Ad. 5.
It really is the time to limit the amount of AI controlled entities that run around in PvP. Most of them have huge problems, getting stuck and dying in AoE. You can’t control them properly and you can’t rely on the AI code to run them.
Examples of good AI/semi-AI skills:
Ranger’s Pet (with all its faults), Bone Minion (the exploding duo), Flesh Wurm, stationary Spirit of Nature (ranger elite), a turret or two are also not a problem.
What makes them a relatively decent application of AI in PvP? They usually don’t create any significant clutter and they are fun to play around. You summon Bone minions solely to detonate them a while after. The Wurm is stationary somewhere outside of the point, so it doesn’t mess up the battlefield. When you see the ranger summon the elite spirit, you know it is very powerful and possibly game-changing so you have to play around it by bursting it down or interrupting the possible rez/cleanse. It’s all acceptable and even okay until people start stacking it.
The examples of wrong aka The Offenders Club:
- Mesmer’s illusions and stacked mesmers,
- Stacked minions and stacked minion masters
- Stacked spirits and stacked spirit rangers
- Stacked spirit weapons and spirit weapon guardians, but no one plays them so it’s okay (trololo)
Proposed fix:
Just rework those skills. Change them to resemble how bone minions and the wurm work like. Instead of having an army of passive effects and 10%-chances-to-proc following you, give players the entities that are summoned for a very specific purpose.
The utility spirits could be changed to a supportive AoE spells that last a couple seconds that give everyone in their radius a certain buff for a few seconds or maybe for a few attacks and then they disappear creating an effect like Cold Snap, Call Lightning, etc. It would be more fun to play around with the team, easier to create nice traits around them (like ‘active effect also when you summon the spirit’ and longer radius for example).
Additionally, get rid of Rock Dogs and all the random summon BS… ohh and don’t you dare add anything similar in the future. This part is very important.
The outcome:
- More rewarding skills, that are fun to play.
- Less clutter on the battlefield.
- More elegant, simpler and easier to understand traits and effects without a ‘10-to-70%-chance-to-proc-to-give-an-effect-and-siphon-health-removing-a-boon-plus-run-a-marathon-and-win-life’ kind of design.
- Less randomness connected to the AI.
- Quite possibly less calculations on the server.
(edited by leman.7682)
