Feedback:User/Tennessee Ernie Ford/Pet & Minion AI 2.0
Pet & Minion AI 2.0 | |
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User | Tennessee Ernie Ford |
Categories | Allies → Pets Mechanics → AI |
I think this is a good idea, but I don't think ANet is ever going to consider it for GW1. resolution = withdrawn .
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Pet & Minion AI 2.0[edit]
Minions[edit]
Add buttons to the Minion list window for Attack, Guard, and Heel. These would work similarly to the current implementation of the Animal Companion AI:
- Attack: Locks onto and attacks the within-aggro bubble target, until it dies or leaves compass distance. Resets to Guard.
- Guard: Attacks the target the owner is attacking.
- Heel: Returns to owner's side; will not attack any foes.
- Swarm: Attacks the nearest red dot within the aggro bubble. If there are no foes within range, swarms towards called target up to 2 aggro bubbles distant. Otherwise: resets to Guard. (The first part appears to be the current default for Spirits.)
- Expire: All minions expire (this will not trigger Soul Reaping or any on-death or on-enchantment-end effects).
Hero minions[edit]
These options would appear even if the player has no minions and apply equally to the minions for all heroes under their control.
Pets[edit]
Update the AI for pets so that they work more effectively when the owner is a caster and/or holding a bundle.
- Attack: Locks onto and attacks the within-aggro bubble target, until it dies or leaves compass distance. Resets to Guard. (Almost the same as current behavior.)
- Guard: Attacks the current called target. If there is no called target, attacks the same target that the owner last attacked or last used a skill upon. If there is no such target within two aggro-bubbles distance, returns to owner's side.
- Heel: Returns to owner's side. Refuses to attack. If current target is an ally, waits by that ally's side unless the owner gets more than two aggro bubbles away.
Background[edit]
Minions[edit]
Currently, there is no way to prevent a horde of minions from accidentally aggroing a distant mob as you attempt to thread the needle between several groups of foes. This is realistic...but boring. You can disable minion creation, take another route, or decide to fight a group you don't really need to combat. Instead, Heel or Expire allows you to pass safely.
Expire also allows you to remove minions that are body blocking allies or causing allies to waste time healing as you cross wide stretches of foe-less real estate.
The Swarm option will force minions to do their job without having to send a caster into the middle of a scrum.
Pets[edit]
- If you are holding a bundle or are a caster, your pet will mostly stand around looking pretty unless you micromanage their AI. This is...unnecessarily tedious.
- Similarly, if you are the sole player in a party, it's difficult to properly pull (as opposed to drawing aggro) if your pet keeps following you too closely. The updated Heel option would allow you to force the pet to stay further back.