I posted this in one of the patch threads but I didn't see any responses (mainly because of all the complaining about AoE nerf) I am reposting as a new thread because I am wondering if anyone else noticed this:
I hope this doesn't get lost in the Flurry of posts about the AoE nerf. I believe it adds yet another glitch to AI that will serve to make the game harder for no good reason.
I've noticed some people mentioning that the Droknar's run got harder because they added more worms.
THIS IS NOT THE PROBLEM!
The problem is, the last patch was supposed to "make monsters follow you less".
It did the EXACT OPPOSITE for some monsters. Whether this was intentional or not (and I am strongly leaning towards that it was) I do not know.
The problem is not that there are more worms on the Droknar's run, it is that they DO NOT LEAVE YOU.
They follow you all the way to the second "tunnel", past the first batch of dwarves in the first part of Lornar's to Droknar.
In addition, I've noticed that avicara with 'pending spells' now follow longer distances approximately 5 times as much since this last patch (great job ANET) and they STILL follow all the way to the end of the zone.
A couple of other ancedotes:
Was I was running in the desert with my ranger to go complete the 15 point attribute quest (by myself mind you) . I agro'd a desert worm. Now most of you who have done the 15 point quest may have encountered this worm, he sometimes appears right before you have to walk over the fallen statue. Well I made it past him and he proceeded to fight the ghost that stands there. I had the worm targetted (he doesn't follow after a certain point because the statue is treated like a bridge). Long story short, I completed the 15 point quest and the worm had dropped off my target because of the range. So I start heading back and guess what I see standing there looking all pissed off?
Yep, you guessed it.. the worm was STILL AGRO'D ON ME but STUCK!.
Then last night I was down in uw with a 3 person team (spare me your opinions on soloing please) We were at the last part of the clearing the chamber quest where you have to clear the room where the Terrorweb Dryders are. After dying and getting ressed, I noticed the spawn looked a bit wierd but it was still moving around down there. We proceeded pull to kill a lone Grasping Darkness (aka squid), and the fact that it was alone is important. This squid was also moving away from me when I pulled it.
At any rate we decided that going straight on into the chamber was too risky because of the wierdness of movement in the spawn. We decided to back out, and head to the right side entrance (people familiar with uw know it's the entrance where the last aaxte sits by when clearing them out). On the way to this second entrance to the chamber, all the monsters were clearly off the radar (just want to point that out). Well guess what, as soon as we get to the other entrance, guess what makes a beeline for us, WELL outside of agro range? (I'm talking 2 agro circles worth).. the rest of the squid group that didn't for some reason get pulled when we killed the lone squid!!! Before this patch to fix "making monsters leave you easier" I have NEVER seen anything like that. Note, we were not using AoE spells affected by patch.
Another simple test that anyone can do is to check out the new and improved ice imp agro range in Lornar's. It's easy. Take a bow out there, equip 1 running skill. Now find yourself a nice patch of Imps (make sure they are "relatively" stationary kind so you can see where their point of origin is) Shoot an imp, and turn around , walk out of their freeze if you get it and then watch them return back to their spot. Get it so they are just off your radar screen when they leave and so far that you loose the imp as a target, then turn around. Wow. Imp's that would have normally forgotten about you now remember you EVEN OFF OF RADAR.
This may be an unintended result of the "Flee-Return" code put in for AoE, but then again, how can you explain the worm's and avicara? (Plus I wasn't using Fiery Arrows or anything special AoE affected in my ice Imp example, just a regular bow on a warrior with no marksmenship)
Anyway I just thought I would bring this up since no one else was mentioning.
And before you think "oh Good this really screws the runners" note, I have no problem with either of these things being a Pro runner, if you check out the prices in Beacons, they have gone up to an average of 4k now because of what I have mentioned... so this is all good for me. I just wanted to point it out because it does affect normal PvE for balanced groups and this is not a good thing.
Hope someone fixes it.
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