The game is cheating
Most AI foes have some “magic” area they roam in. And the moment they decide they have exceeded it, massive self heal kicks in and they wander back to their start.
Annoying cases are when they knock you off a hill/edge/cliff or some such and decide that they have “won” and then they reset.
Arbitrary, yes. And quite frustrating.
Doesn’t matter if you are still damaging them or they are actively being attacked or they have DoTs on them. They get an “out-of-combat” pass, but YOU don’t.
Mar Steadfast G, Silent Intrigue T, Mar Fidget Engi, Mar Fierce W, Silent Awe M
In GW2 since BWE1 ~ ~ ~ Guild leader of Legio Romana [LR], too
(edited by MarMaster.6241)
This is a huge fallout of the “leashing” that GW2 was designed with. Other games would simply maintain aggro with any mob you actually aggroed, regardless of how far you went, or what skills you used (save for a stealth or deaggro skill). Where as GW2 they leash and deaggro on their own. This is an attempt by the designers to give depth of play, in that you can fight monsters you want to fight without having to kill everything. This is especially important in solo play / dungeons, where not all the mobs you fight are worth the time / risk of your eventual goal / destination. The issue with pulling a mob to the edge of its leash and it just walking back without regen (a player getting out of combat will also regen) creates a huge issue in that the mob sitll has low health and now is at it’s original spot – making hit+kite+leash kills easy and trivializing mob mechanics. The issue is that players – when hitting the leash – don’t regen themselves, and don’t automatically get their skills refreshed.
But back to the issue, the mob deserves to get regen after hitting its leash, just as a player who deaggros gets regen. It would however be nice if they added regen / ooc to the player once leashing occurs. I however don’t agree that there needs to be an indicator for leashing (that can lead to trivialized encounters as well).
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Like Vox has said, the leash – regeneration – out of combat mechanic is not a bug, it’s required in the game to avoid trivializing fights and multiple exploits. I have thousands of hours in the game, played with different characters and therefore gamestyles, and I can say the mob mechanic works well enough in this game.
There are particular troublesome npcs that don’t behave how one would expect (Champion Rotten Oakheart in Queensdale), and we could consider bugs, but those are specific cases that maybe bringing to attention could be fixed. The mechanic is not only not bugged, it’s good.
I think they should change this mechanic, so no mob can regenerate health if they are still in combat with a player. It’s fine if they run back to their spawn point. But don’t have us fight a Champion Risen Abomination for 15 minutes, only to have it instantly heal back to full health as soon as it gets outside some invisible zone.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
I am currently practicing solo lupi with some friends, and on multiple occasions, he pulled lupi to some magical point in the room, where he would just reset. Not regen, just full reset and walk back to his original spot.
Never had it myself, and he’s the only one I’ve seen it happen to. It sucks a lot though.
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu
I don’t like it when they regain full health, I don’t like them going invulnerable when they feel like it while they continue to rip your face off either.
And I don’t like the invasion mobs when they are all invulnerable.
Leashing is not a bug. Wrong forum.