minions, turrets, phantasms... or PVP
Could be cool to be able to ban certain traits/utilities that make the build in a custum arena :O
Like for phantasms it’d be Illusions deal 15% more damage trait and maybe prismatic understanding.
You mean ban all AI? That would essentially ban whole professions like Rangers and Mesmers. They have no alternative.
You’d need to first implement alternatives for them. Which I don’t see happening.
Phantasm mesmers are UP :/ honestly it’s like playing a bad ranger power/pet build.
Theyre good in duels maybe? :/
Turret engies are UP.. it just takes a bit longer to clean the point with ranged phantasms for me. Offers little to no team utility, has to sit home most of the time to be effective.
MM necro is pretty UP now before they could 2v1 all day and not break a sweat.
with all due respect, to me this seems to be a L2P issue.
Speaking for myself, I have no problems with the AI part of the game.
For people who dont enjoy PvE (in PvP) it would be good to have one option to not alow AI builds in custom arenas (only).
Those who enjoy can play. Those who do not enjoy would have a option to not face such builds/classes.
AI is only unhealthy as a mechanic when you have a build revolved around them for damage.
Phant builds and PU since it is a major damage source, BM ranger (which to be fair is still just more tanky regen which is a different problem ) and MM necro.
But I don’t think they hurt the game existing. Rangers will always have a pet which is fine. And Mesmers will always create clones and squishy phants. Their passive effects arnt game breaking factors when just an aspect of a class.
Synergy is OP in this context and it’s what hurts both the balance, skill floor, and diversity.
“Maybe I was the illusion all along!”
Ranger: They are the “pet class” and pets aren’t the main source of damage. Spirits dont do damage, they only provide buffs/heals, whats is wrong with that? So do banners. Are rangers op? No.
Mesmer: Phatasms die with two hits and are shattered either way if they don’t. To me, phantasms are an attack, a skill, which damages. That’s all, not op at all. Completely useless in team fights due to AOE (maybe not the duelist or the warlock).
MM Necro: has to be built entirely to make them useful. Ocupy all the utility/elite slots and have limited active utility, with exception of golem and bone minions. When they die the skill goes on cooldown, makes it very hard for them to be usefull at teamfights.
My point here is: Even if they are a good source of damage/utility, AOE skills in teamfights screw them up very badly. I don’t think AI is a problem here, imo this is a L2P issue. With all due respect to you guys that stated otherwise
Edit: typos
@garythesnail let me guess: bounce sb auto around minion swarm, keep retreating with #3 and jump at helpless necro once zoo is cleared.
or throw grenades from 1500.
which one are you?
@garythesnail let me guess: bounce sb auto around minion swarm, keep retreating with #3 and jump at helpless necro once zoo is cleared.
or throw grenades from 1500.
which one are you?
Both + Mesmer and Elementalist
Both + Mesmer and Elementalist
yeah, gl with that and enjoy.
meanwhile, wish those who care could enjoy pvPPPPPPPPPPPPPPPPPPPPPPPPPPP
I personally don’t see a problem with AI in PvP as that’s a part of the class, and to reject AI would be rejecting a certain class entirely. My personal qualm with AI in PvP is that as an Ele I can get downed, mist form as far away as possible, and while the mesmer/ranger/necro is engaged in a team fight, their AI/pet will hunt me down, and kill me in downed state after I mist formed away.
The aggro system for AI/Pets needs to be looked at. A pet shouldn’t retarget an old target without the ranger/mesmer directing it to do so. It’s like the AI has a mind of its own, and definitely should NOT automatically kill people in the downed state without the master of the AI commanding it. Passive play is not fun or engaging.
The aggro system for AI/Pets needs to be looked at. A pet shouldn’t retarget an old target without the ranger/mesmer directing it to do so. It’s like the AI has a mind of its own, and definitely should NOT automatically kill people in the downed state without the master of the AI commanding it. Passive play is not fun or engaging.
Completely agree here. Summons should always be attacking the same target as their master, with one exception I’ll list because it’d be too hard to really program against and it requires skill, I’ll put that below. Aggro issues are far too prevalent, and have been since launch.
And as for your last note, again I agree. All summons need their effectiveness heavily pushed towards their active abilities (like most Necromancer minions are, although I think they should change the passive traiting to apply only to active skills).
As for the small exception, there is a current way you can get minions to attack a target that you aren’t “targeting”, although what you literally have to do is target the player you want your minions to attack, and then simultaneously be able to use untargeted attacks on the person you personally want to hit. Not really doable as Necro, but say a Spirit Weapon Guardian with a hammer could be using their hammer on a melee enemy, while targetting someone 600 range away, which makes the minions attack that person. I’m fine with this because it requires active use on the part of the master.
Completely agree here. Summons should always be attacking the same target as their master, with one exception I’ll list because it’d be too hard to really program against and it requires skill, I’ll put that below. Aggro issues are far too prevalent, and have been since launch.
well, that would be whole different ball game. if no more artificial (but rather human managed), i guess everyone is for intelligent play.
but these plans (of revamping entire ai play) are unrealistic (or distant future at best).
Player vs player+AI.
With zerker amulet on warrior great sword I have personally seen turrets take 10K damage before destruction, and then knock me back.
I have seen minions and phantasms take 7.5K damage before disappearing, and also watched them summoned instantly back.
I have reflected duelists, where by rights it is the mesmers damage, yet their phantasm takes the damage. There is no risk, or reward for reflecting. Nor did the reflection destroy the duelist.
By rights like all skills with cooldowns, phantasms and turrets should only last for a set duration where it leaves a window where the player can’t use them now. The idea of using a skill that rinse-repeats its damage over and over again and instantly goes on recharge after use whilst it is still in existence is absurd.
They only issues I have with AI are turret engis but that is because I haven’t fought enough of them to learn.
“…let us eat and drink, for tomorrow we shall die;.”