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zappy
08-19-2019, 03:23 AM
yall change something with enemies pathing and aggro recently?

example 1
project nemesis

zulkis the ddooring teifling

he will very weirdly path to whoever has aggro, we end up having to have whoever has aggro hide behind an opposite pillar to get him to move to that person to get him to stand under a laser point, and will just look funny while doing it. its way different that it was last week. this appears in all the project nemesis runs i have done since the last update, i believe all runs here on hard except one on normal that was a 2 man.

example 2
legendary shroud

4 red names in part 2 will aggro on whoever and try to move to them in a straight line, being blocked by walls and thus stay around the middle area without careful babying of pathing. also if you do manage to get one away from the center and kill it, the ghost will attempt to move back to the middle but in a straight line and hit a wall. as amazing as this is from a players point of view, fix plox. this was seen across 3 different runs today and across 3 different difficulties, norm, hard and r1

Redgob
08-19-2019, 03:30 AM
This happened several times in the past when the servers were in dire need of restart. Most likely there's not enough memory for all path calculations or something. Who knows? Maybe it's quicker this time because they added another server? No idea. Usually it's pretty funny to watch.

Alled78
08-19-2019, 09:58 AM
This happened several times in the past when the servers were in dire need of restart. Most likely there's not enough memory for all path calculations or something. Who knows? Maybe it's quicker this time because they added another server? No idea. Usually it's pretty funny to watch.

It is august.
Monsters need a break and relax

Quikster
08-19-2019, 05:42 PM
Same. Monster pathing is borked. What did you do?

C-Dog
08-19-2019, 05:57 PM
+1

Broke Crystal Cove nicely. :p

o https://www.ddo.com/forums/showthread.php/507783-Crystal-Cove-unplayable-in-last-few-days