PDA

View Full Version : Wall hugging is causing pathing issues?



LightBear
01-10-2017, 06:00 AM
The other day I was soloing some quest when I noticed that if I stood still in a corner the mobs got "confused" as to where I was and started attacking the wall or just at some other spot... well basically anywhere but near me.

Was kinda relieved it worked out that way as I nearly ran out of mana.

Has anybody else seen this kind of behavior?
For me this was on a Sun Elf Cleric - I'm not sure I had any kind of bluff effect going on.

Dragavon
01-10-2017, 07:13 AM
I have not seen this, but many monsters behave very strange now, running of in what seems to be random directions when they are activated, before they come back and start attacking.

Cantor
01-10-2017, 07:22 AM
I had several enemies just quit attacking me and stand there. I was in a EE von3 on a level 20 monkcher. They were archers and maybe I had hit them with a pin/maybe not.

Loromir
01-10-2017, 07:24 AM
I ran the "Don't drink the water" quest a couple of weeks ago (Solo)...and the end green dragon lost track of me and was attacking thin air. I took more damage from the acid lava than I did from the dragon. I wasn't using an "cheese" mechanics either.

blerkington
01-10-2017, 02:39 PM
The other day I was soloing some quest when I noticed that if I stood still in a corner the mobs got "confused" as to where I was and started attacking the wall or just at some other spot... well basically anywhere but near me.

Was kinda relieved it worked out that way as I nearly ran out of mana.

Has anybody else seen this kind of behavior?
For me this was on a Sun Elf Cleric - I'm not sure I had any kind of bluff effect going on.

This issue has been around for a long time now. It's not a by-product of the recent aggro changes.

It seems most likely to happen if the corner is adjacent to another space like a room behind where you're standing. It's sometimes accompanied by that other weird behaviour where one monster will stand still and the others will run in little circles around it as if they are in a fast orbit.

I'm kind of surprised this wasn't fixed before the release of reaper. Perhaps someone should start tinkering with monster AI again right before the update so it breaks the rest of the game just of the sake of possibly slowing down embarrassingly early 10 skull completions. Or maybe not.

Thanks.