because I don't ever want to get past the first three swarms in FoW again.
If you want smart opponents, play PvP.
living too die
I havent been on gw today yet, and this thread was the first ive heard of this update. And man.. I just browsed over about half of the replies and all I have to say is.. all you whiners need to do is just suck it up. " Aw man I cant do my repetitive ass nuking any more.." boo hoo... now some people might actually have to create an original build.. too bad.. I know you didnt want to hear that. Now I cant comment yet about the update b/c i havent played it yet. From the sounds of it though, PvE should be very strategic now(which is a good thing). One last thing.. it sounds like the ever annoying 5 amn farm group in sorrows furnace is shot!! Now there may be some decent PUGs for Final Assault.. if all the farmers havent forgotten how to quest that is..
tomcruisejr
Quote:
Originally Posted by Whosaidwhatnow
If you want smart opponents, play PvP.
|
healing ball groups ftl.