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DungeonBuddy and pathing, is life much easier for melee classes compared to ranged?

RamGuy

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I have been trying to do some comparisons between running DungeonBuddy as a melee class (Windwalker Monk and Retribution Paladin) compared to ranged class (Frost Mage and Destruction Warlock) during both levelling (Random Classic Dungeon), Heroic Dungeons and Looking for RAID. I have tried using Singular and high quality combat routines (Monk = TuanHA Special Edition, Paladin = TuanHA Special Edition, Mage = Portal Premium, Warlock = Demonic Premium) and as far as I can tell getting spotted for botting using ranged classes seems way more likely compared to melee classes? Am I the only one noticing this?

Running Singular in Heroics and RAID seems to be a no go, the rotation and everything offered by high-quality specific combat routines seems to trump Singular in all scenarios, they seem less likely to get spotted, you get higher DPS and whatnot. On the other hand Singular seems to be the way to go when AFK questing and running dailies as most other combat routines seems to be running into some issues with vehicles behaviour, tagging of natural mobs etc which Singular doesn't. It also seems like Kick's 1-90 profiles, The BrodieMan's Compendium etc was built around Singular so unless Singular simply does too low DPS, it's the preferred way to go if you want to feel safe things will run smoothly 99% of the time.


The primary concern and problem with DungeonBuddy thus far, after using in for the past 6-9 months have been it's pathing. I have no real clue of how DungeonBuddy actually works "under-the-hood" but I guess it's somewhat script based? And the pathing / movement seems to follow one specific script and that's it? Running the same dungeons over and over clearly shows that the pathing is pretty much the exact same each and every time, depending on how the tank (leader) is moving of course. This is a huge concern in terms of security and the likelihood of getting spotted and reported by players. Especially of two ranged players are botting in the same dungeon it because next to impossible not seeing it as they move exact the same and will stand on the exact same spot 90% of the time, which is a problem. Is there no way to get DungoenBuddy actually make your character spread out more? It could be all randomised of course. How it works today is that your character will pretty much stand in a straight line behind the tank and start doing attacks as soon as your character gets within range of the mob. Why not make it so that upon engaging mobs, your character would have a random chance of spreading out in a circle, all being within the mobs range? This is very important for range classes because how often do you really see people standing on-top-of-each-other in the "real world"? If I ended up standing on top of another player I would move instantaneously to another spot.


And this brings us to the major problem between being a range class compared to melee one. As ranged classes will mostly be further away from the tank than DungeonBuddys follow distance due to the range of spells being much greater than 20 yards you often get fuzzy movement as when the tank moves on step ahead, so will your range character. You will also have some serious problems running heroics where the speed of the run is insane due to over-saturated gear and when you as a range is normally attack from great distance you often fall far behind the group which looks specious to begin with and often DungeonBuddy will do some real stupid things when it tries to catch up, like running right through mobs. And at times it seems to be confused about which floor the tank is on and is always trying to take the shortest route even though there might be several patrols and whatnot blocking the way.

This does not seem to affect melee classes in the same way at all, due to melee classes being upfront with the mobs at all times they are always closer to the tank (leader) in 90% of the time making so you don't get that fuzzy "tank moves one step forward, so does your ranged character" and you rarely fall so far behind that things start to get wonky. Melee classes also have a huge benefit due to the fact that they always need to be close to the mobs being attack so they will bounce between mobs at all times making pathing seem much more natural as you wont be standing in the exact same spot over and over again throughout dungeons. You also have the benefit of being in the middle of the action, with lots of spell effects and whatnot going on all-round you making it much harder to spot whether something fishy is going on or not.



Thus far I would normally see people getting suspicious about my Mage and Warlock doing dungeons several times per day, going completely AFK is out of the question as I need to stand by helping the bot if need be and answering messages in the chat. The melee characters on the other hand doesn't get any specious messages from other players more than perhaps one or twice per week with me running dungeons for like 6-12 hours per day. And if other players do get suspicious is mostly due to wonky things happening due to the roll ability of the monk which tends to screw things up at times.



During looking-for-raid on the other hand things seems to go much more smoothly, but that's more to due with the amount of chaos LFR normally brings so nobody really cares any more and the fact that you have more players around which really helps making so that your character does not really get noticed as easily as in 5-mans.




Is it just me or does DungeonBuddy seem to be far inferior using ranged classes compared to melee? And do you find the pathing to be too limited making a little bit too easy for others to clearly spot if your are botting or not? Thus far it seems like playing on my Mage or Warlock renders DungeonBuddy farming really scary compared to doing it on my Monk or Paladin.
 
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