Okay, let me start by saying that this isn't a pro-running complaint.
This is a pro-realistic play complaint.
From Lornar's Pass to Snake Dance:
If you run, mobs will chase you forever.
If you deliberately attack them, they run, no matter how many of them there are.
I realize ANET tweaked the mobs from Lornar's Pass to Snake Dance in order to prevent people from running to Droknar's Forge.
However, this glitch (for there can be no other word for it) is ridiculous.
Speaking in strictly realistic terms, real enemies would chase you if you ran...and fight back if you attacked.
Is realism in ALL areas of the game too much to ask?
Droknar Run
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I did a lot of skill capping in Mineral Springs for skill hunter, but recently I went back there for 1 skill, and the new AI really pissed me off. The caster Avicara run, immediately, when anyone attacks them, with anything. They continue running forever until they are dead.
The Ignite Arrows causes all the henchmen to run, Little Thom keeps running in and out but doesn't actually attack, because the Ignite Arrows causes him to flee.
The really hilarious thing is, we were trying to chase down these ridiculous runners, and then I decided "forget that", because it was a waste of time. So we ran, and they chase us! Forever! Attack them and they run away forever, run away and they chase us forever. Running Wars!
I still kill them eventually and it doesn't make it harder. It is just annoying that every battle is like this.
The Ignite Arrows causes all the henchmen to run, Little Thom keeps running in and out but doesn't actually attack, because the Ignite Arrows causes him to flee.
The really hilarious thing is, we were trying to chase down these ridiculous runners, and then I decided "forget that", because it was a waste of time. So we ran, and they chase us! Forever! Attack them and they run away forever, run away and they chase us forever. Running Wars!
I still kill them eventually and it doesn't make it harder. It is just annoying that every battle is like this.
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Originally Posted by Absolute Destiny
I realize ANET tweaked the mobs from Lornar's Pass to Snake Dance in order to prevent people from running to Droknar's Forge.
However, this glitch (for there can be no other word for it) is ridiculous. Speaking in strictly realistic terms, real enemies would chase you if you ran...and fight back if you attacked. Is realism in ALL areas of the game too much to ask? |
Maybe they're tired of having to deal with complaint emails from people that get scammed after they get shafted the fee for running others to get armor so they can beat on new players in low lvl arenas.
idk ''\0.0/''
If I had to deal with something like anet does in that situtation repeatedly I would be a spiteful man just a muahahaing while tricking that area out thinking to myself "hahaha I bet this will annoy em"
idk ''\0.0/''
If I had to deal with something like anet does in that situtation repeatedly I would be a spiteful man just a muahahaing while tricking that area out thinking to myself "hahaha I bet this will annoy em"
e
To me it doesn't really matter if the avicara chase me. I practised enough so I can deal with that. The thing that really troubles me is the glitch where you seem to be running and then suddenly warp back, to realise a perfectly good run has ended because of it. I don't care if Anet makes the run extremely hard by tweaking, but I do care about bugs that ruins my gameplay experience. This bug affects the entire game, not just drok runs.
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Originally Posted by Anarion Silverhand
Except that isn't true at all. Mobs don't follow you forever. Fact.
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Originally Posted by eR1k
I don't fully agree on this. Ofcourse they stop chasing in some cases, but I think it highly depends if you go fast enough to brake the agro. Some avicara's chase you all the way if you use a dervish style build with VoS. It's hard to break free from agro if you have casting time. I've seen warrior runners who broke free from agro, because their skills don't require casting time. So I think it depends on the runner style and build. Fact is they chase more than before after NF release.
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"Forever chasing" also goes for the mursaat in Ice Floe -- and they DO chase forever, no matter how far. A runner with Storm Chaser and Dodge can easily pick up a mursaat mesmer (or two) at the entrance to Marhan's Grotto, and it will be chasing you till THK or to the wormhole to Frozen Forest, or make a full large circle around the area. Not counting other mesmers, monks and necromancer mursaats that may decide to join the train on the way.
And it is IMPOSSIBLE to break their aggro.
(I realise that this is not exactly about the Droks run, but this is another annoying example of similarly bugged AI. So it's not only about the avicaras).
And it is IMPOSSIBLE to break their aggro.
(I realise that this is not exactly about the Droks run, but this is another annoying example of similarly bugged AI. So it's not only about the avicaras).
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Originally Posted by Anarion Silverhand
Except that isn't true at all. Mobs don't follow you forever. Fact.
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I had Avicara Guile and Avicara Wise chase me from point of aggro to the zone of Dreadnaught's Drift on multiple occasions. Nothing I ever did could shake them off. When I stopped, they stood just on the edge of my aggro bubble and did absolutely nothing (unles I was enchanted, in which case they removed my enchantment and proceeded to be bumps on the log). I ran around the place with my Warrior, my Monk, my Assassin, my Ranger, and even my Mesmer - it was always the same story. I even played around in Ascalon with Charr Shamans, and got the same sort of results. As a matter of fact, the "follow forever" caster AI makes it many times easier to clear the Northern Wall regions in Pre-Searing, as you can pull all caster types away from their melee group members and pick them off with little to no trouble.
I haven't encountered any melee mobs that will chase forever, but there are plenty of casters out there that do chase you, forever, no matter how fast you run, until you zone or wipe.
Area unlocking was a great idea. Instead of allowing runs and letting people get there, there should be a closed door and an NPC that do not let you go from Camp Rankor to Talus chute unles ou have unlocked Droknar's Forge.
Then correct the behaviour of creatures there to make the 'normal' again.
Then correct the behaviour of creatures there to make the 'normal' again.


