ArenaNet talk:AI bugs/resolved3

Flagging and Movement Issues

 * -- Shadowphoenix [[Image:User Shadowphoenix Necromancer.png|19x19px|Please, talk to me; I'm so lonely ;-;]] 14:15, 18 August 2008 (UTC)
 * This problem has been resolved. --Draikin 00:15, 23 August 2008 (UTC)

Assassin

 * --Draikin 20:47, 7 February 2009 (UTC)
 * It looks like the AI is using this as an emergency escape rather than a utility. I've opened up an inquiry to see if this is intended.  Thanks for the report Draikin. Leah Rivera 19:36, 27 May 2009 (UTC)
 * This wasn't mentioned in the update but it appears the skill has been updated. --Draikin 20:59, 19 June 2009 (UTC)
 * It seems the AI uses it whenever they're adjacent to any enemy, even one who doesn't attack them, which is unfortunately not exactly the behavior I was hoping for. --Draikin 21:55, 19 June 2009 (UTC)
 * Correct, the AI was updated to use this as an offensive skill rather than a defensive skill. You do have a valid point in wanting it to be used against attacking foes, but I can also see why wanting it to hit non-attack foes would be useful. Further customization of the AI's behavior will have to be done through micro management.  Leah Rivera 20:57, 22 June 2009 (UTC)

Dervish

 * &mdash; Poki#3 [[Image:User_Poki_Signature.jpg|19px|My Talk Page :o]] 12:22, 5 September 2008 (UTC)
 * I posted this issue about a year ago but then removed it since it actually makes sense for them to use it the way they do now. If it's used on a target below 50% health, it really becomes a lethal spike because of the combined Deep Wound and the bonus damage. However, if the AI simply uses it on recharge then the skill will often not be available when it's actually needed to make the Deep Wound trigger. The 8 second recharge is the real problem here, if it was 4 seconds or less then it may make more sense for them to use it on targets above 50% health. The way it is now, I don't think this change would be an improvement. I'd much rather have them spam Victorious Sweep and then finish of targets with Reaper's Sweep and Chilling Victory than having them use all those skills randomly. --Draikin 16:44, 14 September 2008 (UTC)
 * This shouldn't be an issue anymore now that the functionality of the skill changed, so I'll archive this. --Draikin 22:09, 3 January 2009 (UTC)
 * And just to clarify, the AI for the skill was in fact updated so that it now uses the skill above 50% health but only when it can remove an enchantment. Otherwise, they'll wait until the target is below 50% health to use the skill. --Draikin 22:18, 3 January 2009 (UTC)

Elementalist

 * --Draikin 02:52, 29 January 2008 (UTC)
 * Skills that have some effects that always occur, and other effects that only occur when a specific prerequisite is met (such as "must be enchanted") are tricky. It is very subjective when it is "worth it" for a skill to be used despite the fact that only some of the effects will occur. With that in mind, this isn't really a "bug" per se. However, I want to keep this discussion open as I am aware this may not be the preferred behavior of the AI, so please share your thoughts. --Andrew Patrick 00:38, 15 May 2008 (UTC)
 * I see Andrew's point...since the recharge and energy cost on lightning bolt are pretty low, I think it is fine to use it against standing targets, it does more damage that way than not casting at all. - Elder Angelus 15:07, 15 May 2008 (UTC)
 * Actually it doesn't deal more damage, since the time your hero is not casting LB can be used for other skills. Here's an example: A hero has both Lightning Bolt and Lightning Orb ready to use and their target is currently knocked down. Currently, the hero might use Lightning Bolt instead of Lightning Orb even though it deals far less damage. After the target gets up, the hero uses LO and misses because the target is now moving (and LB is recharging). Of course there are situations when the skill is worth using even without the extra damage (to finish off a target for example), but the player can click the skill manually in that case. In other words, exactly because it's subjective when a skill like this is "worth using", I believe that you should let the hero use it at maximum efficiency and let the player decide when they should use the skill inefficiently. --Draikin 19:00, 15 May 2008 (UTC)

Hey there. As you can see we did a pretty big update to Hero AI today. I don't have time to comment on each of the changes at the moment, but I hope to do so in the future, since the changes made are not always the same as the suggestions that were given. I am using Lightning Bolt as an example. The update note says "Heroes are less likely to use Lightning Bolt on stationary foes." What this means is that, among the skills available on a hero skill bar, they will consider Lightning Bolt as less useful than some of the other skills if the target is stationary. If the target is moving, then it will consider it one of the best things to do.

For example, if you toss Lightning Bolt on your hero skill bar alone and go up agaist a target dummy, the hero will still cast it a lot. If you also put Flare and Stone Daggers on the skill bar, he should have a higher chance of using the other two skills first, but will still use Lightning Bolt sparingly. This way, the hero will still use Lighting Bolt for a bit of damage while reducing the chances that they are "wasting" energy that could be used on other skills.

Also, since this AI does double duty for henchmen and hard mode monsters (who sometimes have less than 8 skills or odd builds) as well as by players who are in different modes of play or have other play styles, it would be detrimental to force the AI to completely ignore skills that could potentially be useful.

This style of fix was used for many of the other skills as well. When taking a look at the update changes, keep in mind that your hero may be considering the skill more useful as compared to other available skills. Thank you for all your hard work, guys. Let us know if there are any problems. -Kim Chase 00:14, 8 August 2008 (UTC)
 * I'm not going to archive this yet so people can still read your explanation of the update. --Draikin 14:11, 9 August 2008 (UTC)
 * This is the best explanation yet of the current problems with game and what needs to be done to fix it...PLEASE SEPARATE HERO AI FROM HM MONSTER AI SO THIS GAME CAN ONCE AGAIN BE FUN AND PLAYABLE. -- Inspired to ____ 00:51, 27 August 2008 (UTC)

Mesmer

 * Interesting point you bring up here. On one hand, I can see it being useful all the time.  On the other hand, it takes a pretty specific build to need this skill out of combat.  With that in mind, could making this a higher priority cause problems on a wider scale?  If we can make a solid case for this, I'll gladly put it in the database.  What do you guys and gals think? Leah Rivera 18:55, 28 May 2009 (UTC)
 * I don't see any problems with this change, it could only be an improvement in my opinion. --Draikin 13:45, 31 May 2009 (UTC)
 * Thanks for the second opinion Draikin, I've entered this into the database. Leah Rivera 23:19, 3 June 2009 (UTC)
 * After the June 18th update this should be used correctly now. --Draikin 15:02, 19 June 2009 (UTC)


 * --FunnyUsername 09:18, 14 December 2008 (UTC)
 * Good catch Funny, I've entered this into our database. Leah Rivera 19:36, 28 May 2009 (UTC)
 * After the June 18th update these skills should be used correctly now. --Draikin 15:02, 19 June 2009 (UTC)

Monk

 * --Draikin 00:36, 13 September 2007 (UTC)
 * On second though this is basically impossible to implement, so the only real problem here is the Balthazar's Pendulum AI which really is completely broken. --Draikin 20:27, 10 July 2008 (UTC)
 * I put a report in requesting that Heroes attempt to use Balthazar's Pendulum on allies under attack by hammer wielding foes. Ben Kirsch 01:11, 15 July 2008 (UTC)
 * I also put in a report on Supportive Spirit requesting that it be used under more specific circumstances. I'm not sure how much can be done to make this skill useful on heroes, but hopefully it can be improved. Ben Kirsch 18:54, 15 July 2008 (UTC)
 * It's difficult to improve the AI here given the various knockdown skills in the game. A possible solution would be to only let them use these skills on allies that are nearby a foe who's attacking them (see the issue for Weapon of Warding I reported here, it would be similar to the way that skill is used). That would be a counter to most of the knockdown skills used by melee characters and I think that's about as good as it can get. There's no real way for the AI to know when allies will be the target of ranged knockdowns, and simply letting them spam the skills wouldn't be efficient either. --Draikin 21:39, 15 July 2008 (UTC)
 * Balthazar's Pendulum should now be used sparingly in general combat, and frequently when allies are being knocked down in combat.
 * Supportive Spirit will now be used on allies that are knocked down. I checked this out against the Earthbound Ooze Arachni's Haunt and the hero response time was astoundingly good.-Kim Chase 05:19, 8 August 2008 (UTC)
 * Excellent fix for Supportive Spirit, that's basically perfect. The Balthazar's Pendulum fix seems like a good solution, and Aura of Stability is probably going to be one of those skills that you end up disabling anyway regardless of the way the AI uses it. --Draikin 19:02, 8 August 2008 (UTC)

--ShadowFog 19:28, 25 April 2009 (UTC)
 * Nice catch ShadowFog! I've entered this into the database, thanks for the report. Leah Rivera 22:24, 28 May 2009 (UTC)
 * After the June 18th update this skill should be used correctly now. --Draikin 15:21, 19 June 2009 (UTC)


 * --NIN37 10:27, 2 October 2008 (UTC)
 * I've always found that my heroes will treat this as a res. They will keep this up at all times like HB, and as soon as someone dies, they cancel the enchantment, and if more than one person is dead, they will recast and immediately cancel to res dead players, etc. No problems here. King Neoterikos 03:36, 12 March 2009 (UTC)
 * Clarifying: If you have one dead player/hero equipped with U.A. (and no other resurrect skill) and one dead player/hero with (an already used up) Resurrection Signet, Heroes and Henchmen will resurrect the one with R.Signet, since they don't (seem to) consider Unyielding Aura as a hard rez. This way, they can waste the last Resurrection Signet on a target that can no longer resurrect anyone else. --NIN37 19:41, 15 March 2009 (UTC)
 * Good find NIN37! I've entered this into the database.  Thanks for the report. Leah Rivera 23:14, 28 May 2009 (UTC)
 * After the June 18th update this problem should be resolved. --Draikin 15:21, 19 June 2009 (UTC)


 * --FunnyUsername 07:33, 15 December 2008 (UTC)
 * LS requires the target to be damaged to remove a condition, so it has no use outside of combat. Koda Kumi [[Image:User_Koda_Kumi_UT.jpeg‎|19px]] talk 11:54, 13 January 2009 (UTC)
 * Nop, it doesnt require the target to be damaged. I can use Life Sheath out of combat to remove conditions as i can do with dismiss condition. You should check by tourself. --FunnyUsername 18:06, 13 January 2009 (UTC)
 * Thanks for the report Funny. I've entered this into the database. Leah Rivera 23:57, 28 May 2009 (UTC)
 * After the June 18th update this skill should be used correctly now. --Draikin 15:21, 19 June 2009 (UTC)


 * --Draikin 14:45, 2 January 2009 (UTC)
 * I've added this one to the database. Thanks for the report. Leah Rivera 01:42, 29 May 2009 (UTC)
 * After the June 18th update this skill should be used correctly now. --Draikin 15:21, 19 June 2009 (UTC)


 * --Draikin 15:20, 5 June 2009 (UTC)
 * I've added these to the database. Good catch Draiken, thanks! Leah Rivera 01:59, 6 June 2009 (UTC)
 * After the June 18th update these skills should be used correctly now. --Draikin 15:21, 19 June 2009 (UTC)
 * The behavior of these two skills were improved in the June 18th update, but they won't be perfect. The reason for this is that Healing skills, in general, already have a very high priority.  We raised these as much as we could without adjusting the others downward.  With that in mind, how are these feeling now? Leah Rivera 21:00, 19 June 2009 (UTC)

Necromancer

 * &mdash; Seru   [[Image:User Seru Sig2.png|19px]] Talk 22:32, 21 August 2008 (UTC)
 * Confirmed, this does seem to be one of the new issues with MM's after the recent update. --Draikin 00:42, 22 August 2008 (UTC)
 * This has been resolved. --Draikin 01:27, 23 August 2008 (UTC)


 * --FunnyUsername 10:58, 13 August 2008 (UTC)
 * Please change BiP and Blood Rit AI to target allies wielding bows and scythes. Running an IA or Barrage ranger on a hero, even with decent amounts of expertise, still results in energy depletion in prolonged battles, especially in HM. Dervishes and Rangers are energy-intensive martial wielders and deserve the love from Livia. 129.1.156.204 18:54, 17 September 2008 (UTC)
 * Seems ok with Bip since anyway is a ranged spell, although spellcasters should be higher priority targets for the battery. About blood ritual, well i would not like to see any necro heroe running after me to use BR when im in the frontline chasing a monk, he will become the target of all the enemies around and the 17% health sacrifice will not help. Maybe if they only use it on meleers out of battle... --FunnyUsername 10:27, 18 September 2008 (UTC)
 * I've reported the bug about Blood is Power and Blood Ritual not being used on Ritualists when holding bundle items. However, the secondary issue about them not being used on energy expensive martial classes has been bugged before and closed as a won't fix. Leah Rivera 17:51, 1 June 2009 (UTC)
 * Actually, I think something else can kind of fix this. It should probably be reported in a separate topic but whatever.
 * If you hold a bundle item, you are considered to be a melle class by the AI. If this was changed to consider bundle wielding characters as casters it would kind of fix the problem, along with fixinf the fact that my Livia is always changing her place in my hero/henchmen formation to the front when she cast's Protective Was Kaolai. Of course there are things to consider here. Do we or do we not want to consider bundle carriers as casters? IMHO yes. Ritualists have few "offensive" bundles that require running into the enemy (and even then, they are probably used against enemy attackers, and not as a direct attack themselves) and those are dropped fast. You can't attack while holding bundles, but you can cast spells. Non-Ritualist bundles are often being held by casters during missions that have them do to this fact.
 * The only problem I can think of are melle classes doing some missions that have bundles solo with heroes and henchmen, because unless they're dropped in advance, or the AI gets flagged, it puts caster heroes in a slightly bigger risk. But I think that the possitives outweigh the negatives here, and yes, I play a melle class (A), often with h and h ;] Those are my 2 cents. (and 1 wall of text) &mdash; User_Poki_sig.png Poki#3  (talk ) 02:14, 2 June 2009 (UTC)
 * After the June 18th update this problem should be resolved. --Draikin 15:28, 19 June 2009 (UTC)


 * --FunnyUsername 15:20, 21 December 2008 (UTC)
 * In fact, AI will not use Aura of the Lich if the hero is already under the effects of this enchantment, even with available corpses and being fighting or not. --FunnyUsername 15:05, 2 January 2009 (UTC)
 * Agreed that it should use the skill outside of combat as well even when no corpses are available. Basically the ideal behavior would be for the AI to just spam the skill on recharge? --Draikin 15:36, 2 January 2009 (UTC)
 * Yeah, that would do. --FunnyUsername 18:34, 2 January 2009 (UTC)
 * I've entered the fact that the hero won't re-cast Aura of the Lich while its previous casting is still active. However, given the energy cost and recharge of this skill, it's probably not ideal for the hero to cast this on recharge when waiting a few seconds for a corpse could give a better result.  The player is still able to manually trigger the skill if he needs the extra minion and people who are playing a hybrid or energy intensive build won't have to block the skill to avoid potential energy wasting. Leah Rivera 23:02, 1 June 2009 (UTC)
 * Since when did a minion master have energy issues? --Macros 05:33, 2 June 2009 (UTC)
 * When i posted this issue, i assumed that the main effect of the skill is the +1 to death magic and +1 minion, and thinking of the corpse exploitation as a secondary or bonus effect. IMO, making the AI treat Aura of the Lich as a minion animating skill (this is, wait until a corpse is around to cast it) is inefficient, mainly because u never know when a corpse will be available (either in pvp and pve), and in the meantime the AI will be not benefiting from the main skill effect.
 * Also, as Macros "gently" suggested, energy is usually not a problem for a necromancer (soulreaping + minions dieing, signet of lost souls, etc.), and even on a high energy or hybrid build, a necromancer can benefit from the death of that minion they animated for e-management, while still buffing other death magic skills.
 * For those reasons i would like to insist for this skill to be treated by the AI as a Buff skill (same behavior as an Attunement for example if "on recharge" is an issue, although casting it on recharge will be more desirable). --FunnyUsername 11:30, 2 June 2009 (UTC)
 * I see your point Funny. As a buff, this skill would be useful around the clock.  I'm still hesitant about the proposed change to the skill due to the recharge time, but I put an inquiry in the database to state your case. Leah Rivera 22:44, 4 June 2009 (UTC)
 * After the June 18th update heroes should maintain this skill in and out of battle. --Draikin 15:28, 19 June 2009 (UTC)
 * I wanted to give you all a heads up that the issue with the AI not refreshing Aura of the Lich while it is still active wasn't addressed in the June 18th update. This is a global issue with heroes which I've entered as a separate bug. Leah Rivera 18:07, 19 June 2009 (UTC)
 * That would be just great. If I may suggest, a check for recharged and at least 2 corpses in range would be a place to start. --Golgarit Raven 19:32, 19 June 2009 (UTC)


 * --Draikin 19:29, 23 January 2009 (UTC)
 * Interesting report Draikin. I've put in an inquiry on the subject, thanks! Leah Rivera 00:09, 2 June 2009 (UTC)
 * After the June 18th update heroes should use this skill correctly now. --Draikin 15:28, 19 June 2009 (UTC)

Paragon

 * I couldn't get this bug to reproduce in-game. My Paragon was using "Never Surrender!" frequently on a balanced Command skill bar and the skill was functioning correctly when isolated.  Has anyone run into this bug who can supply more information? Leah Rivera 16:33, 2 June 2009 (UTC)
 * I just tried the skill, heroes don't seem to use it outside of combat. I don't see any real problems with the AI not using the skill enough during combat however, although increasing the priority over other skills (when the condition is met) would make sense given the zero cast time. Again, the AI used for Glyph of Lesser Energy is a good example for that behavior (that skill seems to have complete priority over all other skills, meaning that if the skill is ready for use then the AI will always use it regardless of any other skills on their skill bar). --Draikin 18:21, 2 June 2009 (UTC)
 * Thanks for the reply Draikin. You're both right, this skill isn't used out of combat which I agree is a big issue.  I apologize for overlooking that part of the report the first time around.  I've entered it into the database.  Leah Rivera 18:19, 4 June 2009 (UTC)
 * After the June 18th update heroes should use this skill correctly now. --Draikin 15:31, 19 June 2009 (UTC)


 * --Draikin 01:53, 2 January 2009 (UTC)
 * Thanks for the report Draikin! I've entered this into the database. Leah Rivera 17:16, 2 June 2009 (UTC)
 * After the June 18th update heroes should use this skill correctly now. --Draikin 15:31, 19 June 2009 (UTC)


 * --Draikin 16:51, 14 March 2009 (UTC)
 * Consistency is always good. I've entered this into the database, thanks for the report! Leah Rivera 17:16, 2 June 2009 (UTC)
 * After the June 18th update heroes should use this skill correctly now. --Draikin 15:31, 19 June 2009 (UTC)


 * Good catch, mystery person! I've added this to the database, thanks for the report. Leah Rivera 17:42, 2 June 2009 (UTC)
 * After the June 18th update heroes should use this skill correctly now. --Draikin 15:31, 19 June 2009 (UTC)

Ritualist

 * --Draikin 20:54, 30 August 2008 (UTC)
 * I've entered this into the system, thanks Draikin. Leah Rivera 18:32, 2 June 2009 (UTC)
 * After the June 18th update heroes should use this skill correctly now. --Draikin 16:07, 19 June 2009 (UTC)


 * --Draikin 00:23, 10 March 2009 (UTC)
 * Nice bug! This seems to be an inconsistency between melee and ranged heroes.  Melee heroes will break of their attack to regain health when Weapon of Warding is cast on them.  However, ranged heroes, bless their hearts, are over enthusiastic and continue attacking.  I've entered the discrepancy into the database, thanks for the report! Leah Rivera 00:09, 3 June 2009 (UTC)
 * After the June 18th update heroes should use this skill correctly now. --Draikin 16:07, 19 June 2009 (UTC)


 * --Draikin 20:58, 30 August 2008 (UTC)
 * In some cases, I think it would be preferable for the hero to overwrite a weapon spell if the new one is more appropriate to the situation, but I agree there's something fishy going on in this case. I've entered it into the database.  Thanks for the report! Leah Rivera 20:02, 2 June 2009 (UTC)
 * After the June 18th update heroes should use this skill correctly now. --Draikin 16:07, 19 June 2009 (UTC)


 * --Draikin 22:56, 30 August 2008 (UTC)
 * Thanks for the report! I've added this to the database. Leah Rivera 20:36, 2 June 2009 (UTC)
 * After the June 18th update heroes should use this skill correctly now. --Draikin 16:07, 19 June 2009 (UTC)

Warrior

 * --FunnyUsername 19:50, 23 September 2008 (UTC)
 * Interesting point you bring up here Funny. I've put in an inquiry on the subject, thanks! Leah Rivera 20:02, 3 June 2009 (UTC)
 * After the June 18th update heroes should use this skill correctly now. --Draikin 16:10, 19 June 2009 (UTC)


 * -- [[Image:User Gordon Ecker sig.png]] Gordon Ecker (talk) 01:09, 12 March 2009 (UTC)
 * This skill seems to be activating as soon as the hero gains adrenaline. While I think this is a desirable time to use the skill, it also means if he gains adrenaline from being struck by a ranged attack, he uses it preemptively.  I put in an inquiry on the subject, thanks for the report! Leah Rivera 21:36, 3 June 2009 (UTC)
 * After the June 18th update heroes should use this skill correctly now. --Draikin 16:10, 19 June 2009 (UTC)

big Common skill issues

 * --FunnyUsername 20:57, 22 August 2008 (UTC)
 * Ok, i just saw the discussion of the 21 august update, and that it is related with heroes and henchmen not using skills if there's no foe within double the earshot range.
 * --FunnyUsername 21:43, 22 August 2008 (UTC)
 * Updated the issue to resolved status. --Draikin 00:21, 23 August 2008 (UTC)


 * --Draikin 20:36, 4 August 2008 (UTC)
 * I've bugged Frenzy and Rush canceling other stances, but I didn't notice the same weirdness across the board. Meaning any Stance issues we find will have to be addressed on an individual basis.  If you notice any other awkward interactions, please post.  Thanks for the report! Leah Rivera 00:42, 6 June 2009 (UTC)
 * After the June 18th update heroes seem to use Frenzy and Rush correctly now. I'm thinking they could actually be allowed to cancel Rush with Frenzy if they have enough health and they're not moving, but seeing a hero actually cancel Frenzy without having to micro it is already pretty amazing, even more amazing is that the same AI works for Primal Rage as well. I just so happens that I was running a hero build in Hero Battles where I had to disable Primal Rage and Rush and constantly micro those skills, but now I can actually let the AI use these skills by itself. Nice work! --Draikin 16:24, 19 June 2009 (UTC)


 * --Draikin 20:10, 5 August 2008 (UTC)
 * I agree, this is right up there on my weird bug list. Thanks for all the information on this one, it made it really easy to reproduce.  I've entered this into the database. Leah Rivera 18:21, 8 June 2009 (UTC)
 * After the June 18th update this problem should be resolved. --Draikin 16:24, 19 June 2009 (UTC)