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Siege Engineer AI issues from the other side of the spectrum

Discussion in 'Release 53 Feedback Forum' started by Weins201, Apr 27, 2018.

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  1. Weins201

    Weins201 Avatar

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    I know as a result of me posting this video the results will be a ;
    [​IMG]
    But anyhow here it is;

    Anyhow look at the engineers I can chase them around without them really even getting shots off. Also that one that spawns to the SSE seems to be in a extended state if indifference each time they spawn.
     
  2. Paulie Walnuts

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    lol, the chasing game!
     
  3. Cordelayne

    Cordelayne Bug Hunter

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  4. Paulie Walnuts

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    ROfl so true.
     
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  5. twofoldsilence

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    I can't stand the new Siege Engineers. I'm a full melee up close character, and now I have to chase them all around the battle field, which is really annoying. Especially, since they were one of the few things I could kill that gave good XP in a somewhat methodical way. Prior to release 53 I would on occasion take out all the Siege Engineers in a couple hours, and run like hell when the Cabalist showed up, and between them and their guards I would gain a lot of XP, but now it takes me an hour just to clear one catapult, and it's not fun chasing them and the Ebon Cultist Marksmen, and Ebon Cultist High Wizards all around the battle field while the quick spawning green Ebon Cultist show up to shoot and back stab me in the back while I'm trying to take out all the long ranged yellow ones. Very annoying to say the list.
     
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  6. Paulie Walnuts

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    Yes. Slows, Stuns, and Runs. It's heartbreaking really. What was once a fun activity has now become a a nuisance. On a very serious note those 3 things need to be scaled back across the entire game IMO. It feels like nearly every single thing we fight does a combo of run and either slow/stun. Not sure that's the answer.
     
    Lord Trady of Blix likes this.
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