Necro Minions responsive
I’m not a MM but I do use flesh golem, and it likes to sit and watch while I duel somebody. Last night in pvp I had a battle with a warrior that lasted a couple minutes. For all but a few seconds the golem just sat there and watched the entire thing. This has been happening for awhile now and how it is not given a top priority I don’t understand. It is also bad because when the golem just sits there, it doesn’t try to move into a position where I will be able to land a charge. I will try to record it the next time it happens and post a video.
It’s worse than beta! How can the minions that were wost in a game I’d played in about 10 years, get worse?
4 minions out, 5 fights, 1 minion attacked…
Elite minions STILL die’s if wet?!!
Minions upscale PvE events as tho they were other players?!!
Nerf to minion power as tho it was crit dam. Then a 5% multiplier talent too for ferocity balance? — Yeh, that’s what they needed base & trait nerfs…
Again, AI has cyclical issues. Its been good/bad/good/bad, etc. They’ve somehow related the AI to other parts of the code that get changed, because otherwise it shouldn’t just randomly screw up for no reason.
I have to agree since hte patch the responsiveness of Flesh Golem (I dont play MM) has been in awful in SPvP – I haven’t noticed it being too bad in PVE though. I like my elite to not be something that transforms me whilst in PvP but am now having to consider something else as having an elite that just watches me fight and provides no use
hope they fix it soon. pre-patch it was okay, not great but not terrible.
love the game, love my necro, hate the golem atm! :P
I just got some screenshots today. In the first picture the fight started near blues base and ended next to red. See where the minions stand and just look.
Next picture look at the Flesh Golem just standing there looking the wrong way even!
I think they get stuck, or the pathing AI makes them stuck. If you run far ahead from your minions then you suddenly attack, they also immediately start attack mode, that is, they stop and look for enemies or your target in the vicinity. They best way to remedy this for the meantime is to run away from battle until they start moving again and come near you, and then start attacking to trigger their attack mode near the enemy.
I’ve been playing with minions a bit now that I got some time to play, and honestly I don’t see where the issue is. They act just like they have for months and months, you don’t even need to hit the target to get them to aggro, you can just wave your dagger around from 500 feet away and they still run there. I’ve never had them do absolutely nothing, at worst they’re just a little bit slow to change/reacquire aggro.
Even simple attack and stop commands to f2 and f3 (rebindable keys ofcourse. ) would do a lot for me. At least working ones.
edit: ok run little with minions for while and sure had forgotten how awful their responsiveness was. >.< definately need fix . kitten things just stand while i fight.
(edited by Nismu.4019)
I’ve been playing with minions a bit now that I got some time to play, and honestly I don’t see where the issue is. They act just like they have for months and months, you don’t even need to hit the target to get them to aggro, you can just wave your dagger around from 500 feet away and they still run there. I’ve never had them do absolutely nothing, at worst they’re just a little bit slow to change/reacquire aggro.
Out of 15 or so games I’ve had them completely stop attacking/movement twice. Using different skills (AA/Haunt) hasn’t made a difference in those situations. My feet have only just gotten wet with the MM build recently so I don’t know all the different “attack my fracking target” tricks, but what I did try didn’t seem to make a difference.
I’ve been playing with minions a bit now that I got some time to play, and honestly I don’t see where the issue is. They act just like they have for months and months, you don’t even need to hit the target to get them to aggro, you can just wave your dagger around from 500 feet away and they still run there. I’ve never had them do absolutely nothing, at worst they’re just a little bit slow to change/reacquire aggro.
I just wanted to say you’re not the only one…I’ve read the multiple threads of people complaining about their responsiveness, but I run MM in tPvP and the flesh golem in my “roam around the world” PvE spec and while they’re occasionally a little slow to respond, I’ve never had them just sit there and do nothing.
Maybe it’s just playing pet classes in other games that I’ve become used to pet handling and going “Where the heck did my pet go?” sometimes (never had this issue in GW2 though), but it’s not bothered me in this game yet.
Necro/Warrior/Ranger/Mesmer/Guardian
HoD – PHZE
If ANet don’t want to give our pets hunter-esque commands, then give us just an “attack” button and leave it at that.
I suspect the AI issues with minions run deeper than that, but it would be a great start.
An attack button would do nothing more than a very simple aggro system, which they already have in the game. The only command button that would really make a difference is a “return” one, which would solve certain issues.
However, those issues could also be just as simply solved with any modern fix, like minions taking reduced AoE damage, at least in PvE
this has been asked for the 12 billionth time and asking at this point for arena net to do something about necro pet ai is pointless .,. arena net refuses to acknowledge the problem and they refuse to take care of it secretively . you must be new to the game if you think by simply asking them to fix the problem that it will happen . no . this is arena net . they need to make sure people who play thief warrior and mesmer are happy . we are necros , we are the black sheep of this game .
(edited by lorndarken.3702)
I think its a pathing issue. Especially at maps like Khylo or Foefire if there are hills and higher grounds or obstacles. For example if you want to destroy a treb with your golem and your golem isnt on the treb hill while you are attacking already it will sometimes get stuck and act kittened. Moving further away from the treb, backwards, can reset this problem sometimes.
Also Jumping over small fences / obstacles on foefire especially can cause the same problem. It seems like if you are in a position too close to your target when you start autoattacking, the meele minios cant seem to fit a spot they could stand at and bug out, by default i have never seen running my golem right into my position.
Bone and bloodfiend dont have problems at all, they are ranged and have much more positions to autoattack from around me, the pathing seems to set a fix spot they are walking too before they start attacking, if that spot is too small or obstructed in the slightest, they might bug out. This is especially true for the golem.
If you wave with your dagger #1 1200 range away at a target they seem to move without a problem.
I was able to reproduce this issue several times on the battle for kyhlo map.
I just came here to post about this very issue. I’ve been WvWing and PvPing with my guardian for ages (so I don’t know how long these problems have been active), but when I played today on my necro it was terrible. I didn’t have a single fight where my flesh golem did anything other than charge when instructed. At all other times, he just stood and watched. Even when an enemy ambushed me, he didn’t come to my aid (whereas he does in PvE).