Showing Posts For Hakkology.3189:
Hello fellow necros. In my fair opinion;
Its not the conditionmancer, conditions themselves need a rework.
Hello !
I only have a necro in game which i haven’T been playing for a while due to constant nerfs to it. I have reached up to 27 on fractals and going smooth for a while :P.
For 25-35 fractals, if you want pure damage, go power. Power build is our highest damage path but its also weaker compared to other classes. If its a pug, again go power, having a little vitality also never hurts sacrificing your dps. You are inferior compared to other warriors anyway :P.
If its a guild run and you know that you are the only condition damager, go conditionmancer.
I find condition aoe damage to be insane with epidemic and also real awesome if you are the only conditionmancer in team. Also the toughness you get is a real nice saver. Not with dumbfire, go old school with blood magic and life siphon :P. With toughness you’ll have an amazing survivability once you take aggro from all mobs that you are bleeding with Epidemic.
You probably know this since its your 6th toon, its nice to have 15-20 AR on your toon otherwise its really painful in higher level fractals :P.
I hope these help in any way.
All the best.
With the amount of one shot mechanics in this game, you can never fix the zerker mentality. Not to mention, your dungeon bosses are all immune to your other skills, stuns, roots, snares or other things, all that matters for your dungeons, is DPS.
In a game without trinity where there is no healer, you are forced to make one shot mechanics. If you add more intense mechanics where people take damage, you need healers.
Sadly, this is where GW2 design for dungeons falls apart.
I think the biggest mistake GW2 took was that, they ignored their biggest hitter.
They should have buffed the event rewards and make people join events somehow, instead they buffed the dungeon rewards.
GW2 dungeons were already wrong design wise, only allowing certain meta classes like 3XWarriors1XMesmer1XGuard. Buffing them only made people realize how faulty their endgame was.
I swear to you, if this game gave 2 golds for every event chain that you complete in 60+ zones, i’d do them like crazy. I hate dungeons in this game really bad.
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Necro changes were actually really gud.
Blood Shark.
More Survivability.
Dhuumfire losing its grip.
Foot in the Grave.
Healing modifiers.
It was too good to be true. Another heartbreaking news for my Necromancer.
I can see the necro hate here as well. Amount of nerfs necro received just to make that dhuumfire “valid” is ridiculous, it shouldn’t have been there in the first place.
Well the community hates Necros. This thread shows it.
Devs managed to nerf a skill thats absolutely useless, signet of vamprism. Devs hate necros.
I hate my necro after all the nerfs.
I wanted to look at things at a different perspective and have a bit more fun playing.
I was just getting the hang of my power build and crit is getting nerfed.
Lemme try Minion Master wait thats getting a nerf too.
How about conditions ? 25 limit ? That won’t work for PvE.
Meanwhile thieves and mesmers… Nvm really.
Back to the thread, i agree with the op. He nailed it, these are necessary for a more healthy environment required in this game, along with dhuumfire. The only part i disagree is the eles. That class doesn’t have a meta spec that can compete in any levels. It needs a nerf to the amount of buffs it can have, and it needs a buff to its damage.
Just my opinion.
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Huge nerf to crit damage will hugely nerf our powermancers. I quit this game some time ago due to constant nerfs after the dhuumfire . Returned two days ago then i found out about this major nerf. Not thinking about sticking around for long.
Our dps potential was already low along with terrible vuln. support (axe#1) and even with dagger, we don’t have good dps. I don’t know how many times i was refused to join a dungeon because i was not a warrior. With this nerf, i fear our damage will take a serious pounding and get even worse.
Whats worse is, as Anchoku said, i believe we will see more condition based builds after the power nerf and with the 25 bleed cap, i don’t know how it will work out in PvE. Let’s face it, if you have two condition builds in a dungeon, you are almost missing a player in your group.
I don’t know, i don’t know really.
Ele’s have good burst, but low overall damage since arcane skills have long cd.
+1 this thread.
Just hire this guy, he knows stuff :P.
Good brainstorming.
Imo, Ele needs boost in PvE, they never had issues with PvP. It’s ridiculous that the top PvE dps build for eles require you to wield a hammer, destroying the theme of the class.
Always difficult when you face a good ele who knows what he’s doing in pvp.
Good post, thank you.
- Necromancer:
I understand the need to buff this class but it’s ridiculous that no matter how good you play a necromancer can always kill you easily in tournaments. You get oneshotted by conditions like this -> signet of spite -> deathshroud fear -> ds 5 and then marks on you (=fearlock to death)
My suggestion here: remove fear-damage completely from the game because its ridiculous imagine if a warrior would stun you and the stun would deal 1k every second
Fear damage was never really difficult to deal with and it was amazingly well scaled. It’s the torment and burning that comes with it, making the terror damage quite bursty for a condition build.
Keep terror damage, remove burning. Problem solved.
Necro doesn’t need acceleration, it needs a boost in its total dps.
Necro burst on condition build needs to be tuned down, dps needs to be buffed.
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You know what, OP’s ideas would solve a lot of problems maybe end the era of dps junkies.
But you know, once you are addicted to crack, it destroys everything you and others love.
I recently got my engi to 80 :P. Here are some advices i can give.
*Try to upgrade your armor to your level. Easier if you are leatherworker. Carrion is more fitting if you want burning+confusion to hit more with defense, zerker is more fitting if you want bomb+tool kit damage amongst craftable gears.
*Use pistols for confusion, offhand your preference.
*Use bomb kit confusion skill+ pry bar skill on your tool kit for insane confusion damage even if you are power focused.
*Use Med Kit or elixir C for burning removal, it really hits insane on your first levels and as an engi you don’t have easy access to condition removal.
*Burning trait on power trait line is quite amazing to have some real nice burning damage. Just need to get to level 20.
I agree my necro was a lot easier than engineer on leveling, i didn’t even have to upgrade my gear.
If you have more power from your gear, you will see weak mobs going down so fast it’s going to make you enjoy the class far more.
Once you have access to more traits you will also see a considerable increase in your dps, especially with the grenade trait.
Hope these help.
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I think conditions need a rework. In its current state its completely useless on crowded pve fights, while still dominating on pvp.
For necros and pve ;
-Bleed cap should be increased or removed completely with the addition of personal bleed cap (Vulnerability cap could also be removed or increased for more awesomeness.);
-Poison should be altered with stacking increased damage, creating whole new builds (http://gw2.hazno.net/ This link proves how weak poison is compared to other conditions.);
-Burning should be removed from necros;
-Minions need aoe damage mitigation;
For necros and pvp ;
-A new stat (or vitality) should offer condition damage reduction or lower condition duration;
-Torment traits should be added and maybe a skill that allows more torment generation to create more build options (tormentmancer);
There is a lot more we can talk about, and a lot more we can change. Of course most of these may be wrong changes, but they merely point out whats lacking in game.
I believe conditions have great potential but in its current state, its not useful in PvE and necromancer being the king of conditions is also considered useless.
Even our power build relies on vulnerability which is hindered by vulnerability cap, or fails on bosses that remove conditions (coe p1 alpha,cof p1 last boss)
I hope i could make my point.
All the best.
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So with the new torment rune ;
Blood is power + Consume Conditions / DS#5
Might make an amazing combo :P
Also a great time to change the dhuumfire trait into torment to create new torment builds. Come on Anet.
Good suggestions, +1 :P.
I always believed necromancers lack combo options but i never had suggestions to perfect it, nice to hear some sensible options.
Let’s face it, thief damage needs to be revised, or some classes need anti-stealth properties. For example for necros, a trait that makes your wells spot stealthed enemies would be amazing.
I have never understood the logic of a class that can spam stealth, go out of combat, and come back to troll you at any given time with 5k-7k ( i have seen 9ks when i walk with zerker ) HS or BS hits.
It may look balanced but it’s just extreme. Face it, thieves are op and they are actually breaking the balance in game. Initiative system is the only system that doesn’t punish players for using a skill at the wrong time because it has no cooldowns.
Every class is getting buffs that reduces TTK ( Time to Kill ) just to be able to match the TTK of a thief, or stuns to withstand its damage. This results in shortened combat, less teamplay, less chance to use the factor of “skill”, more chance of using same rotations all over again. Power creep is already out there.
That is why, current meta is the worst.
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I recently rolled an engineer and got it 80, its a really fun class ^^.
I only wish it had more options to play in PvE. While grenades is a funny tool to play, would be nice to have more options and weapon sets to play with power builds with a little more variety. It has a way to go :P.
Hello dear spvpers.
There is a certain matter that i noticed in the last couple of days i would like to discuss.
Is it me or TTK (time to kill) is drastically reduced ?
I’m not a very experienced spvp player, but i always enjoyed a couple of fun games, to do the dailies and such.
Back when i started this game, i used to duel with other players on my necro for about 20 seconds or so on 1v1. We used to throw skills at each other, try to survive and see what happens.
Now its all a damagefest. Most of the time i don’t even survive 6 seconds. It’s more noticable on my rabid engineer, necromancer has access to deathshroud but engineer is like a pancake. Just warriors and thieves rushing on your face, smashing buttons, smashing and stunning your face, necros spamming conditions and watching you fall, killing you in 5-6 seconds.
Maybe i forgot how to pvp, i don’t know. Imo ,such high amount of fast damage doesn’t really allow players to actually play the game or use the element of “skill” to cope well with other classes.
I think this is what people call, power creep ?
I hope i could make my point.
All the best.
I was a necro, too. Then i took a nerf on the knee.
Now i’m engi. Then i took a necro on the knee.
Life makes more sense now.
Hello and thank you both for the replies.
That’s exactly what i feared, confusion being wasted on my target. Bawzdawg you are probably right, i’ll try to make something with zerker.
I find rifles extremely boring :P. I also find the confusion kits radius large enough even without the trait and confusion being useful. I might change that utility skill to the quickness potion. We’ll see.
What i want to define at this point is the gear and see if i can use my spare rampagers jeweleries.
So i was thinking, maybe i could make something like powernades.
http://gw2skills.net/editor/?fcAQJAqelIqiY3zSyF8LJyIFd2ECqAgJqQ+95x81WQIA-jACBYLA4OgUEgUBAJPFRjtQsIasabYKYER1xAoH-e
or
It has some defense, mostly zerker and rampager focused more on precision.
How about something like this ?
Note: It needs might generation, which would help me to define the runes i want (%+ might duration) so the real question is, how can i stack might on this build ?
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Hello there fellow engineers !
I just got to 80 on my engineer and i spent all those levels working on thinking about a build. Engineer traits are really all over the place, hard to pick something solid :P. This is the build i came up with.
It basically focuses on stacking confusion and having a lot of power to use bombs on bosses with a mix of rampager/berserker gear.
I can also go for rabid instead of berserker to have some toughness, or swap weapons to knights.
I’m open for any ideas to change the current setup.
Thank you.
All the best.
Note: I already have one rampagers ascended ring and one rampagers ascended accessory.
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Rabid is the most popular but due to recent frequent changes but i hear a lot of necros switching to power builds with zerker/celestial gear.
Also we may need to relook at carrion, since DS takes its power from vitality. Just a personal guess and what i’m working on right now.
Celestial is actually good for power necros. It might give a little more dps by allowing you to stay in DS longer, with survivability. If siphoning also gets affected by healing power, it’d become op.
All that matters is to do the optimization correctly.
They have to fix the fear chain, like a player has to gain a buff that prevents him from being feared in 2 seconds. After the second fear, 3 seconds. After third, 4 seconds, 5 seconds etc. resetting every 15 seconds from the first fear.
That’s whats bugging people, to be fear locked and killed.
Though warriors and thieves are also capable of doing this already, there is no defence against conditions, thats what makes necro so unique and his opponents helpless while in stun lock.
Or, they could give vitality a reduction to condition damage, that would be interesting. %30 condition damage reduction on a mainly vitality armor might solve some of the problems, also making vitality an important part of spvp. You’d expect someone with more vitality to be more resistant to bleeds
.
But i too had enough of all the complaints and nerfs, i really don’t like the path our class is going. I hope this PAX is soon over and Anet can really take necro with some real fixes and thinking, giving us more “stable” properties.
cmon man, don’t claim you are a necro after a post riddled with misinformation about fear and conditions…
and if by chance you do play a necro, you really need to learn more about what you are talking about so the opinions you bring here have a factual basis.
Yea i really don’t like the terrormancer anyway, played it only a couple times ;P. Mostly watched videos of op necros owning with fear spam.
But i’ve been playing a conditionmancer for 6 months now, I was under the impression that condition damage was not mitigated by toughness, am i wrong on this ?
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Taking the camera back on my human helps a lot to get the asuran view.
How about, they give vitality condition damage reduction as well ?
Like, going for a full main vitality should give %30 reduction to condition damage which would make basic full vitality builds with about %20 condition reduction, if you take less its %10-%15.
That would also make vitality more useful. Also awesome for classes who lack condition effectiveness.
Great thread.
We need combo options on axe/dagger, cleaves on dagger, more powerful life steal with siphon buff, scepter needs access to more torment, more skills that we give life to cast like GW1 etc. etc.
Generally, i think necro needs one more weapon set with combo options and utilities.
MM needs to be rethinked from start for PvE and PvP. Giving all the minions from enviromental targets %95 damage mitigation from aoe skills (%65 in PvP, just brainstorming ) and access to m0ar minions from kills, also death nova damaging as well as poisoning, calling auto minions every 10 seconds or so within combat ( maybe a new signet passive ) and a new skill like “Blood of the Master” from GW1 might make MM real fun with a bit more balancing.
Also something has to be done about the bleed caps. Having multiple condition players on a single target is a major dps fail.
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axe#1 being a finisher would be amazing :P.
Yes lack of combos on my necromancer is also noticable. Combos make the game real fun :P.
They have to fix the fear chain, like a player has to gain a buff that prevents him from being feared in 2 seconds. After the second fear, 3 seconds. After third, 4 seconds, 5 seconds etc. resetting every 15 seconds from the first fear.
That’s whats bugging people, to be fear locked and killed.
Though warriors and thieves are also capable of doing this already, there is no defence against conditions, thats what makes necro so unique and his opponents helpless while in stun lock.
Or, they could give vitality a reduction to condition damage, that would be interesting. %30 condition damage reduction on a mainly vitality armor might solve some of the problems, also making vitality an important part of spvp. You’d expect someone with more vitality to be more resistant to bleeds.
But i too had enough of all the complaints and nerfs, i really don’t like the path our class is going. I hope this PAX is soon over and Anet can really take necro with some real fixes and thinking, giving us more “stable” properties.
Hello guys.
I love doing CoE but since we have no access to vigor, its always been difficult.
At P3, I used to dodge three aoes and mitigate the third with DS and do the rest like this. Since DS is fixed, that’s no longer seems possible. Now i’m just forced to take damage and die.
Is this the end of CoE for necromancers ? Or have other people found other solutions ?
Thank you.
For necros ;
Well for some reason minions were tougher back in GW1.Or there wasn’t so much aoe damage, so MM builds were much more viable. They used to give an amazing support for the whole group, and decent dps ( I haven’t played GW1 too much so not really sure about this )
Now minions are just… They die too fast with aoes. I’d prefer having a massive army of 12 minions instead of 5 minions with special abilities :P.
Imo having some kind of aoe damage mitigation for minions might actually make minion builds more viable in PvE, or even WvW. Despite the lower channel time and other special advantages, lack of damage mitigation on minions makes them weaker and useless in GW2.
I agree, something should be done about the state of minions for all classes, they fold quickly under pressure, but strictly talking PvP, there seems to be a reason why MMs and Spirit rangers weren’t viable in GW1, they had obvious rupt counters. Pure rupters dont seem to exist anymore. As well, they had severe limitations. Spirits gave AoE bonus’ to all and didn’t walk around, minions were mindless drones and extra dmg from them took thought from the user…
as far as GW1 pvp MM were viable , just harder to master , some more skill required that once going , could become the terror that necromancers were , now when you a see a MM you go “oh look minions <blink eyes> haha look at that necro with all his minions on CD trying to actually fight , free kill (more or less)” the skill factor is not appliable here as of the state of minions got destroyed between the 2 games……yes minions could die in GW1 pvp as well , but you werent restricted by long * cds on the minions , just needed energy to cast them (plenty of ways to get energy back ) , some of us still wish MM would be as viable as it was in GW1 , but with how PvE dungeons are designed , it will never be due to the mass aoe you see nonstop , and with necro survivability seemingly getting destroyed every patch now cause of pvp , cant expect well see any changed for a chance to see MM again…
Strictly speaking about the higher tiers of GW1 pvp, if you brought an MM into RA or HA, you were just rupt candy. However, MM was completly viable in AB or FA, to minor extent, JQ, given the size of the map and type of play. Minions used to also have buffs, which is lacking now. Perhaps Anet decided minion attacks warrented the forfeit of minion buffs? (Death Nova, anyone?)
Yep death nova damage was amazing, it made MM perfect for PvE situations, and possibly AB and FA. I really used to like it at PvE, minions were really useful since they were mostly targeted, and you could exponantially empower your minion numbers as you keep fighting.
Actually i don’t know why there is an aoe in every boss fight in gw2. Being forced to use your heal skill all the time doesn’t increase the amount of skill required, its always more fun to dodge pinpoint attacks. If minions had some kind of resilliance to damage against bosses, like 90%, MM might actually be a good trait line to pick. All we need is a regenerative skill for minions ( A skill like “Blood of the Master” on MM after this resillience buff would make MM really good ).
Imo, making little mechanic changes might make everything viable in this game. Raising the bleed cap in dungeons to 50 might make conditionmancers dpsrs do much more damage, resillience might help MM more viable. I believe DS bug fix really made it difficult for power glass cannon builds, i used to use it all the time. I hope in time Anet can come with new options to make PvE more fun for all classes :P.
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For necros ;
Well for some reason minions were tougher back in GW1.
Or there wasn’t so much aoe damage, so MM builds were much more viable. They used to give an amazing support for the whole group, and decent dps ( I haven’t played GW1 too much so not really sure about this )
Now minions are just… They die too fast with aoes. I’d prefer having a massive army of 12 minions instead of 5 minions with special abilities :P.
Imo having some kind of aoe damage mitigation for minions might actually make minion builds more viable in PvE, or even WvW. Despite the lower channel time and other special advantages, lack of damage mitigation on minions makes them weaker and useless in GW2.
Nerf Necro this, nerf necro that…
I was just starting to enjoy the game, even before the dhuumfire addition. Now i’ve got tired of unstable traits and changes,I might just reroll on ele.
Maybe i’ll just take a break from game. Hope that PAX is worth it.
I’ve been reading posts all over the place. These are the results that i got.
Remove burning, give us a mechanic that applies bleeds a little faster ( Imagine what would happen if we were to lose our current condition pressure ), remove terror nerf, give us better escape mechanics, recode fear giving it AI ( don’t make ppl jump off the cliffs in skyhammer ), raise bleed cap to 50, give minions aoe damage mitigation.
Necro is complete.
I agree, noone should be forced to reroll a class they love to play. While part of the blame is on your guild, rest is on Anet itself.
True, conjure hammer build does pull out A LOT of dps. However, with zerker gear and this weapon, you will die a lot. I’ve tried it countless times, it works decent at dungeons that you don’t take too much damage. Otherwise you are worse than paper and your team will lose dps trying to revive you all the time.
You may never pull the dps of a warrior but you have amazing supportive options. Try to make combo options with fields.
I hope you can just ignore your foolish guildmates and start enjoying the game the way you want to play.
All the best.
I’m worried about my necro after all these posts. While i think we lost a lot of damage reduction after fixing the DS bug and escape options, people actually complain necro survivability is op.
In this video, you are just unhappy coz you couldn’t deal 15k damage at that necro. A class that can’t outmanouver with teleports stability options or other stuff is supposed to have this kind of damage mitigation. Every class must have a way of dealing with these spikes, otherwise necros would be nothing more than target practice for your precious spiking eles. It is that ele’s fault to use his spike during spectral armor buff. Having that mitigation 6/66 of times is not opness, its survivability option.
Learn to watch your opponent, don’t attack it when it pops spectral armor and please stop whining about it. Spectral armor is a 60 sec cd skill, every skill as useful as it is, also has weaknesses.
While i believe terror damage was a bit op for spvp, i think our damage is better scaled now as well with the terror nerf.
As a necro i grew tired of reading posts that complain about necro that, necro this. Necro finally feels like a decent class compared to what it was, a competitive class.
Please, learn to adapt.
Spvp forum is going nuts about this, i just noticed it.
Weird.
U think necros are buffed ?
Get it together Tyrone.
I just found out about this build and watched some videos, damage potential was amazing!
I tried a similar one to this, but i couldn’t get as awesome results :P.
Vital striking and rune of the scholar buffs are very rare conditions to keep in dungeons.
Not to mention how vulnerable you are to attacks, you just take a lot of damage due to light armor.
Maybe it was just a noob of me to not to get the basics of the build :P.
I have yet to find myself a good build to play with zerker gear to have decent damage during CoE or such dungeons on my ele. I guess i have to keep trying.
All the best.
I found out that, if you actually don’t have all the 70 trait points, ele leveling with D/D is quite difficult. I’ve had way more fun with my D/F or S/D.
S/D mostly kills ur opponents very fast or F gives nice defensive options.
Also try to get gear closer to your level, that helps a bit.
All the best.
New changes… Let’s see what i noticed and tested
I used to use DS against high hitting thieves all the time, either for jumping off, or mitigating high damage. Now that is gone. I’m going to have to pick spectral armor, and hope that my DS isn’t on cooldown.
I used to have a 30/30/10 build, which fit perfectly with rabid gear, now my build has to change and i have nowhere to put that 10 points.
My condition necro always had enough survival with the toughness in its gear but my power necro is paper now. Unless someone gives me vigor, it doesn’t look possible to survive for long in a CoE run without good dps. (DS no longer mitigates high circle damage and with no vigor…)
I always had issues against thieves, now its worse. It’s good to be the king of conditions but a class based on attrition damage needs damage mitigation, otherwise we are target practice for high hitting thieves.
I hope it will get better in time, once people get used to it. All the other buffs are probably put to reduce the player response to these nerfs, but they just don’t cut it.
And for gods sake Axe#1 needs to be reworked.
I hope i made my points, all the best.
Oh yes, i haven’t tested it in combat that’s probably it !
Thank you. You’ve been most helpful.
Hello there fellow elementalists !
I’ve been trying to make a decent D/D build, and was working on the right sigils. I noticed that mostly people use “Sigil of battle”. It’s supposed to give you might when u swap weapons, but eles have only one weapon choice.
Why do people use it ? Am i missing a point here ?
Note: I thought that it might trigger once you change your attuned elements but it doesn’t seem to be working with a major sigil of battle.
Thank you.
Which makes staff even worse than what i thought, i wasn’t able to test its changes since i’m playing a power build nowadays .
What i was trying to say was, fear became more popular due to recent changes, which make Reaper’s Mark buffed indirectly. Still sad to hear about the bug.
Quite sad really…
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Hello.
Just keep getting more exotics. Under very good conditions, my Ghastly Claws hits up to 15k and Life Blast hits up to 9k. On average, life blast hits 5k-6k, ghastly claws 8k-11k. Keep getting more might, and stack vulnerabilities at the same time with all the damage boost you can get (potions, food etc).
Don’t forget to use gems or might duration runes will also increase your dps on your exotics. Just don’t pay for them for your rare gear.
I still think its nowhere close to a zerker warrior, but it does the trick most of the time.
Hello. This is an opinion thread, i hope you will agree.
4 weapons isn’t enough to make necro charming and doesn’t give enough variety.
Recent changes made staff a bit more useful with the fear but still, after playing mesmer and ele its clear that Necromancers need more variety than the axe, scepter and dagger.
Note: These are merely the observations of a junior necromancer. This assumption comes from the fact that dagger is a melee weapon and not fitting to a light armor on various situations, making the viable 2 builds, power/condition, forced to choose scepter and axe. Staff, with fear being buffed, is more of a PvP weapon and useless in long range, failing to function well in PvE or offer good playability combos with trait lines.
I believe we need more options like a vampiric greatsword. Spectral dark knights with greataxe. Maybe use a one handed sword+torch, or mace+shield. A weapon to do decent damage from long range.
All the best.
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I wish the MM from GW was back. Instead of minions with abilities, numbers would be awesome.
Death Nova with ever spawning minions from the dead would make things SO MUCH fun.
Also good support :P.
There is only one thing that needs to be worked, fear itself.
Just not funny when your toon jumps down a cliff to escape a necro using fear :P.
Auto movement during fear should have some AI i believe, like not to jump down a cliff.
Otherwise everything looks to be in order.