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Posted

Well, I've seen ranged, disengaged enemies dodge out of the AOE of spells then go back to attacking. Not to mention switching to targets most likely to be knocked out (regardless of deflection), switching positions just to trigger Flanked, enemies engaging a passing unit just long enough to trigger a disengagement attack then switching back to the main target, etc.

 

It's looking good so far.

  • Like 6
Posted

I like what I'm reading.

  • Like 1

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

Posted (edited)

They also seem more eager to just run past your tanks to target weaker party members if they have the chance, I managed to get myself killed in the bandit encounter in black meadow from everyone just ignoring Edér and going straight for my casters in a way I've never seen them do before, took me completely by surprise.

 

That could maybe be because I had skipped Defender since it was nerfed though.

 

I think the difference is most apparent in fights on open ground rather than in close quarters where they have nowhere to run from AoE and can't run past your tank.

Edited by limaxophobiacq
  • Like 1
Posted

Well, I've seen ranged, disengaged enemies dodge out of the AOE of spells then go back to attacking. Not to mention switching to targets most likely to be knocked out (regardless of deflection), switching positions just to trigger Flanked, enemies engaging a passing unit just long enough to trigger a disengagement attack then switching back to the main target, etc.

 

It's looking good so far.

Ay29K.jpg

My hype meter is starting to trigger.

  • Like 2

Kana - "Sorry. It seems I'm not very good at raising spirits." Kana winces. "That was unintentional."

Posted

They also seem more eager to just run past your tanks to target weaker party members if they have the chance, I managed to get myself killed in the bandit encounter in black meadow from everyone just ignoring Edér and going straight for my casters in a way I've never seen them do before, took me completely by surprise.

 

That could maybe be because I had skipped Defender since it was nerfed though.

 

I think the difference is most apparent in fights on open ground rather than in close quarters where they have nowhere to run from AoE and can't run past your tank.

 

 

I have two questions from this:

 

1) How was Defender nerfed?

 

2) Do effects like Defender, Hold the Line, and Guarding, which increase engagement limit, have any observable effect on the AI now, as far as helping to actually, you know, hold the line?

Posted

 

They also seem more eager to just run past your tanks to target weaker party members if they have the chance, I managed to get myself killed in the bandit encounter in black meadow from everyone just ignoring Edér and going straight for my casters in a way I've never seen them do before, took me completely by surprise.

 

That could maybe be because I had skipped Defender since it was nerfed though.

 

I think the difference is most apparent in fights on open ground rather than in close quarters where they have nowhere to run from AoE and can't run past your tank.

 

 

 

I have two questions from this:

 

1) How was Defender nerfed?

 

2) Do effects like Defender, Hold the Line, and Guarding, which increase engagement limit, have any observable effect on the AI now, as far as helping to actually, you know, hold the line?

http://forums.obsidian.net/topic/81009-defender-20-beta-nerf/?do=findComment&comment=1718622
  • Like 1
Posted

Oh ... attempts at avoiding engagement would not be an improvement as it would result in the same old kiting again, wouldn't it? It's worse enough with Fampyrs already and not enough room to retreat and regroup.

Posted (edited)

Oh ... attempts at avoiding engagement would not be an improvement as it would result in the same old kiting again, wouldn't it?

 

Kiting is not inherently evil. It is a play style like many others. If you like it, you do it; if not, you don't.

 

It should not be the game mechanics' job to actively prevent it. It's like actively preventing min/maxing, soloing, running around with a full-melee or full-caster party, etc..

Edited by AndreaColombo
  • Like 1

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

Posted

 

Kiting is not inherently evil. It is a play style like many others. If you like it, you do it; if not, you don't.

 

It should not be the game mechanics' job to actively prevent it. 

 

 

Of course it should. Something that is always 100% invincible against all enemies that are slower/equally fast and melee, regardless of relative power, is not good gameplay. 

Posted

 

 

Kiting is not inherently evil. It is a play style like many others. If you like it, you do it; if not, you don't.

 

It should not be the game mechanics' job to actively prevent it. 

 

 

Of course it should. Something that is always 100% invincible against all enemies that are slower/equally fast and melee, regardless of relative power, is not good gameplay. 

 

 

Sez You.

Me, I couldn't be bothered with kiting.

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