ArenaNet talk:AI bugs

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Flagging and Movement Issues

 * --Draikin 00:36, 13 September 2007 (UTC)
 * Here are a few more details on exactly how to trigger this bug: in Hero Battles, flag a hero to a certain location and let him die. Cancel the flag about one second before the hero is resurrected and you'll notice that the hero will still walk towards the removed flag. He'll only run back towards you after he reaches the previous flag location. --Draikin 01:33, 29 January 2008 (UTC)
 * I haven't been able to reproduce this issue. Do you know if this happens more often with high lag? I'll keep looking into it, let me know if you think of any other requirements to reproduce it. Ben Kirsch 18:58, 24 March 2008 (UTC)
 * I'm not sure how much lag is an issue with this bug. I just tested this again on The Crossing (average ping 100ms), flagging my team to the Cultist's Shrine and then sending one other hero to the center shrine where the other team is standing and letting him die, then canceling the flag just before he was resurrected. The hero started running towards the removed flag again (instead of going onto the bridge, he took the other exit towards the center), but now he didn't always run all the way back to the removed flag before returning to my team (the last time I verified this bug the hero never changed his mind on the way to the removed flag, even though lag wasn't a problem then either). If the bug doesn't trigger, try removing the flag the exact moment the hero is resurrected instead of one second before and increase the distance between your own character and the base. This problem may also be related to the heroes repeatedly activating and canceling skills problem. --Draikin 20:35, 24 March 2008 (UTC)
 * Another good report Draikin, thanks! I was able to reproduce this bug and entered it into our database. Leah Rivera 16:48, 27 May 2009 (UTC)


 * --Draikin 16:47, 19 October 2007 (UTC)
 * Hey Draikin, I wasn't able to get a hero to ignore flag placements based on pursuit. We've had some issues like this in the past that were cause by the hero wanting to use a skill on their bar that they weren't currently capable of using, which we have since corrected. Are you still seeing this behavior now? Just in case this is a similar problem, it might be useful to know what skills your hero had on their bar, what their command setting was, etc. -Kim Chase 23:29, 11 July 2008 (UTC)
 * It didn't happen all that often and I don't know exactly what triggered it so I can't say for certain the bug is gone. I remember this happening with R/P heroes that followed their target when it ran away from a shrine, and no matter what I did (flag, micro skills, change command settings), the heroes continued to chase their target for about 5-10 seconds. I do remember that it was different from the other bug which I think I forgot to report here: when a hero uses a skill on a target but is unable to finish activating it because the target died, and that target is immediately resurrected at a shrine, the hero will abandon its flag and run up to the target to finish using the skill. In that case simply reflagging the hero works, but the bug I mentioned earlier is different since the hero wasn't actually activating any skill. That does sounds like it could have been the bug you're talking about. --Draikin 00:25, 12 July 2008 (UTC)
 * Yeah, my guess is that this was that fixed issue mixed with the one reported elsewhere on this page that causes heroes to pursue too far when attemping to activate a skill. The old bug would explain why you couldn't flag them and why you couldn't see a skill being activated. (I am referring to the fix "Improved Hero/Henchmen responses to effects that cause skills to fail, such as Spell Breaker. If the target is immune to a skill, Heroes will now stop activating that skill after a small number of failures." from the 4/24/08 update.) Anyway, I'm going to close out this thread. If this crops again we'll have to nail down specifics anyway, so might as well start fresh. Thanks Draikin. -Kim Chase 20:59, 14 July 2008 (UTC)
 * Unfortunately it seems the bug is still there. It always happens in the same way: two heroes are fighting at a shrine, one hero runs to a different location and the other hero follows until it can attack and only then responds to flag commands again. None of the skills on the hero are being activated. --Draikin 23:28, 18 July 2008 (UTC)
 * I encountered this bug while attempting to vanquish Talus Chute 3 days ago. It specifically happened on the northwest side of the area and effected Alesia and Acolyte Sousuke. Alesia was flagged along with 3 other henchmen while Sousuke was flagged a little to the side (if Sousuke was laying down, he would have neatly fit between the two flags). Alesia charged off to the south and Sousuke headed southeast. Henchmen were all set to defend and there were no foes on the radar. I was able to stop them both from running away by resetting the party flag twice. 24.188.207.20 20:35, 5 March 2009 (UTC)
 * I encountered this again while vanquishing in the northern shiverpeaks yesterday. 24.188.207.20 01:46, 9 March 2009 (UTC)
 * I think I finally found a somewhat reliable way to reproduce the problem I described. I had a R/W (axe + pet) set to Defend and flagged on one shrine, then used a monk (easiest when you're the one controlling that character) with Sprint. I let the hero attack me and then, in between the melee attacks, activate Sprint and make a run for it. The hero will want to make a new attack but he has to catch up to you to be able to hit you so he follows, and if you timed it correctly, the hero will actually ignore his flag and chase you wherever you go. This is what happened to a R/W flagged to the Center shrine on Bombardment. What's important here is that the R/W wasn't trying to activate a skill, it just wanted to complete a normal melee attack. This problem also occurs with heroes using a spear but not as often (which makes sense since they have a ranged attack). When this problem occurs reflagging them doesn't help so you really can't do anything about it. --Draikin 02:35, 15 March 2009 (UTC)
 * Here's a video showing the scenario I described above. --Draikin 15:58, 15 March 2009 (UTC)
 * Thanks for the video and repro Draikin! Most excellent investigation.  I've updated an existing bug with your information. Leah Rivera 01:04, 27 May 2009 (UTC)


 * We are aware that NPCs can sometimes get caught on chests and are looking into ways to remedy this problem. Thank you for the report. -Kim Chase 00:56, 15 July 2008 (UTC)


 * --Draikin 15:26, 21 July 2008 (UTC)
 * I've seen this when using test commands to speed up my character/heroes on the test server, but haven't been able to reproduce it on Live. It might be caused by some wacky state where lag and collision, well... collide, but I'm not sure.  Is this one a big eyesore?  Or do the heroes ever get stuck in the objects? Leah Rivera 17:07, 27 May 2009 (UTC)
 * The issue is that the heroes take a shortcut and may end up capturing a shrine they otherwise wouldn't have. As rare as it may be, I've seen this bug decide the outcome of a match. --Draikin 18:15, 11 June 2009 (UTC)


 * --Draikin 17:22, 24 August 2008 (UTC)
 * Poor little monks just want to help so much! Though it's flattering that they'd place our health above the goals of the team, I agree that this is an issue for HB.  Thanks again for researching this Draikin, reported! Leah Rivera 18:31, 27 May 2009 (UTC)


 * --Draikin 23:59, 2 April 2009 (UTC)
 * When you're crippled you can't run away from your attacker, and by moving you're just doing him a favor by giving him free Criticals, thus worsening the situation. If I remember correctly they still move when not under attack, even when crippled. I think everything is fine. &mdash; Poki#3 [[Image:User_Poki_Signature.jpg|19px|My Talk Page :o]] 12:17, 3 April 2009 (UTC)
 * By that logic no monk in PvP would run from warriors who have a speed boost since you "can't run away" from them either, which you'll notice isn't the case. It's not that you can't run away, it just means the opponent will catch up faster so there will be less time between consecutive attacks. That doesn't mean kiting is suddenly useless, you'll still take a lot more damage by just standing there, critical hits or not. An old but very similar bug caused heroes to stop kiting from opponents with a speed boost, and back then there were also people that argued it was intended behavior. That bug was resolved shortly after Hard Mode was introduced (PvE mobs there have inherent speed boosts), and this problem is essentially the same. --Draikin 15:14, 3 April 2009 (UTC)
 * Cripple reduces your speed to 50%. Most Warriors will use a 25% speed boost in PvP. In the fist example the speed difference between them is 50%, and in the second it's 25%. I think this matters. Someone might need to do tests to see if it's beneficial to run while crippled as opposed to standing. Personally I think not, but that's just my shallow opinion. &mdash; Poki#3 [[Image:User_Poki_Signature.jpg|19px|My Talk Page :o]] 15:38, 3 April 2009 (UTC)
 * I'm sort-of leaning on Poki's side of this issue. When I tried it (thanks for the set-up Draikin!) my monk would take that crippled time to heal himself and attack the enemy instead of trying to kite.  However, if you or anyone else still feel strongly on this issue, please post and I'll open up an inquiry. Leah Rivera 19:01, 27 May 2009 (UTC)
 * I agree on this being an issue. I'll research it this afternoon more and see if what I fear is true, this being the idea of wiping a group of enemies by assa-porting in on them, mass-snaring them with a trap and pummel them with AoE damage from afar which they don't evade any more since kiting is not an option when snared. --Golgarit Raven 08:17, 17 June 2009 (UTC)
 * Just finished testing in GvG. Snared NPCs and Heroes will stop moving and try to heal themselves. In the middle of a Sandstorm and Churning Earth. And die trying. The only movement Heroes do is when set to guard and trying to attack someone outside the AoE damage zone. This wipes groups. Death's Charge, Caltrops, Recall, and you can make your way through anything when backed up by 3 Eles. Please fix this, i'd say, standing there healing is an option, but only when not taking massive amounts of damage. --Golgarit Raven 14:43, 17 June 2009 (UTC)
 * On second thought, the only heal that would make sense to cast is one that gets rid of a condition. As long as you don't find one, you should try to get away, so others can take it off you. Standing there snared and casting Troll Unguent (saw that once) in the middle of the incoming damage will do no good, thats for sure. --Golgarit Raven 20:05, 25 June 2009 (UTC)


 * I've updated the bug on this issue. Thanks for the report! Leah Rivera 19:15, 27 May 2009 (UTC)


 * --Mirre 11:18, 19 July 2009 (UTC)
 * The AI for HM enemies and heroes is the same so AI monsters have the same difficulty running out of AoE attacks as heroes and henchmen do, it's just more noticeable on your own team especially when the opponents are level 30 making their AoE attacks a lot more devastating. This problem is definitely one of the worst AI flaws in the game, be it in PvE or Hero Battles, and it should be solved. Unfortunately last time I reported this about a year ago I was told Anet would not look into the problem for whatever reason. When I asked Joe Kimmes about it a few months ago, he said it's something he wanted to improve. The question is if he'll ever have the time for that. --Draikin 16:26, 19 July 2009 (UTC)
 * Well it seems to have gotten worse recently, i normally didnt have the problem of the whole team standing in the same place while being hit with fire storms and meteor showers. I just hope they check it, cause if their objective is that HM is not to be done with heroes and henchies... they are succeeding in it. Its pretty though if you have to flag your heroes out of the AoE. --Mirre 18:09, 19 July 2009 (UTC)


 * --Draikin 22:04, 5 August 2009 (UTC)

Assassin

 * --Ckal Ktak 14:30, 5 December 2007 (UTC)
 * Is this still an issue? If so, could you (or whomever) please post a few examples of skills that should be used in synergy but the AI just isn't recognizing it? Leah Rivera 19:31, 27 May 2009 (UTC)
 * I think this needs to be approached on a skill-by-skill basis. It's probably better if we create a new report for this detailing the problem with specific skills, after which we can archive this one. --Draikin 16:39, 19 July 2009 (UTC)


 * --Golgarit Raven 23:54, 15 June 2009 (UTC)
 * Still remains the same after todays update. --Golgarit Raven 13:26, 19 June 2009 (UTC)
 * What exactly do you want them to do with this skill (and all offensive shadow steps)? If they're used as soon as a foe is in range, many people will complain about their hero acting like a RA assassin. 74.215.145.113 06:00, 9 July 2009 (UTC)
 * Well, since the skill is not permanently coded into every assassin heroes skill bar.. I for one prefer complaints about a surviving hero that behaves as skilled by his leader over complaints about dead and useless heroes with no tactical advantage over warriors. --Golgarit Raven 07:39, 9 July 2009 (UTC)


 * --  Cobra   [[Image:User_Demonic_Cobra_Cobra_icon.png | 15px ]] 10:31, 12 February 2009 (UTC)
 * Nice bugs, thank you! After much boss hunting I entered bugs for all but Xuekao the Deceptive.  He used all his skills against me and when I looked at his bar, it had some viable combos with no blocked skills.  Is there something I'm missing about him? Leah Rivera 22:08, 27 May 2009 (UTC)
 * Xuekao's build was made with Way of the Empty Palm in mind (it had only offhands and duals), but was changed since Assassin's Promise couldn't be captured. Senkai would benefit more from AP then WotEP. Maybe changing the rest of Xuekao's build to more fit his elite would be in order.
 * Also, basically any monster build that has Black Lotus Strike is more or less broken. It used to be an offhand that required a hex (and was skipping a lead) but was changed to a lead that benefits from having a hex, thus many monsters where left with no offhand attacks, or had a disturbed chain balance (for instance they have 3 duals, and only 1 useable offhand).
 * Since I'm already talking about obsolete skill bars I'll just mention that Wizardboy777 has a list of monsters with more or less broken skill bars, but hopefully you're aware of the list already. It has a few more assassins: Nika (during The Norn Fighting Tournament), Xien, Luxon Assassin, Convicted Criminal (assassin), Deadly Lavastrider. &mdash; User_Poki_sig.png Poki#3  (talk ) 01:36, 29 May 2009 (UTC)
 * Thanks for the response Poki. Nika and Xien were already in the system and I added bugs for the worst of the Black Lotus Offenders.  Thanks for the heads up about Wizardboy777's list too.  I'm the new girl on the team so am still finding my way around the wiki. Leah Rivera 20:12, 29 May 2009 (UTC)


 * --208.102.186.168 19:41, 3 March 2009 (UTC)
 * Yikes, good bug but I wasn't able to get it to repro. Does anyone have more information on this? Leah Rivera 22:32, 27 May 2009 (UTC)
 * It definitely happens often enough to be a problem, but I never managed to find out exactly what causes the problem. The only time I managed to reproduce it intentionally was when a spirit was blocking the way to the hero's flag after shadow stepping (so I plaed the flag to a new location and then canceled Recall), the hero stopped in front of the spirit and stopped responding. However, after repeating that scenario the hero did recalculate its path after bumping into the spirit (the way the AI works they just bump into things like spirit, pets and player characters and only then try to move around that object). This does lead me to believe it has something to do with a bug in hero pathfinding causing the hero to lock up. --Draikin 18:45, 2 June 2009 (UTC)
 * Thanks for the update Draikin. I gave it another try but still haven't managed to reproduce it.  I'll continue to keep an eye out so we can track down the cause and if anyone finds more information on this bug, please post it. Leah Rivera 23:08, 3 June 2009 (UTC)
 * Taking a wild guess here, but it might happen when a hero shadow steps directly on top of where they are flagged, and continue to try to move to their flag, without realizing that they are already there. 74.215.145.113 06:00, 9 July 2009 (UTC)

--Golgarit Raven 13:32, 19 June 2009 (UTC)
 * I looked into this and I from what I saw an assassin hero will use the skill provided that the enemy is afflicted by a condition. Given the description of the skill, this makes sense because it provides no benefit in any other case over a standard attack. If this is still occurring in some situation where the enemy does have a condition please update so we can look into it further. --Devon Carver 00:05, 14 July 2009 (UTC)
 * I agree with Devon that the AI seems to use this skill correctly. --Draikin 16:33, 19 July 2009 (UTC)


 * --Draikin 12:15, 20 July 2009 (UTC)


 * --FunnyUsername 11:00, 28 August 2009 (UTC)

Dervish

 * --FunnyUsername 15:42, 31 August 2008 (UTC)
 * I've added this bug to our database. Thanks for the report! Leah Rivera 23:14, 27 May 2009 (UTC)
 * After June 18 (2009) update, the AI behavior with skill seems to remain the same. AI doesnt seem to use it more often. --FunnyUsername 08:23, 19 June 2009 (UTC)
 * Melonni uses this skill every time it reloads, can't agree with you there, sorry.. --Golgarit Raven 13:56, 19 June 2009 (UTC)
 * Agreed with Golgarit, the AI now seems to use this skill perfectly. Can you post the build you're using FunnyUsername? --Draikin 14:38, 19 June 2009 (UTC)
 * I tried with MOX and Melonni using the following build:
 * The heroes do use Attacker's Insight, but will not allways pick this skill over other skills. The AI seems to use the skill like they did before, giving no priority to it during combat.--FunnyUsername 20:35, 19 June 2009 (UTC)
 * You got a condition skill in there. Your Dervish will use Wounding Strike on high priority if your enemy is not under the effect of a condition it can inflict. This does override Attackers Ingight and I'd say, is intended, because it helps you beat the enemy quicker with deep wound. A little hint: OgCjkqqLrSFYwXNXXgQXDYjblXA will show you how well it works with a different elite. PS: Draikin, maybe you could crosscheck on that in PvP? PvE even this skillbar runs smooth. --Golgarit Raven 20:51, 19 June 2009 (UTC)
 * You got a condition skill in there. Your Dervish will use Wounding Strike on high priority if your enemy is not under the effect of a condition it can inflict. This does override Attackers Ingight and I'd say, is intended, because it helps you beat the enemy quicker with deep wound. A little hint: OgCjkqqLrSFYwXNXXgQXDYjblXA will show you how well it works with a different elite. PS: Draikin, maybe you could crosscheck on that in PvP? PvE even this skillbar runs smooth. --Golgarit Raven 20:51, 19 June 2009 (UTC)


 * Heroes do not give any priority to Wounding Strike over other attack skils, at least they dont do when i use them :S (maybe i should give them holidays more often). They simply spam any of those 3 attack skills randomly (although they stop using WS at all if the target has both conditions).
 * Anyway i swapped WS for Chilling Victory and i still experience the same issue, most of the time the AI will use 1-3 attack skills before they decide to use Attacker's Insight (cant tell if the rate is the same as before the update, since i rarely use derv heroes). --FunnyUsername 11:12, 20 June 2009 (UTC)
 * I just checked and indeed it appears that they don't give the skill priority in PvP (tested on the Isle of the Nameless). What's worse is that it appears the Attunements and Glyph of Immolation suffer from the same problem. I just hope this wasn't done intentionally to make the AI less effective in PvP, I'll have to ask Joe about that. I'll check how it works in Hero Battles specifically as well. --Draikin 13:19, 20 June 2009 (UTC)
 * I just checked and they don't prioritize them in Hero Battles either. --Draikin 13:42, 20 June 2009 (UTC)
 * Strange phenomenon.. in PvE it works really fine, even on the isle they get it right. --Golgarit Raven 13:53, 20 June 2009 (UTC)
 * I did my testings on PvE in Arjok ward and Marga coast (cause there are 3-4 enemies patrols and its easy to manage the dmg with 2 monks) and i can't understand why you dont experience the issue on PvE... Also i've never heard of heroes having different behavior of a skill in pve and pvp (of skills that are not splitted into pve and pvp versions i mean), can that be possible?. --FunnyUsername 14:02, 20 June 2009 (UTC)
 * Like you said my conclusion was wrong. Joe explained how the AI works in a bit more detail and I think I now understand what's going on with your build: the other enchantments are boosting the priority of Wounding Strike and Mystic Sweep to the point where they're equal to the priority of Attacker's Insight, and the conditional effect on Victorious Sweep is also easily triggered in PvE. If Attacker's Insight is the only enchantment the hero uses (excluding enchantments coming from the rest of the team) it should be used a lot more often. --Draikin 20:58, 25 June 2009 (UTC)
 * Thx for the explanation, i also took a look at your conversation with Joe. In my opinion, unless that random factor is removed somehow (like adding more lvls for example) from the AI priority conflict (when various skills are on the same priority lvl), AI will never make a good use of most skills. I hope Joe can manage to "fix" this someday. --FunnyUsername 22:28, 25 June 2009 (UTC)

Elementalist

 * --FunnyUsername 21:15, 26 August 2008 (UTC)
 * Agreed, these skills could definitely use a higher priority. --Draikin 17:59, 27 August 2008 (UTC)
 * I'd like to add to the list as well, that skill seems to have no priority over other skills despite the fact that usually the entire build needs this skill to function correctly (like the popular Steam water ele). Simply giving it the same AI as the one used for Glyph of Lesser Energy would be enough to solve that problem. --Draikin 19:33, 27 August 2008 (UTC)
 * Thanks for the report everybody, I opened a new bug for these. Leah Rivera 23:56, 27 May 2009 (UTC)
 * After the June 18th update, the AI now maintains these skills perfectly. --Draikin 14:50, 19 June 2009 (UTC)
 * But it appears they only do so in PvE. --Draikin 13:48, 20 June 2009 (UTC)
 * My previous conclusion was wrong, they do use it in the same way in PvE, but it appears other skills like Mind Blast might get "promoted" to the same level depending on their conditional effects, which means the AI might still use them before the enchantments. --Draikin 01:48, 19 July 2009 (UTC)

Ugg 06:22, 18 October 2008 (UTC)
 * I suggest it get the same AI as the attunements, so they'll precast it, and use it to recharge energy after a fight. Ubiquitous 03:47, 25 November 2008 (UTC)
 * I've updated the attunement bug to include this skill as well. Thanks for the report! Leah Rivera 23:59, 27 May 2009 (UTC)
 * After the June 18th update this skill is now used correctly. --Draikin 14:50, 19 June 2009 (UTC)
 * But it appears they only do so in PvE. --Draikin 13:48, 20 June 2009 (UTC)
 * No, they do not always. As soon as a Glyphe of lesser energy is equipped, heroes will not use Master of Magic at all. --Golgarit Raven 18:02, 20 June 2009 (UTC)
 * True but that's something that goes for all the 5 energy skills, so it hasn't actually got anything to do with Master of Magic itself. --Draikin 18:22, 20 June 2009 (UTC)
 * Still they should cast it at least before the GolE, they even skip this step when GolE is not being used. Equipping is enough. --Golgarit Raven 20:33, 20 June 2009 (UTC)
 * I just tried that and they did cast Master of Magic while GolE was recharging or when I disabled it. Can you post the build that triggers the above behavior? --Draikin 20:54, 20 June 2009 (UTC)
 * That would be OgBFgWe6tGzjYFZAMYaTjZx3QHC on Vekk, he ignored all 5e skills when GolE was up and MoM constantly. --21:15, 20 June 2009 (UTC)
 * The same applies to Glyph of Elemental Power - when equipped, no Master of Magic is used. Same build, changed Glyphs. --Golgarit Raven 01:26, 22 June 2009 (UTC)
 * This is starting to get confusing. The problem with Glyph of Elemental Power seems to be a different bug that prevents the AI from using Restoration Magic skills when it's active. Furthermore, Master of Magic itself seems to have the exact same effect on other Restoration Magic skills. I'm not sure if these are new problems are not. --Draikin 17:19, 22 June 2009 (UTC)
 * You sure on that? I usually got the heal thing on slot 2 and never noticed Vekk leaving it out.. I'll recheck.. --Golgarit Raven 19:32, 22 June 2009 (UTC)
 * You're half right. Happens with both skills. As long as one Restoration skill is active, no second will be used. Aura will be cast permanently, yet in battle as soon as it ends, Master will be fired up.. then when it ends, he switches to Aura again. Looks to me as if there's a 1-spell-limit on Restoration Magic!? --Golgarit Raven 19:37, 22 June 2009 (UTC)
 * If Aura is active then they still use Master of Magic so the bug doesn't occur with every skill. As far as I can tell, it's only when either Master of Magic or Glyph of Elemental Power is active that no other skills are used but I haven't checked all the Restoration Magic skills yet. --Draikin 21:26, 22 June 2009 (UTC)
 * I just happened to see hi9m ignore Aura as long as Master was active, and vice versa.. he had Aura up before and after battle, during battle he only used Master.. which nearly got him killed. --Golgarit Raven 21:27, 22 June 2009 (UTC)
 * I more or less understand what's going on with Master of Magic and Glyph of Elemental Power, since those skills don't boost the Restoration Magic attribute it seems the AI will refuse to use skills from that attribute altogether. Whether or not that's a good thing is debatable, for Master of Magic this behavior doesn't really make much sense to me and they should just let them use all their skills like they normally do. For Glyph of Elemental Power it does make more sense since you'd want the AI to get the most out of the 10 spells it can cast, but it would be better if they just gave the Restoration Magic skills a lower priority when the glyph is active instead of disabling them altogether. --Draikin 14:33, 28 June 2009 (UTC)


 * --Golgarit Raven 17:39, 18 June 2009 (UTC)
 * Agreed that this could use an update. The only times I can get them to use it is by surrounding them with at least 3 enemies, which is a situation you'd rather not want them to be in. I'd make them use it when they can hit at least two opponents with it (regardless of whether or not they're hit by the adjacent or ranged attack). --Draikin 17:55, 18 June 2009 (UTC)


 * --Draikin 19:52, 18 June 2009 (UTC)


 * --Draikin 17:19, 20 June 2009 (UTC)
 * Equipping this one also prevents Master of Magic being cast. --Golgarit Raven 18:12, 20 June 2009 (UTC)
 * That makes sense since it costs 5 energy, currently none of those skills are used while heroes are under the effect of Glyph of Lesser Energy. --Draikin 18:22, 20 June 2009 (UTC)
 * Update the original report with additional information. --Draikin 14:14, 28 June 2009 (UTC)


 * --[[Image:User_Timeoffire45_sig.jpg]]  Timeoffire45  23:28, 8 July 2009 (UTC)
 * Ammendment: Heroes will not use Ether Prism for energy management outside of combat. I suppose this is less of an issue than what I stated above, though I can still see it potentially problematic if your hero is ridiculously low on energy after a fight and another group is on its way. Still, I suppose it would have to be something opened up to discussion in any rate. --[[Image:User_Timeoffire45_sig.jpg]]  Timeoffire45   rawr  00:44, 12 August 2009 (UTC)

Mesmer

 * --Draikin 21:10, 30 August 2008 (UTC)
 * Added a bug on this issue, thanks for the report. Leah Rivera 00:25, 28 May 2009 (UTC)
 * Should be resolved according to the latest update notes. --Draikin 23:06, 9 August 2009 (UTC)

Monk

 * --Draikin 00:39, 11 July 2008 (UTC)
 * I was unable to find an issue with how heroes use this skill. Against a Monk/Warrior with 4 adrenaline skills, and a Warrior with 0 adrenaline skill, my Monk hero would always use Signet of Rage against the Monk/Warrior, even if it was physically attacking the Warrior. Ben Kirsch 20:17, 14 July 2008 (UTC)
 * I thought they really did target based on the number of adrenaline skills their foes have, but after hearing people say this wasn't the case and testing it more thoroughly, I did notice some inconsistent behavior with this skill. In one example, my hero used the skill on a nearby monk (who had no adrenaline skills and was wielding a staff) instead of using it on the warrior attacking him. I'll try and test it again to get some definite results. --Draikin 21:24, 14 July 2008 (UTC)


 * --Final Abomination 23:05, 9 February 2009 (UTC)
 * As far as I can tell heroes only use this skill when their target is below 60% health, presumably this is done so that the next Healing or protection prayers skill takes advantage of the additional health. This does seem to make sense given the way they prioritize healing the allies with lower health. You can argue that if your allies don't ever drop below 60% health there's no need to use the skill anyway, and although that sometimes causes them to use the skill at the wrong time (for example when the ally is getting spiked and needs a WoH or RoF instead of a heal that takes 1 second to cast) I'm not sure if a change is necessary. --Draikin 19:41, 10 February 2009 (UTC)
 * You both make very good points. On one hand you have the wasted second if someone's getting spiked, on the other had you have an underutilized elite.  Either way, it's worth taking a look at, so I put an inquiry in on the skill.  Thanks for the report. Leah Rivera 21:27, 29 May 2009 (UTC)
 * After the June 18th update I think the AI is now worse at using this skill. Before they used it intelligently in the way I described above, but now it's as if they just use the skill randomly as if it's a simple Orison of Healing. This seems to be more of a downgrade to me. --Draikin 15:05, 19 June 2009 (UTC)


 * --Draikin 16:37, 13 April 2009 (UTC)
 * While I was looking this, the only time I noticed a serious overlap with Patient Spirit and other healing skills (WoH included) was when I was under heavy fire. In those cases, I was very glad my monk was spamming all he had to keep me alive.  When the damage was light, I didn't notice much of an overlap.  Where I agree that energy efficiency is very important for heroes, I also think it's good to err on the side of caution with healing skills.  As always, I'm open to discussion if anyone feels strongly about this.  Thanks for the report! Leah Rivera 01:02, 30 May 2009 (UTC)
 * What negative impact do you feel this change could have? It's certainly good to err on the side of caution with healing skills, but this change wouldn't make a monk stop healing you in dangerous situations. It would simply reduce the amount of overheal in situations when you're not dropping below 60-70% health, meaning they have more energy available when they really need it. What you're saying about heroes spamming heals in dangerous situations as being a good thing: basically you're hoping your hero gets lucky spamming random heals, because that's really what they're doing with Patient and WoH now. What's certain though is that they will be running out of energy in the long run, and that's guaranteed to get your team killed. --Draikin 19:08, 2 June 2009 (UTC)
 * Ah ha! I gave this another try and figured out what I was seeing.  What I was trying to relay above is that I wasn't able to reproduce the over-heal described here (I apologize for not being very concise).  So I went back and checked this with test commands to be sure and I found my hero would double up Patient Spirit and Orison only when the damage taken was about 30% of my health, just as you mentioned.  After the math, that was a slight over-heal of about 12 points to my Ranger (not counting Divine Favor).  From my perspective, that was acceptable.  I did get the Monk to use Word of Healing with Patient Spirit a few times when the damage was at about 35%, but the most over-heal I managed to squeeze out of him was around 20 points.
 * To address your question above, the only concern I had about requiring the healers check for Patient Spirit before casting other healing spells was in cases when you really need that extra heal and they withheld it. However, after your clarification that this change is only suggested at 70% and up, it's rather moot. :) Leah Rivera 00:27, 4 June 2009 (UTC)


 * --Draikin 16:48, 13 April 2009 (UTC)
 * I agree using Patient Spirit before WoH works more effectively against adrenaline spikes. However, when working with AI, getting them to anticipate future damage can be a slippery slope.  With Word of Healing being an inexpensive skill with a quick recharge, I'm ok with the heroes using it as they do. Leah Rivera 01:02, 30 May 2009 (UTC)
 * I wasn't actually talking about anticipating future damage. This change wouldn't cause the AI not to heal allies at certain times, it would simply mean they favor other healing skills when the ally is above 50%. In the event where WoH is the only heal available at the time the AI would still end up using it. It's just in the cases where the AI has multiple healing skills available that it would actually consider the <50% clause. With the latest change to WoH which emphasizes the conditional heal the AI is now even worse at using the skill. I don't see any scenario where the current behavior would be favorable to the change I mentioned (to clarify: I'd make the AI favor the skill over other healing skills when the ally is under 50% health, and the other way around when the ally is above 50% health), at least not one that is not based on sheer luck. --Draikin 03:50, 2 June 2009 (UTC)
 * Oh I see, thanks for the clarification. From what I can tell, Word of Healing is given priority when the target falls below half health over "little" heals like Orison.  However, other "big" heals like Heal Other and Jamei's Gaze are occasionally trumping it.  As the Energy cost for those skills are much higher, I've entered a bug in the database to see if we can't get Word of Healing a little more action when the target is below half health. Leah Rivera 01:02, 4 June 2009 (UTC)


 * --Draikin 16:39, 5 June 2009 (UTC)
 * I wasn't able to reproduce this issue. My hero did seem to prioritize using Spotless Soul and Spotless Mind when multiple conditions or hexes were present.  He only started hitting my character with Mend Condition first when my conditions stacked to four which I thought was an acceptable use of the skills.
 * However, while checking this out, I did notice that the AI didn't seem to be checking if the Spotless spells were up before casting any single hex/condition removal skills. That caused a lot of mis-spent Energy (which I reported).  Could that have been what you were seeing? Leah Rivera 17:45, 8 June 2009 (UTC)
 * Well this was somewhat resolved but the end result is a bit questionable. The AI will now use single hex removals first before using Spotless Mind, meaning if you're hexed with at least two hexes then the AI is not going to use Spotless Mind and hold on to Cure Hex, but they'll actually always use Cure Hex first and then use Spotless Mind. This is far from ideal. --Draikin 15:21, 19 June 2009 (UTC)


 * --Draikin 11:01, 7 June 2009 (UTC)
 * You're absolutely right, the AI seems to using these skills interchangeably. I've entered this issue into the database.  Good eye Draikin, thanks for the report. Leah Rivera 17:45, 8 June 2009 (UTC)
 * After the June 18th update Restore Condition should be used correctly but Mend Ailment wasn't mentioned in the update list. --Draikin 15:21, 19 June 2009 (UTC)

Necromancer

 * --Draikin 22:01, 4 August 2008 (UTC)
 * This is a very well written case and I agree that, as a human player, I would juggle my degen to regen ratio. However, even with an AI limitation as you suggested, I'd be hesitant to make this change and risk the AI becoming too vulnerable to human players who could potentially exploit this behavior. Leah Rivera 17:06, 1 June 2009 (UTC)


 * --FunnyUsername 11:27, 13 August 2008 (UTC)
 * I entered this into the database. Thanks for the report Funny! Leah Rivera 18:24, 1 June 2009 (UTC)

Vili &#x70B9; 23:13, 13 June 2009 (UTC)
 * Thanks for the report. I think the issue may be that the AI actually tells the NPCs to target a corpse (most likely the one nearest to them) before using skills that exploit corpses. I sent this to the programmer to see if he can set an exception for this skill. --Andrew Patrick 18:03, 13 August 2009 (UTC)


 * --Draikin 13:19, 28 June 2009 (UTC)


 * &mdash; User_Poki_sig.png Poki#3  (talk ) 00:01, 8 August 2009 (UTC)
 * Can you post the build that shows this misbehaviour? Just the code will do. My Livia uses it like an attunement all the time, so I think it's something in your build preventing correct usage. --Golgarit Raven 17:39, 8 August 2009 (UTC)

Paragon

 * --Falconeye 22:47, 15 August 2008 (UTC)
 * Good report Falconeye, but when I tried this out in-game, "The Power Is Yours!" was used by my paragon hero frequently and in conjunction with Echoes. Has something changed since August, or are you still encountering this bug? Leah Rivera 00:26, 2 June 2009 (UTC)

--FunnyUsername 11:33, 20 June 2009 (UTC)
 * This problem should have been resolved in the August 2008 update but indeed it seems they're still not using it correctly. I also reported "Lead the Way!" and Bladeturn Refrain back then which had the same issue, these do seem to be used correctly now. --Draikin 13:33, 20 June 2009 (UTC)

Gigashadow 07:51, 28 July 2009 (UTC)

Ranger

 * --Draikin 12:03, 28 June 2009 (UTC)

Ritualist

 * --FunnyUsername 22:47, 12 August 2008 (UTC)
 * Good bug Funny, I've added this to the database. Thanks for the report! Leah Rivera 18:02, 2 June 2009 (UTC)
 * After june 18 (2009) update, the AI uses this skill more frecuently during combat, but still the skill is never used out of combat. --FunnyUsername 08:21, 19 June 2009 (UTC)
 * You are correct Funny, and I apologize that the update notes were misleading on this one. It was deemed that using Offering of Spirit for energy management while out of combat didn't need to be prioritized over other skills. Leah Rivera 00:16, 20 June 2009 (UTC)
 * Not prioritizing should be fine, but never using it outside combat can put you into serious trouble, at least in PvE. Imagine you just beat up one group of enemies, are low on health and energy and need a break to recover, but 30 feet away you already spot the next patrol on their way up to you, and the next patrol behind you, too. No place to go, and the next fight is just about to come up, yet your healer is drained and the party lacks life energy. It should be okay to use this one if you are low on energy, have a spirit around and are outside of combat. The spirit party is important though, as this usually means "we just were fighting and the spirits are still standing", since only Life and Preservation are summoned outside a fight (as of now). --Golgarit Raven 07:10, 20 June 2009 (UTC)


 * --FunnyUsername 15:29, 16 August 2008 (UTC)
 * I reported this issue before so I definitely agree with you, but it wasn't considered to be a problem by Q&A: ArenaNet talk:AI bugs/AI Issues Archive 1. --Draikin 17:52, 16 August 2008 (UTC)
 * Well, i just can say sorry for double posting the same issue... and i hope they reconsider their opinion ^^ about it.--FunnyUsername 18:39, 16 August 2008 (UTC)
 * I'd just like to mention that the odd update (was it released too early perhaps?) that made the AI use this skill only when they went into double aggro range from enemies was a near perfect solution for this skill. --Draikin 22:59, 30 August 2008 (UTC)
 * In fact it was a good solution for many skills (not all) that heroes keep out of combat, such as preparations, attunements, Infuse Condition & Dark Bond, etc. This way those skills will not end too early during combat. Even this could be extended to some support skills such as: Critical Eye, Way of the Master, Way of Perfection, Conjure Frost/flame/lightning, Boon of Creation, Explosive Growth, etc. --FunnyUsername 14:52, 31 August 2008 (UTC)
 * People would complain if they changed anything else. As a general rule I'd say that if the skill can be maintained 100% of the time then they should maintain it. Spirits are a special case since they don't follow your party. --Draikin 11:34, 1 September 2008 (UTC)
 * Thinking carefully it maybe a problem if a group of monster pop up (mandragors for example) cause heroes would not have those skills up...yep, ur right its better that they maintain them. --FunnyUsername 12:35, 1 September 2008 (UTC)
 * It seems like we've come to a consensus of "not a bug" on this one, so throwing up the X to make it official. I left it clear in case any more discussion is needed, but feel free to close it out if it's not a problem anymore. :) Leah Rivera 18:07, 2 June 2009 (UTC)
 * It's still somewhat of a problem when you don't flag your heroes in Hero Battles: when they follow you they end up stopping to use the spirit, similar to how hero minion masters can't keep up with the rest of the team in PvE since they stop to cast skills on minions. --Draikin 18:27, 2 June 2009 (UTC)
 * I totally understand this one. My roommate loves her MM heroes but they're always falling behind and even as a human playing a Ritualist I'm frequently playing catch up.  Unfortunately, the only way I could see to fix this would be to have them not cast, but that sounds like an even bigger can of worms than the current situation.  If anyone comes up with a viable suggestion that would work for both PVP and PVE, I'd be happy to open an inquiry on the subject. Leah Rivera 18:29, 4 June 2009 (UTC)
 * Well, as this (and Preservation too, by the way) behave the same (buggy) way, and are party heal skills, how about using them only if any party members are below 100% health? My monk does not spam Heal Group, so why should my ritualist spam his version? :) --Golgarit Raven 06:55, 20 June 2009 (UTC)
 * I'm of the opinion that having the hero/npc cast this spirit when they get into agro range is now acceptable after the June 19th update. After all, since the cast time is only 3/4 of a second-and the only objection that was raised to the idea of an npc not casting before a fight was the question of "what if you run into pop-ups?"-I think that should be plenty of time to cast a spirit and be ready to cast other heals in short order. The issue before was greater with the 3 second cast time-which would translate into 3-3/4 seconds of no healing-but (I know I'm repeating myself here) with that significantly reduced, I think the idea deserves merit once again. --[[Image:User_Timeoffire45_sig.jpg]]  Timeoffire45  14:05, 20 June 2009 (UTC)
 * Good thought on that.. yet casting a healing spirit after battle can save lifes and would fall short if we only look to aggro for this. It also would help replenish energy after a battle, if the next one is about to start an instant later, since Ritualists have that "if a spirit is in earshot" bonus a lot. I'd prefer casting only when party members lack health, that would cover infight and afterfight. --Golgarit Raven 16:50, 20 June 2009 (UTC)
 * Hmmm... So make the AI consider it a heal and give it priority over other rit heals? As in, when they notice a party member is damaged, they first cast life and THEN start casting other skills? It sounds good to me, actually, given that (as I stated above) the cast time is significantly shorter in PvE now... Although, what about PvP? Is it possible to split the AI on the two versions of a skill since they are sorta-kinda different skills? Or am I missing a mechanic here? --[[Image:User_Timeoffire45_sig.jpg]]  Timeoffire45  17:57, 1 July 2009 (UTC)
 * You're missing a mechanic. Look at UA for example, it's a totally different usage in PvP.. they know how, I'd say it'll work perfectly. --Golgarit Raven 12:04, 2 July 2009 (UTC)
 * Hold on, what? I understand that UA and UA(pvp) are totally different skills with completely different usages and different mechanics that govern their use, but by that token shouldn't it be POSSIBLE to create separate AI's for Life and Life(pvp) to account for the differences in usage/cast time despite them being basically the same skill? I think the second half of your comment got cut off, by the way, so it was alittle hard trying to tell what you were saying at the end, there.--[[Image:User_Timeoffire45_sig.jpg]]  Timeoffire45  21:25, 6 August 2009 (UTC)
 * That's what I wanted to say. It's possible to handle (Skill) and (Skill)(PvP) differently, so PvE Life could be made a priority-1-heal (technically) while PvP Life could get a lower priority and still be put to good use, while not spamming it. Sorry, guess I was in a rush there. --Golgarit Raven 17:28, 7 August 2009 (UTC)


 * --Draikin 18:03, 1 September 2008 (UTC)
 * I think this one will have to be confined to the realm of micro managing Draikin. It looks great and there are some very sound strategies in there, but it might not work for everyone's style/build. Leah Rivera 21:09, 2 June 2009 (UTC)
 * I understand, I think this can be closed then. --Draikin 16:07, 19 June 2009 (UTC)

Gigashadow 22:42, 20 February 2009 (UTC)
 * It's not the attribute level that causes this but rather that the AI doesn't prioritize using the skill, a lot of other skills that should be used as often as possible suffer from the same problem. Glyph of Lesser Energy is probably the best example of a skill that has a very high priority, enchantments like this would benefit from having the same AI. --Draikin 02:02, 21 February 2009 (UTC)
 * I wasn't able to reproduce this issue with a Necromancer MM bar and Spirit's Gift. My hero is keeping himself enchanted 100% of the time while the party is in combat.  When you noticed this, were there any other skills that the AI could have seen as more important or were you out of combat? Leah Rivera 23:35, 2 June 2009 (UTC)
 * A friend of mine and I are just exploring this issue, as my heroes tend to use this skill very wisely, while his heroes seem to ignore it completely. Will take a while to figure out what's the big difference between our heroes, but we're on it. --Golgarit Raven 19:51, 25 June 2009 (UTC)
 * In such a case there's probably going to be skills on the hero that doesn't use Spirit's Gift that have a higher priority. Look at the skills that it does use often and see if there's something that would explain why the AI uses them so much (if they have conditional effects for example, see if there's another skill that triggers them). --Draikin 20:48, 25 June 2009 (UTC)


 * --Golgarit Raven 19:51, 19 June 2009 (UTC)
 * After the recent ritualist buff, there are a number of skills that basically should be used the same way as elementalists use attunements, by using it on recharge so that they can take advantage of the extra healing or energy from raising spirits before aggro of any mobs. The length of the enchantments means they can be maintained permanently, but the AI needs adjusting as currently they only use the enchantments when aggro'd, which leaves the casting of the enchantments open to interrupts.  Other skills in this same category include Spirit's Gift, Explosive Growth.  And I'm sure a number of others.  Anon-e-mouse 16:53, 11 August 2009 (UTC)
 * Correct.. I'll make a list of those.. and here it is: Armor of Unfeeling, Ritual Lord, Explosive Growth, Sight Beyond Sight (discusseable), Spirit's Gift, Spirit's Strength, Wielder's Remedy, Wielder's Zeal. I'll check on them tomorrow, would appreciate some help on the elite skills, as I don't have them yet. --Golgarit Raven 22:58, 11 August 2009 (UTC)


 * --Golgarit Raven 20:19, 19 June 2009 (UTC)
 * The problem i think, is the fact that each of the 3 spirits make use of the skill Pain (attack). If i remember well, AI was updated to try to avoid the use of a skill at the same time if multiple allies have that skill. That may explain why most of the time 2 of the spirits alternate the cast of Pain while the other one idles. --FunnyUsername 14:30, 20 June 2009 (UTC)
 * Then, by all the love, those ghosts should really have their very own attacks and not try to alter them.. they would be much less cannonfodder that way and they'd even have some small form of a spike if they choose the same target. --Golgarit Raven 19:56, 25 June 2009 (UTC)


 * 76.84.34.210 19:59, 23 June 2009 (UTC)


 * --FunnyUsername 19:39, 1 September 2009 (UTC)

Warrior

 * --Draikin 20:50, 10 March 2009 (UTC)
 * The -40 armor is a kicker, but I'm not sure I follow your logic. How is the armor penalty better at higher health levels?  Either way, my warrior is taking the same amount of extra damage and because of that drawback, I like the fact that my heroes save Healing Signet for when they really think they're dying.  What are other peoples thoughts on this?  If it's a popular complaint I'll gladly open an inquiry. Leah Rivera 20:30, 3 June 2009 (UTC)
 * It's better to use it at higher health levels because damage you are taking during the 2 seconds that you're casting the skill is less likely to get you killed in the process. In other words if you use it at 25% health, you might end up dying before you even finish casting the skill. When you're at 75% health on the other hand, you're far more likely to finish the cast. --Draikin 21:03, 3 June 2009 (UTC)
 * There is a fair chance the AI will waste a lot of time casting Healing Signet if the trigger is set at higher health levels. In addition I would expect the damage to be cleaned up by healers. --Zora 00:52, 4 June 2009 (UTC)
 * I was thinking along the same lines Zora. I would prefer my warrior to rely on his support at higher health levels and use his risky heal when that support isn't keeping his health up.  Are there any other advocates either way on this subject? Leah Rivera 18:44, 4 June 2009 (UTC)
 * If heroes don't overheal with Healing Signet then I don't see how they're going to waste time using it at higher health. Furthermore, at higher health you're not going to be a priority target for the opponent so you'll often take less damage then when you use it at lower health (at which point you'll very likely be the target of a spike). To answer your question Leah, that's why the armor penalty is better at higher health. It also means monks don't have to waste their energy keeping you at full health, so they can save their energy for when it's really needed (when you're dropping below 50% health). Lastly, look at it this way, is it safer to use Frenzy at lower or higher health? To me it's simple, the way the skill is now it's never going to see serious play in Hero Battles. --Draikin 20:16, 4 June 2009 (UTC)


 * -- [[Image:User Gordon Ecker sig.png]] Gordon Ecker (talk) 01:09, 12 March 2009 (UTC)
 * Currently, this skill is activated when the fighter reaches melee range. I agree that ideally it should be used when more than one opponent is in range, but putting a multiple foe limitation in place would cause the warrior to never use this skill when facing off against a single opponent.  While "To the Limit" is more wasteful in those situations, it still has some benefit to the hero so should be used if needed. Leah Rivera 20:54, 3 June 2009 (UTC)
 * Giving the skill the "more likely to be used when near multiple foes" clause would make the hero still use the skill against a single opponent while somewhat improving the overall usage against multiple foes. --Draikin 21:14, 3 June 2009 (UTC)
 * It does look like this skill is given priority when even one foe is in range. I've put in an inquiry to see if we can optimize this a little better.  Thanks for the second opinion Draikin! Leah Rivera 19:03, 4 June 2009 (UTC)


 * --FunnyUsername 20:25, 15 April 2009 (UTC)
 * While checking this, it seem like Cyclone Axe was prioritized against multiple foes and used much less frequently if there was only a single target. This is consistent with other AoE skills and is, in my opinion, a desirable approach for our heroes to have.  It ensures heroes will throw everything they have, including AoE skills, at a target to kill it.  Even if it's the last man standing. Leah Rivera 22:18, 3 June 2009 (UTC)
 * Maybe its just that im getting too paranoic with e-management, but i do think its more preferable the heroes save their energy for other more usefull skills on a 1 on 1 (interrupts, KDs, more powerfull attack skills, utility skills like IAS or adrenaline gaining skills, etc). Anyway as you pointed their current behavior isnt that bad, i think im expecting too much from heroes ^^. --FunnyUsername 19:44, 4 June 2009 (UTC)


 * --Draikin 13:45, 28 June 2009 (UTC)


 * --Draikin 13:45, 28 June 2009 (UTC)

big Common skill issues

 * --Draikin 20:34, 2 January 2008 (UTC)
 * A bug has been submitted on this issue. Ben Kirsch 23:29, 14 July 2008 (UTC)


 * --Draikin 20:34, 2 January 2008 (UTC)
 * I've been trying to find out what causes this and I think I found a way to reproduce this issue: in Hero Battles, flag one hero to a specific location and let him die (simply send him into the opposing team for example). When the hero is resurrected he will often start to cast and cancel spells repeatedly while walking back towards his flag. I mentioned this happens a lot of The Crossing, and this might simply be because the Cultist's shrine is close to the base so it's easier to notice this bug there. The altitude difference will probably not have anything to do with this after all. --Draikin 01:27, 29 January 2008 (UTC)
 * I wasn't able to reproduce this bug. Was it fixed in an update, or is it still occurring?  Thanks! Leah Rivera 22:35, 3 June 2009 (UTC)
 * It's still occurring, there are multiple causes to the bug and Joe mentioned it's on his task list but it's a difficult bug to resolve. This bug and the variations on it were also voted as the number one AI issue in Hero Battles in a survey on the GW Guru forum, seeing how it can easily decide the outcome of a match. --Draikin 22:46, 3 June 2009 (UTC)
 * I tried this again and got a successful reproduction this time. There is still an active bug on this in the system so I updated it with the current functionality.  Thanks for the confirmation Draikin. Leah Rivera 19:17, 4 June 2009 (UTC)
 * I'm not sure if it's helpful since you already managed to trigger the bug, but here's a video showing the bug on The Crossing:.


 * --Draikin 23:46, 24 January 2008 (UTC)
 * My heroes were behaving normally after using these skills. Are you still seeing this problem? If so, can you tell me a little more about what kind of situation you're seeing this in, what other skills are on you're heroes bar, etc? -Kim Chase 21:22, 14 July 2008 (UTC)
 * The problem doesn't occur often, but it didn't seem to happen with particular builds or settings. This bug happened most often on the Desert Sands map for me, where I canceled Recall on a hero standing on the BattleCry shrine to let him shadowstep to my main team on the Warsong shrine. The same bug also happens on Bombardment with heroes shadowstepping from the Health shrines to the Center shrine. I'm reasonably certain that every time I encountered this bug, I set the hero flag on top of the shrine before canceling Recall/Shadowmeld. The hero seemed to get stuck and wouldn't kite or use skills on its own until I flagged it to a different location. I once encountered a similar bug when I ordered a (melee) hero to use a skill on a character that was running towards a shrine, after which I flagged the hero to the same shrine. The hero chased the target all the way to the shrine, used the skill and then stopped moving and using skills altogether until I changed the flag location again (this exact same bug happened twice in the same game, which is also the only time I ever encountered it). --Draikin 21:49, 14 July 2008 (UTC)
 * I gave this one another try but I had no luck in the current build. Has something changed since this report was made, or is this still occurring?  Thanks! Leah Rivera 22:49, 3 June 2009 (UTC)
 * It's definitely still occurring, but it doesn't happen frequently so it's difficult to reproduce the problem and even more difficult to figure out exactly what triggers it. --Draikin 22:56, 3 June 2009 (UTC)
 * Yuck, definitely something worth tracking down then. If anyone has more information on this bug, please post.  I'll keep looking for it as well, hopefully we can find a good repro for it. Leah Rivera 19:21, 4 June 2009 (UTC)


 * --Draikin 19:12, 3 April 2008 (UTC)
 * Good find Draikin. There are a few fishy things going on with these weapon spells.  I've entered a bug on both the fact that the AI doesn't take character class into account and the fact that the aggressive spells are used on characters that aren't attacking.  Thanks for the report! Leah Rivera 19:59, 4 June 2009 (UTC)
 * The weapon spell changes from the June 18th build touched on this behavior. How's this looking now? Leah Rivera 18:37, 19 June 2009 (UTC)
 * I tested the new behavior with Warmonger's Weapon, and it seems every problem I mentioned has been resolved. Allies who are not attacking did not receive a weapon buff, and the AI now takes into account which profession their (attacking) allies have when deciding on which ally to use the skill. This means that warrior wielding a martial weapon will have the highest priority, so casters wielding martial weapons would only receive the buff after all the warriors, paragons, etc... already have a weapon buff active on them. Excellent! I didn't test other weapon spells (yet), but I'm assuming all offensive weapons spells now have this AI linked to them? --Draikin 19:37, 19 June 2009 (UTC)


 * --Draikin 17:52, 8 August 2008 (UTC)
 * Joe is already looking into this, thank you for the report.-Kim Chase 18:28, 8 August 2008 (UTC)
 * The issue wasn't fully resolved in the latest AI update: the problem mentioned above seems to be resolved but heroes still cancel skills in other situations. I haven't been able to figure out a way to reproduce that particular bug. --Draikin 17:45, 15 October 2008 (UTC)


 * --Draikin 22:51, 26 August 2008 (UTC)
 * I wasn't able to reproduce this issue reliably. Occasionally the heroes would overlap their knockdowns, but it didn't seem frequent enough to warrant a bug.  Has this issue improved since August?  Or is there a particular skill set that does this frequently? Leah Rivera 19:17, 8 June 2009 (UTC)
 * It happening at all seems like an issue to me. Heavy Blow suffered from the same problem and had its AI updated to resolve the problem, so it would make sense these were updated as well. --Draikin 23:29, 8 June 2009 (UTC)


 * --Draikin 18:52, 15 March 2009 (UTC)
 * Here's a video showing the problem described above. --Draikin 19:04, 15 March 2009 (UTC)
 * Thanks for the report! I've put an inquiry into the database about this. Leah Rivera 21:17, 8 June 2009 (UTC)


 * --FunnyUsername 08:54, 18 June 2009 (UTC)
 * I agree that this would be an improvement. Melee heroes are the worst heroes available, in a large part because the AI don't understand adrenaline spikes or when to use an IAS or IMS, not even counting more advanced play like quarterknocking. This change would approximate the way real players would play a warrior a bit more, it would be even better if the AI tried to "group" their adrenaline skills so that they can follow up on the Deep Wound with other attack skills, instead of just using Dismember and following it up with auto-attacks. --Draikin 17:17, 18 June 2009 (UTC)
 * Yeah it would be nice if heroes could use skill chains properly. Something like "marking" or "flaging" as a "skill chain" some skills so they will be used in a certain order and, once the chain is completed, the AI will wait for all the skills in the chain to be "ready to use" to start the chain again. --FunnyUsername 11:44, 20 June 2009 (UTC)

Combat and Behaviour Issues

 * This system has been addressed through updates. I didn't notice anything noteworthy about Morghan's aggro range when I checked.  Has anyone run into this issue recently? Leah Rivera 21:20, 8 June 2009 (UTC)
 * Tried provocating this a few times but could not get him to show that misbehaviour. --Golgarit Raven 13:43, 19 June 2009 (UTC)


 * On April 24th, 2008, the following update was pushed live: "Improved Hero/Henchmen responses to effects that cause skills to fail, such as Spell Breaker. If the target is immune to a skill, Heroes will now stop activating that skill after a small number of failures." Did this effectively address this issue? Heroes will still attempt to cast on invulnerable targets for a few casts, but will not waste all of their energy. This is meant to simulate an average player's behavior rather than making them instantly respond. Ben Kirsch 21:30, 8 July 2008 (UTC)


 * --Draikin 12:50, 14 March 2008 (UTC)
 * Is this issue still occurring? Leah Rivera 21:22, 8 June 2009 (UTC)
 * I'm sure it does, but it happens very rarely so it would be difficult to find out what exactly what's causing it. --Draikin 23:33, 8 June 2009 (UTC)


 * --Draikin 15:08, 14 March 2008 (UTC)
 * I'd also like to emphasize that this issue is one of the many causes for the degenerate gameplay in Hero Battles. Players using multiple R/P or R/W heroes with pets can run around all over the map and force the opponent into several simultaneous 1v1 fights. The issue here is that by simply using pets, their opponent is forced to constantly target lock his heroes which adds a lot of extra pressure on the team (since there's less time for microing skills and flagging heroes around). The player using the 3 R/P build on the other hand doesn't have to lock targets at all and is free to flag heroes to other shrines (again forcing the opponent to change hero target locks) and micro skills. This kind of advantage is simply unfair. --Draikin 00:11, 11 July 2008 (UTC)
 * I tried this out and it seemed like the animal companions were a lower priority than the Heroes in the current build. Is anyone else noticing this, or has it been addressed since July? Leah Rivera 21:34, 8 June 2009 (UTC)
 * They have the same priority. This is something people have been complaining about for over two years in Hero Battles, it's really a major issue and something that should have been resolved ages ago. I can create a video for it if you want, this happens 100% of the time. --Draikin 22:01, 8 June 2009 (UTC)
 * Thanks for the reply Draikin. I've entered this into the database as an inquiry. Leah Rivera 00:48, 9 June 2009 (UTC)


 * --FunnyUsername 18:41, 23 November 2008 (UTC)
 * Interesting solution Funny. I've forwarded that on to the designers to see what they think.  As for the skills with strange priorities, those will have to be handled on a case by case basis.  If you find any really terrible offenders (especially underutilized elites) please post them up in the appropriate class section and I'll get them into the system. :) Leah Rivera 22:06, 8 June 2009 (UTC)

207.255.164.193 20:23, 25 December 2008 (UTC) Ichi Setune Hiroshi
 * This issue is reported in the database. Thanks for the post! Leah Rivera 22:26, 8 June 2009 (UTC)


 * Vili [[Image:User Vili sig.jpg|User talk:Vili]] 20:13, 3 March 2009 (UTC)
 * While I can understand your reasoning here, I'd like to note that in Hero Battles it's very important that heroes do target spirits. I'd even go as far as to say that spirits should get a higher attack priority in PvP, since at the moment heroes will too often leave the spirits alone and allow the opponent to build a spirit nest. I admit I do find it annoying how this can trigger mob aggro, but I'd rather see that behavior changed instead of lowering attack priority on spirits. --Draikin 17:21, 4 March 2009 (UTC)
 * Then we have a case of incompatible fixes. You can either fix it for PvP, or fix it for PvE, not both. And either way you're going to get pissed off players. Vili [[Image:User Vili sig.jpg|User talk:Vili]] 22:10, 4 March 2009 (UTC)
 * I understand your reasoning Vili, I've had to hastily set flags to keep from getting unwanted aggro on more than one occasion. Personally, I've always found the spirits pulling their group to be handy for separating dense groups in difficult maps so the pro's seem to outweigh, or at least balance the cons for PvE.  That coupled with the potential heavy impact to PvP that Draikin pointed out inclines me to leave this as a won't fix.  Leah Rivera 22:48, 8 June 2009 (UTC)
 * To provide some PvE workaround, I'll add this: know your spirits well. As ranger I treat every spirit differently, i.e. I'd never cast Favorable Winds in a place too close to the enemy, but far away from them, so it barely reaches the backline fighters of my own team. This won't draw aggro. Edge of Extinction on the other hand has to reach enemies, therefore I cast it after the team started the attack run, when every enemy already has picked a target and damae is dealt. Again, unlikely to draw aggro - and saves unnessecary waiting before the effect can be used. Etc. --Golgarit Raven 10:06, 18 June 2009 (UTC)
 * This has nothing to do with me using spirits...the enemy AI (as far as I know) doesn't seem to have this extended aggro problem, so I can set up Life etc. right outside aggro range if I want to, and that won't suddenly attract their attention. If "earshot" range were even larger, I could probably even get away with Agony and kill foes without them reacting. I know that the enemy AI goes after spirits because they are designed to go after weak targets. Spirits fulfil that in multiple ways: low health, low armor, low level, stationary...
 * The issue is when I'm trying to sneak past patrols who leave spirits behind, or there are two mobs tightly grouped together and heroes will sometimes run all the way to the other group just to kill Favorable Winds or something. A pretty classic example of this can also be found in Moddok Crevice, whether it is the Toxicity spirit from the Corsair patrol (the one you're supposed to hide from) causing one to fail the bonus, or the Infuriating Heat spirits that make heroes go an hero versus the ledge full of Kournan Bowmen. I just find that totally unnecessary, but I guess it's not going to be changed. (I've taken to setting all my non-melee, non-ranger heroes to "Guard" these days because of things like this.) Vili &#x70B9; [[Image:User Vili sig.jpg|User talk:Vili]] 19:34, 18 June 2009 (UTC)

--Macros 05:33, 2 June 2009 (UTC)
 * Confirmed. Just happened to get a shambling horror pop up inside a trap and refusing to move. --Golgarit Raven 08:37, 20 June 2009 (UTC)
 * Oh yeah, this, too hapened against the Am Fah, Sunjang cleaning showed it pretty good. --Golgarit Raven 08:30, 24 June 2009 (UTC)

Forgot to sign. --Curse You (talk|contribs) 07:38, 1 July 2009 (UTC)

~Shard  09:17, 14 July 2009 (UTC)
 * I've played a fair bit of Jade Quarry as a RoJ Monk since the update. They move, just not with any sense of urgency.  I almost always require two uses of RoJ to take a quarry now. --Curse You [[Image:User Curse You sig icon.png|Curse You]] (talk|contribs) 05:32, 17 July 2009 (UTC)
 * RoJ doesn't ever cause them to move. This is 100% provable. ~Shard  [[Image:User Shard Sig Icon.png]] 00:26, 24 July 2009 (UTC)
 * As I said, I've used RoJ in Jade Quarry and Fort Aspenwood a lot since the update. In both instances, the NPCs will flee, though not always right away. It takes A.I. a few hits from any AoE spell to notice it and since RoJ only lasts 5 seconds they usually only notice after the 2nd or 3rd hit, which is often a little late. --Curse You [[Image:User Curse You sig icon.png|Curse You]] (talk|contribs) 17:35, 7 August 2009 (UTC)

-- euphoracle  |  talk  20:50, 19 July 2009 (UTC) * I transposed this; it not my original report
 * Since this seems to be just a cosmetic flaw (simultaneous damage from the same skill used by 2-3 spirits at once, being added together into one number) rather than mathematical, I'm marking it as "probably won't fix". Maybe, someday, if anyone gets bored.. yet there's much more serious work to choose from. The other post was removed by me, for it was duplicate, still open and discussed at the Signet of Spirits issues section on this page. --Golgarit Raven 21:26, 19 July 2009 (UTC)

Independent NPC issues
-- Curse You sometime, 23 June 2008 (UTC)
 * Fixed this up for you. Good report, always forgot to mention. --Golgarit Raven 06:35, 23 June 2009 (UTC)


 * Gordon Ecker 05:45, 20 January 2008 (UTC)
 * A bug has been submitted on this issue. Ben Kirsch 00:07, 15 July 2008 (UTC)


 * ~ Zero rogue x 06:28, 6 September 2007 (UTC)
 * I wasn't able to reproduce this issue. What dungeon did you notice this in?  Was it a specific Dwarven Ghost? Leah Rivera 17:31, 9 June 2009 (UTC)
 * Also, were you alone in there or with other players? Dwarven Ghosts follow the whole group, not one member in particular. Just like Budger, if a party member moves and another one stands still, they run up to the moving guy and protect him. If a party splits up, they keep on running back and forth between the party members. This behavior is intentional because they would otherwise run up to warrior tanks and back to the midliners and backliners in a fight. As tanks do not move, they stay back and defend (intentionally moving) backliners rather than trying to play second tank and building aggro bridges, which would wipe whole partys. --Golgarit Raven 21:05, 19 June 2009 (UTC)


 * --Draikin 12:08, 23 September 2007 (UTC)
 * This issue has been reported. Ben Kirsch 20:42, 15 July 2008 (UTC)


 * issue originally given by User:Ninja Dragon, posted by [[Image:User Brains12 Spiral.png|15px| ]] Brains12 \ Talk 03:10, 19 February 2008 (UTC)
 * A bug has been submitted on this issue. Ben Kirsch 21:09, 8 July 2008 (UTC)


 * --Draikin 12:31, 14 April 2008 (UTC)
 * That's because they don't have weapons, AI targets enemies based on what weapons they wield. --Ckal Ktak 17:20, 14 April 2008 (UTC)
 * Good point, in that case giving them a wand/staff would solve that particular problem. I guess that means it's not actually the NPCs but rather the hero AI that is at fault here. --Draikin 22:25, 14 April 2008 (UTC)
 * A bug has been submitted concerning heroes not using Backfire on these NPCs, and their kiting breaking. Ben Kirsch 22:17, 8 July 2008 (UTC)


 * I wasn't able to reproduce this issue. Has anyone noticed this recently? Leah Rivera 17:37, 9 June 2009 (UTC)
 * They don't have Word of Healing, the Luxon Monk does. However, they do have Healing Breeze, which they never use. --Curse You [[Image:User Curse You sig icon.png|Curse You]] (talk|contribs) 08:44, 23 June 2009 (UTC)


 * I wasn't able to reproduce this issue. Leah Rivera 17:50, 9 June 2009 (UTC)


 * --kaheiyeh 03:13, 17 November 2008 (UTC)


 * Whatever the cause, it's not specific to purple or juggernauts. It happens with the others too. And it's not a case of the quarry changing sides. 66.190.15.232 08:14, 17 November 2008 (UTC)


 * Kaheiyeh is right, for some reason it happens mostly with the Purple Juggernaut Carrier. I've lost countless battles because of this bug. Please fix this bug already.--Itamar 13:56, 5 January 2009 (UTC)


 * (copied by Itamar  [[Image:Dishonorable.jpg|20px|20px]]   13:59, 5 January 2009 (UTC))
 * This issue has been reported. It's a tricky bug, we're working on getting a repro.  If anyone can get this to occur consistently, please post.  Thanks! Leah Rivera 18:07, 9 June 2009 (UTC)


 * Ghostly hero will lower the bridge if you do not respond to the wurms attacks and hurry to the location he can use the skill "claim resource". If you do cause the hero to agro on the wurm he will not move until the wurm is dead as if your in combat. MrPaladin 19:14, 29 April 2009 (UTC)
 * I've added this issue to the database. Until a fix is in, there's an easy workaround.  If the hero gets stuck, you can bypass the first draw-bridge entirely by using the suspension bridge near the second worm.  At that point, if you can't kill the Siege Worm, continuing the mission by killing the creatures near the second draw-bridge will trigger the appropriate cut-scene and return the hero to your position.  Speaking to the hero after that cut-scene will put him back into follow mode so the mission can be completed. Leah Rivera 18:56, 9 June 2009 (UTC)


 * --Selflove 08:44, 10 February 2009 (UTC)


 * --Mystical Celestia somewhen, 25 June 2009 (UTC)

--Golgarit Raven 21:52, 29 June 2009 (UTC)
 * Still didn't see that happening.. if anyone runs into this one, say so.. 'm giving up on searching for it. --Golgarit Raven 00:02, 1 July 2009 (UTC)

JUGGERNAUTS
Do something about these damn juggernauts and turtles who get stucked. JQ offcourse. And I also know that recapping is the solution of many to this problem.... Point is, this shouldn't be a problem in the first place. Especially when it's 8-6 and you lose 8-10 while having 2 shrines who's juggernauts don't give a sh*t. Ty.(86.82.36.54 11:29, 17 April 2009 (UTC))
 * Stuck? How so?~>Sins  WDB [[Image: User The_Sins_We_Die_By_Sig.png]] 16:30, 17 April 2009 (UTC)
 * Sometimes when a Juggernaut needs to head back to a mine, but the mine gets capped by the opposing team they may get locked in position once the mine is retaken again. I've been in games one night where mines were changing hands almost as fast as toons could spawn and reach them. Once they switched back to blue we were left wondering where the Juggernauts were, only to find them standing idly around back in the Kurzick base. The only remedy is to abandon the mine and try to recap it again later. Edit for clarity: It looked to me like the bug surfaces under circumstance where the mines change hands rapidly, but I could be wrong.
 * PS. This probably belongs in a bug page. -- WarBlade 17:14, 17 April 2009 (UTC)
 * Yeah, not only is this a bug, but it is also an AI issue (that means code, not design) so it doubly doesn't belong on this page. Really, it should be posted on the bug reporting pages as stated in the guidelines for posting on this talk. - [[Image:User Linsey Murdock sig.jpg]]Linsey talk 15:34, 21 April 2009 (UTC)
 * Moved ~ Kurd [[Image:User Kurd sig.png]] 18:35, 29 April 2009 (UTC)
 * Thank goodness for that, thought I was going insane today - I tried kicking my Turtle up the *** real hard and it still didn't move! – josəph  18:53, 29 April 2009 (UTC)

It's still not fixed. I don't need extra storage, I would like excisting content to work properly!. Thank you.(Ate of DK 14:21, 1 May 2009 (UTC))

--The preceding unsigned comment was added by User:Timeoffire45 (talk).
 * Confirmed.. he seems to pick the targets with the lowest health for attacks, no matter what they are, even when a Rit summons a spirit after the Assassin spawned, he will switch over to the spirit and attack it instead. This destroys every intention of aiming an Assassin attack, should be fixed. --Golgarit Raven 21:45, 7 July 2009 (UTC)
 * On a similar vein, I've observed the assassin, on occassion, using Iron Palm on a monster with ranger spirits on top of it and then running away from said monster... It seems spirits cause him to act strangely... --[[Image:User_Timeoffire45_sig.jpg]]  Timeoffire45  21:14, 6 August 2009 (UTC)


 * --[[Image:User_Timeoffire45_sig.jpg]]  Timeoffire45  17:58, 1 August 2009 (UTC)
 * Strangely enough, I did observe the assassin failing to finish casting Iron Palm on a Warden of the Branch in a Drazach Thicket speed clear, and then it turned around and started its chain on the then-dead Warden's spirit of Brambles...--[[Image:User_Timeoffire45_sig.jpg]]  Timeoffire45  21:14, 6 August 2009 (UTC)

General & Miscellaneous issues

 * --Golgarit Raven 00:48, 5 July 2009 (UTC)


 * I've been having issues with MOX as well, but running on guard where I haven't been pinging targets. He sometimes runs between targets taking a shot or two and/or returns to my side.  More information is provided in this video clip  MOX Trot  and also on one of my pages. [[Image:User_Aba_Malatu_sig.png]] Aba Malatu  means Forbidden Truth  23:29, 23 January 2009 (UTC)


 * I've attempted to do this Hard Mode mission 5 times today and failed for various reasons. Twice was because of Danika being stuck somewhere. First time she's stuck at the urn and I cleared the entire path including the end. I went the route going through The Ancient. I go back for her, she gets un-stuck and decides to not follow me at all and walk her own path (the [warden] path which I didn't clear and die). Second time she got stuck at the doorway by The Ancient, once again I cleared all mobs and the end part. I could not get her to budge at all. Each time I was successful in clearing the entire way, with 10 minutes left and still able to get HM Masters to try to get Danika to follow, and killed all those stone NPCs with The Judge. But because of Danika I've had to resign or just fail the mission. This is not an extremely hard mission and I know I can complete it but having AI fail the mission for you and having to do it repeatedly just for a chance of not having her stuck again. It is entirely redundant when I know I have completed it multiple times except a stuck NPC is necessary to actually have the mission end successfully. I've also had my pets stuck at various areas through the game, but I can just suicide and wait to be resurrected at a shrine to reset it. Also, it doesn't mean I will fail a mission and have to re-do it multiple times.
 * Simply wait until she completes her dialogue and this won't happen. -- Wyn [[Image:User Wynthyst sig icon2.png|19px ]] talk  13:52, 2 September 2009 (UTC)

Discussions

 * The same thing happens on Luxon side as well. --Shard 21 July 2009




 * --User:Ckal Ktak 21 July 2009
 * Good catch, confirmed. --Golgarit Raven 07:50, 21 July 2009 (UTC)