Feedback talk:Game updates/20120216

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first to post :3 Lithril 22:56, 16 February 2012 (UTC) they fixed FA!!!!

FA Bug Fix #2: AI Boogaloo. I hope it works well. Vincent Evan [Air Henchman] 22:56, 16 February 2012 (UTC)
Bleh, what FA really needs is a skill balance. A few skills are pretty OP'd in FA(WW/WD is like shooting fish in a barrel there), and it's not like they can't be reworked to work for all PvP, it just seems like Anet doesn't care. Hoping they don't keep this attitude for GW2.--GerrohUser Gerroh GerrohEmblem.gif 00:08, 17 February 2012 (UTC)
Yeah, WW is ridiculous. They just eat it all up! Just randomize the npcs at the gates, even if it's simply dumping clones of Peacekeepers/Afflicted with new skins to FA. Previously Unsigned

I want to see Gunther's Elite (Charge)switched with "Your All Alone!" to counter that one guy who rushes past when the gate is left open and ends the game in one foul swoop. Blood Brother Zell

Well that's kind of your problem for being not being aware of any nearby luxons when opening the gate. --70.76.131.142 05:13, 17 February 2012 (UTC)

Hero AI Fix[edit]

Yes! Is this the long awaited fix to melee hero A.I.? Anybody got any details?! 82.11.226.30 22:59, 16 February 2012 (UTC)

Too bad smarter heroes = smarter mobs, but yay for u Pastafarian Hunter 23:27, 16 February 2012 (UTC)
mobs dont kite around in aoe melee heroes do so yeah 78.35.174.129 23:43, 16 February 2012 (UTC)
Hostile NPCs do kite in HM. They take more time to do so in NM, sometimes so long that they are dead before they can even 'think' of it. That's why in HM I never bring skills like Savannah Heat without snares. MithUser MithranArkanere Star.pngTalk 23:47, 16 February 2012 (UTC)
So dagger sins chain attacks, which is cool. But they take about 10 seconds to unleash a chain of JS->FF->DB - it should take 3 seconds :p improvement but not enough imo. File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 23:52, 16 February 2012 (UTC)
They've always followed chains, that wasn't the problem. Testing Miku's default build she seemed to use her skills as slowly as ever. Joe's comment on the hero behavior page suggests the changes were only in specific skill use, not in the timing of them. Manifold User Manifold Neptune.jpg 23:58, 16 February 2012 (UTC)
This update did include fixes to melee hero AI, mainly for their positioning and tendency to stall out entirely in the middle of a fight. The skill speed issue for Assassin heroes won't be fixed yet, but it's something we're continuing to look at. - Joe Kimmes Talk Page‎ 00:51, 17 February 2012 (UTC)
I'd be very curious to know details about improvements to hero AI. One design flaw that makes WoC HM inordinately challenging for me is that my heroes don't always use their skills. As the sole human, adrenaline is crucial to my build, so I have skills like defile defenses and foul feast on my heroes for a reason. Yet I'll be wailing away and getting blocked over and over, and my silly hero won't think of casting defile defenses. I have to keep micro-ing it for him. I hope this is one thing they have improved.--71.185.41.90 00:19, 17 February 2012 (UTC)
If you have problems with specific skills never being used in situations where they should almost always be used, I suggest reporting it either via the support forums or this wiki's Hero_behavior page. Defile Defenses wasn't changed by this updated, but it has very simple AI; I'd suggest testing your hero bars out against various masters in the Isle of the Nameless and see if it's never used or just not used as often as other skills. - Joe Kimmes Talk Page‎ 00:51, 17 February 2012 (UTC)
So IS this the update to melee hero AI we've been waiting for? Or did this update simply include some fixes to melee hero AI, with a big update coming later? --MushaUser Musha Sigc.png 03:39, 17 February 2012 (UTC)
Yes, this is the melee AI update. There's more that I'd like to put out later, such as Assassin chains and more skill-specific changes, but that'll be determined by how much time the Live Team has in coming weeks. - Joe Kimmes Talk Page‎ 05:07, 17 February 2012 (UTC)
Fantastic! You rock, Joe. --MushaUser Musha Sigc.png 07:42, 17 February 2012 (UTC)
Is there a full list of changes or do we have to make a reasearch on ourselves? -- Sagi User Sagittario Asura symbol.png 16:08, 17 February 2012 (UTC)
P.S. Thanks!
I mentioned the bulk of the skill-specific changes on the Hero_behavior page's talk section, but the changes to the Hero AI itself aren't as easy to summarize. Basically, Heroes should be acting smarter (or less stupid) in general, especially in close combat. - Joe Kimmes Talk Page‎ 18:33, 17 February 2012 (UTC)
Thanks Joe. -- Sagi User Sagittario Asura symbol.png 19:33, 17 February 2012 (UTC)

Rebalanced "Tracking the Corruption" in Hard Mode.[edit]

Cool :) (how comes it happens months after we said this quest was too hard ?! Now I beat it 4 days ago T_T. But cool for my next characters). Any info about the quest "7. Rescue at Minister Cho's Estate" ? More than tracking the corruption, this quest is the one which made me give up the idea of doing WoC on several characters long ago. I forgot about this until I just tried to do HM WoC with a second character and remembered about this demotivating quest which shouldn't stand in the middle of that cool campaign :(. 2 Ideas to fix this quest which could be cool instead of boring / making players stop hm woc. Implementing only one of those would be enough. (a) allow teams of 6 players (talk to a npc from a 6-players outpost, as for several other woc quests) (b) fix spawns near the 3rd npc. When you need 30-60 minutes to get to the end of the mission, and you can't do anything because there is an imba group just near the npc (whichever side you come from) and saving him is just impossible ... this is just a design flow, not a quest difficulty since it only relies on chance.

I had no trouble with Rescue at Minister Cho's Estate on HM and made it first try, without looking on wiki or anything... do not assume it needs to be toned down just because you had trouble with it. Tracking the Corruption was ridiculous though, only beatable by using some shady tactic that prevents half the mobs from aggroing right away. 81.206.12.232 23:22, 16 February 2012 (UTC)
I'm speaking about luck. If the last group of monsters is a little further from npc, it's ok. If the last group of monsters is an easy group, it's ok. But if the last group of monters is really close (random positions) to npc so that it's impossible to him not to aggro, and it's a powerful group (random builds), you fail and you can't do anything about it, even if you beat anything else on the map without any issue. And, unfortunately, this case happens more often than you'd think. Once you are good enough to go through the quest, saving the very ladt npc is just a matter of luck and it's what makes me cry (and I know if you're lucky, you finish the quest : I did it with my warrior long ago). That's why I think something should be changed. Solution (a) is : quest is easier and faster, even if you fail at last npc, it's not really horrible to have to start again. Solution (b) is : this quest is still as hard and long, we still have a cool challenge, but no more stupid random fail at the end.
I see you extended your message. About tracking the corruption : it was possible without "shady tactic", but was still very hard. I agree that making it easier is a good thing, but I don't see why recue at minister cho's estate woulnd't have to be fixed, if tracking the corruption had to ! (plus, I heard that "when kappa attack" is really harder than tracking the corruption was. But I still didn't try this one in HM)
I can confirm that "Rescue at Minister Cho's Estate" was nerfed in the last update. Like the poster above, I had given it up (and was close to giving up the whole WoC campaign), but the mobs were noticeably smaller after the update, and I was able to complete it after a grueling session.--71.185.41.90 23:59, 16 February 2012 (UTC)
So glad this was fixed the day after I finished it > < 71.236.34.164 04:29, 17 February 2012 (UTC)
Yesterday 30 mins after finishing the quest I saw there was an update but I didn't bother reading it and went to bed, now I see this >.< --MageUser MageMontu sig.pngMontu 06:40, 17 February 2012 (UTC)

Luxon Warriors Getting Stuck[edit]

Is it me or are the luxon warriors in FA getting stuck/standing still more than usual? This appears to occur most often after the turtle has died in the Green/main Room.152.7.17.216 02:58, 17 February 2012 (UTC)

Bug fixes[edit]

Nice work on the bug fixes. Bugs don't seem to get fixed often in GW these days. While we're fixing NPCs, can someone take a look at certain enemy builds? -- User Kirbman sig.png Kirbman 03:06, 17 February 2012 (UTC)

AI for foes have changed (particularly the Underworld)[edit]

I wonder if the improved AI was meant to affect foes because this has now affected Mindblade_Spectres in underworld therefore nerfing the current UWSC meta for T3. Is this updated AI for NPCs and Heros therefore meant to overlap to foes? --| Moscow | 13:52, 17 February 2012 (UTC)

I hope so.. speed clears are horrible --Combatter 14:37, 17 February 2012 (UTC)
People doing them are even worse. 88.152.23.138 14:38, 17 February 2012 (UTC)
Nothing is lost that should not have happened. They'll find another way, anyways. They always do. MithUser MithranArkanere Star.pngTalk 15:14, 17 February 2012 (UTC)
Not always 88.152.23.138 16:14, 17 February 2012 (UTC)
You do realize that CoF is still easily done with 600 smite right? You simply need additional heroes to do it in a reasonable time. There's just more worthwhile farms. 70.235.69.94 04:25, 21 February 2012 (UTC)
Skill-specific AI upgrades do affect some enemies, particularly if you're in Hard Mode. - Joe Kimmes Talk Page‎ 18:38, 17 February 2012 (UTC)
So is skill-specific AI something that is permanent and not a bug caused by the current AI update?--| Moscow | 03:25, 18 February 2012 (UTC)

What about When Kappa Attack?[edit]

Maybe I'm a terrible player, but hey, I've done most quests just fine. I believe this quest is simply overwhelming. Any chance to have this looked at? --186.82.208.240 15:19, 17 February 2012 (UTC)

I feel your pain lol. Even though I completed it myself...after like 200 tries and mutliple wasted consets... -- Chicken 1.jpg Magamdy 16:39, 17 February 2012 (UTC)
Same problem here, I had no real problems with the other HM quests.Heck, even the Titan HM quests are slowly getting cleared in my log, but the kappa Hm quest is still in it. Can't imagine it's supposed to be this hard compared to the other quests. --Kilaa1000 17:14, 17 February 2012 (UTC)
OMG, I thought I was the only one! I've steamrolled woc HM,titans HM (piss easy), all without no cons(I stick to this aproach),but Kappa... man.. that last spawn spot... 20:35, 19 February 2012 (UTC)
I thought it was karma. As I accepted this quest I was on ally chat talking about how WoC had been easy for me so far and I couldn't understand why so many people had trouble with it, even in HM. Then I tried the quest... 109.145.208.77 20:18, 17 February 2012 (UTC)
OP here, just had forgotten to login. Indeed, Titan quests have been easy/normal in HM, except for the last one in Ascalon that has a nice challenge level (Still trying to kill that last Titan...). I've only been able to get past Wave 1 twice, and I survived a lot during Wave 2, but... their builds are just ridiculous. --talk Large 22:38, 17 February 2012 (UTC)

HA HA, OMG, as a hero only player, i thought WoC HM provided a decent challenge(compared to anything else anyway), but was laughing how easy it was(even before the nerf/"rebalance of quest"), except for when kappa attack, they put to much pressure on healers etc. to keep "Initiate gaylord" alive, doing WoC on my mesmer in NM/HM(back to back), its even easier then previous, so i switch to my war, go and do "when kappa attack"...LMAO last spawn every time...i just wanna pull my hair out --143.238.93.64 05:25, 26 February 2012 (UTC)

Turtles still get stuck[edit]

^ just not as much. --SilvenUser Silven sig.jpg 23:28, 18 February 2012 (UTC)