Feedback:Bug reports/AI bugs


 * Comments from the QA team:
 * Yes - The problem has been corrected.
 * - The problem has been reported.
 * red - It was determined not to be a problem.

Please view the current issues and check if your issue is already listed. Please also view the "Non-issues" and "Unresolvable issues" archives (found on the right) to check if your issue was previously reported and determined not to be an issue or cannot be resolved due to AI limitations. Click here to post a new AI issue.

=Current AI issues= To view pending AI bug reports see ArenaNet:AI bugs

Flagging and movement issues
Adul 14:48, 7 January 2011 (UTC)

Skill usage issues

 * Thanks for the report! I have submitted it. Joey Knight 22:43, 3 November 2009 (UTC)


 * Thanks for the report. I have submitted it. Joey Knight 19:36, 4 November 2009 (UTC)
 * I'm not sure when it was changed but the behavior requested above (which was apparently implemented in-game) isn't exactly an improvement. The problem is that they now recast the skill outside of combat even when it's already active. This drains their energy almost completely and they'll keep doing it until they enter battle, meaning the AI simply won't be able to recover energy. The fix to this is easy: don't let them cast the skill again if it's already active.
 * --Draikin 13:04, 29 August 2010 (UTC)

Misery  20:12, 6 October 2009 (UTC)

Pinchesargento 19:45, 26 November 2010 (UTC)


 * Thanks for the report. I have submitted it. Joey Knight 22:09, 4 November 2009 (UTC)

Klefer 18:04, 23 October 2009 (UTC)
 * This could also be fixed by lowering the health percentage a subject must have to be considered a suiteable target for the spell. Often DN ist used on subjects that are about to, or are being healed simultaneously to full health, wasting the spell completely. --Golgarit Raven 04:00, 30 October 2009 (UTC)
 * Thanks for the report, but after using the template you provided I'm not seeing the problem. -- Joey Knight 00:25, 4 March 2010 (UTC)
 * Although I haven't noticed a particular error in heroes' use of it, I would like to supplement that monster AI sometimes goes absolutely crazy with its lack of cooldown. Observe, for example, some of the ones in the Realm of Torment. When they successfully cast it, it's fine, but if it's interrupted, they try and cast it again... and again... and again. Normally this isn't a problem, but try dazing one. (I admit I do this to prevent those pesky Shadows of Fear from having time to cast Call to Torment; whenever they're low enough health, I keep them pathetically trying to cast Nova instead!) | 72 User_Seventy_two_Truly_Random.jpg (UTC) 01:55, 4 March 2010 (UTC)


 * Thanks for the report. I have submitted it. -- Joey Knight 00:58, 4 March 2010 (UTC)

Nadenh 12:42, 11 November 2009 (UTC)
 * Thanks for the report. The issue has been submitted. -- Joey Knight 03:11, 4 March 2010 (UTC)

--Thc 18:14, 21 November 2009 (UTC)
 * Thanks for the report. I have submitted it. - Joey Knight 22:25, 9 March 2010 (UTC)
 * Disagreement, I went out with a hero with this skill equipped and she had it cast and active before I even finished loading the zone. Recast whenever it expired. -- Ckal Ktak [[image:Minion control panel.jpg|20px]] 13:48, 9 May 2010 (UTC)
 * This has everything to do with the type of skill bar being used. More often than not the Ritualist is being used as a MM and that's a skill bar with a lot of high priority skills. They don't use the skill only because the hero is too busy raising minions all the time. In other builds the skill will usually be maintained correctly. --Draikin 20:05, 23 May 2010 (UTC)

Voidvector 11:17, 28 November 2009 (UTC)
 * Thanks for the report. I have submitted it. - Joey Knight 01:22, 10 March 2010 (UTC)


 * Thanks for the report. I have submitted it. - Joey Knight 21:57, 10 March 2010 (UTC)

Jimbo32 05:19, 19 December 2009 (UTC)
 * I've noticed that heroes will use this skill on a spirit regardless of the current energy that spirit has. Its a great waste of energy. I dont think its too hard to make the AI check the energy pool of a spirit before using the skill.
 * --FunnyUsername 21:19, 28 February 2010 (UTC)
 * Well, we use it without being able to magically check a spirit's current energy pool. Rather it should work just by knowing which ones it's targeted in the last 15 seconds or so. | 72 User_Seventy_two_Truly_Random.jpg (UTC) 02:38, 1 March 2010 (UTC)
 * That would do too...but since AI can already check the energy pool of players and Henchmen/heroes when they use certain skills like Blood Ritual, Blood is Power or Mind Wrack, IMO it will take less effort to simply use that method with this skill.
 * --FunnyUsername 20:18, 1 March 2010 (UTC)
 * Thanks for the report. However, I am unable to reproduce the issue. If you have any other specifics to offer up then I can take a second look at it. Thanks again. - Joey Knight 23:16, 10 March 2010 (UTC)
 * The issue its not needed to be reproduced with a underworld spirit, AI has this behavior with any spirit. Further testing revealed me that AI uses the skill without targeting any spirit, this means Spirit Siphon will target the nearest spirit, regardless of that spirit current energy lvl. This becomes a problem if, after drainind that spirit energy, the hero energy pool is still below 20 energy, because the AI will keep trying to regain energy by spamming Spirit Siphon (and in most cases the nearest spirit is the one that just got its energy drained...) . This will result on a loss of energy on every cast if the target spirit has low energy.
 * To easily reproduce this issue just take a hero to any pve area with Signet of Spirits, a pair of high energy skills like Weapon of Warding, Resilient Weapon, Spirit Transfer, etc. Drain the hero's energy by spamming those skills and cast signet of spirit. After casting once spirit siphon, if the hero doesnt move (so the spirits are at the same distance) and has low energy (below 20), the AI will keep using Spirit Siphon to regain energy resulting in the loss of energy (since the nearest spirit just got its energy drained). IMO, as i mentioned, the best way to solve this is by allowing the AI to check the nearest spirits energy pool and target the spirit with the highest energy.
 * Well, I hope that helps :D.
 * --FunnyUsername 20:37, 17 March 2010 (UTC)

Jimbo32 05:19, 19 December 2009 (UTC)
 * Thanks for the report. As with the other issue about Spirit to Flesh above, I have submitted it. - Joey Knight 22:01, 10 March 2010 (UTC)


 * --FunnyUsername 15:34, 28 February 2010 (UTC)
 * Thanks for the report. I have submitted it. - Joey Knight 00:12, 11 March 2010 (UTC)

--The preceding unsigned comment was added by User:RunningInTheMist (talk).
 * Thanks for the report. I have submitted it. - Joey Knight 01:02, 11 March 2010 (UTC)

--Silver Edge 12:39, 20 March 2010 (UTC)

84.112.136.9 05:09, 21 April 2010 (UTC)

--Dances With Goblins 05:29, 28 April 2010 (UTC)

ــѕт. мıкε  19:48, 17 April 2010 (UTC)

ــѕт. мıкε  00:47, 9 May 2010 (UTC)

--79.179.8.238 20:01, 28 May 2010 (UTC)

--FunnyUsername 11:22, 2 June 2010 (UTC)

--FunnyUsername 11:22, 2 June 2010 (UTC)

--FunnyUsername 12:30, 2 June 2010 (UTC)

--  Timeoffire45   rawr  06:57, 22 June 2010 (UTC)

75.142.16.245 20:39, 26 June 2010 (UTC)

The Josip 08:58, 29 June 2010 (UTC)

The Josip 08:58, 29 June 2010 (UTC)


 * --FunnyUsername 21:30, 8 July 2010 (UTC)
 * On further testings i notice that the problem is not the enemy group you fight, seems this skill has very low priority over other skills and it may take loooong for the AI to decide to use it... --FunnyUsername 18:30, 9 July 2010 (UTC)

That's some false info here. Heroes use Ancestors all the time when I play melee. They use it when others play too. There's a reason why this skill is so popular on pvxwiki as well. Maybe they dont use it on you as a caster (I wouldn't know) but they definitely use the skill. The Josip 18:44, 10 July 2010 (UTC)


 * Test it out some time. Over the past 2 days, I must have spent 2 hours testing both Razah and Xandra against the Master of Damage with my warrior. Set on both aggressive and guard, and even when every single skill apart from AR was disabled, they never used it once when I was in melee with the MoD. --208.179.66.227 20:03, 10 July 2010 (UTC)
 * AI uses Ancestor's Rage only on allies with at least 2 adjacent foes, so thats why they did not cast it on you when facing the Master of damage. --FunnyUsername 15:48, 11 July 2010 (UTC)

Crimmastermind 09:46, 16 August 2010 (UTC)

--FunnyUsername 10:55, 19 February 2011 (UTC)

--FunnyUsername 10:55, 19 February 2011 (UTC)

Magicoverdrive 08:59, 6 March 2011 (UTC)

Combat and behaviour issues
Klefer 18:04, 23 October 2009 (UTC)
 * This still exists, my Olais is my main MM and he dies even in NM because of this. He has 60% Death Penalty in no time. I have to actually flag him away.Yumiko ^,~ 23:15, 2 October 2010 (UTC)

LunchboxOctober 17:56, 28 November 2009 (UTC)
 * It's not this simple, because that would cause them to stop repeatedly to cast spirits outside of combat. Perhaps forcing them to cast if the spirit is not up and enemies are in earshot? 71.84.247.116 21:54, 23 August 2010 (UTC)

--FunnyUsername 21:14, 8 July 2010 (UTC)

--FunnyUsername 21:14, 8 July 2010 (UTC)


 * This is a common client:server issue, referred to as (a form of) rubber-banding. Definitely annoying, but I suspect far more difficult to prevent than it may seem. K ruhljak  11:23, 20 January 2011 (UTC)
 * It's not preventable; it's inherent to current technology: events take place on the server and it takes time for the information to be reported back to your computer and then rendered on screen &mdash; which is long enough to be killed while attempting to heal. Warping out is safer; see the Survivor article for other details. — Tennessee Ernie Ford ( TEF ) 18:19, 20 January 2011 (UTC)

Beleeth 03:46, 8 January 2011 (UTC)

--TheStatic 13:01, 12 January 2011 (UTC)

--Undouble 13:55, 2 February 2011 (UTC)

Independent NPC issues
96.238.44.30 01:06, 7 July 2011 (UTC)

HA and GvG henchmen
Misery  11:59, 6 October 2009 (UTC)

Misery  11:59, 6 October 2009 (UTC)

Misery  11:59, 6 October 2009 (UTC)

Misery  11:59, 6 October 2009 (UTC)

Misery  11:59, 6 October 2009 (UTC)

Misery  11:59, 6 October 2009 (UTC)

Misery  11:59, 6 October 2009 (UTC)

Misery  11:59, 6 October 2009 (UTC)
 * After the update, flail is use much better on hammer chains, heroes will use it more often when they hav an adjacent knock-down foe. The problem is that this behavior is also applied in every aspect of the game, wich mostly makes them rarely use flail on non-knockingdown builds so is less usefull on pve. --FunnyUsername 14:43, 23 October 2009 (UTC)

Misery  11:59, 6 October 2009 (UTC)

Misery  11:59, 6 October 2009 (UTC)

Misery  11:59, 6 October 2009 (UTC)

Misery  11:59, 6 October 2009 (UTC)

<font color="#A55858">Misery  11:59, 6 October 2009 (UTC)

<font color="#A55858">Misery  11:59, 6 October 2009 (UTC)

<font color="#A55858">Misery  11:59, 6 October 2009 (UTC)

<font color="#A55858">Misery  11:59, 6 October 2009 (UTC)

<font color="#A55858">Misery  11:59, 6 October 2009 (UTC)

<font color="#A55858">Misery  11:59, 6 October 2009 (UTC)

<font color="#A55858">Misery  11:59, 6 October 2009 (UTC)

<font color="#A55858">Misery  11:59, 6 October 2009 (UTC)

<font color="#A55858">Misery  11:59, 6 October 2009 (UTC)

<font color="#A55858">Misery  11:59, 6 October 2009 (UTC)

<font color="#A55858">Misery  11:59, 6 October 2009 (UTC)

<font color="#A55858">Misery  11:59, 6 October 2009 (UTC)

<font color="#A55858">Misery  11:59, 6 October 2009 (UTC)

<font color="#A55858">Misery  11:59, 6 October 2009 (UTC)
 * Odd, there's been an update that made them overwrite offensive weapon spells if the target's health is at critical levels, but they shouldn't be overwriting defensive weapon spells. Does this happen at critical health levels or do they overwrite them all the time? --Draikin 23:54, 6 October 2009 (UTC)
 * This is based off of HA experience rather than my testing last night, it is possible it was fixed at some point, but I have seen many people in many places still complaining about this. It may be a problem specific to when there are multiple characters with weapon spells on a team. <font color="#A55858">Misery  06:52, 7 October 2009 (UTC)

<font color="#A55858">Misery  11:59, 6 October 2009 (UTC)
 * I posted this issue before but was told adrenaline management for the AI wasn't going to change, but that was years ago. Back then I suggested letting the AI spam Wild Blow if there are no other adrenaline skills on the hero's bar, and otherwise use it only to remove stances like you suggested here. --Draikin 23:54, 6 October 2009 (UTC)

<font color="#A55858">Misery  11:59, 6 October 2009 (UTC)
 * The skill has been updated, it's "less likely" used on targets that aren't knocked down. I'm not a big fan of that mechanic (which has often been used to "solve" AI issues) since in practice it doesn't work. Rather than "fixing" this particular combo, it would make more sense to me for the AI to activate the skill when the opponent is knocked down, so that the skill works on any bar. That said, do we really want the AI to be able to run a degenerate skill bar like this? --Draikin 23:54, 6 October 2009 (UTC)
 * In testing last night it was never used on a knocked down foe and in fact was often used immediately before Hammer Bash. <font color="#A55858">Misery  06:52, 7 October 2009 (UTC)

<font color="#A55858">Misery  11:59, 6 October 2009 (UTC)

<font color="#A55858">Misery  11:59, 6 October 2009 (UTC)
 * I'd have to check but from what I recall, they'll only use it when moving (or rather the target is moving). --Draikin 23:54, 6 October 2009 (UTC)
 * Don't know the exact mechanics, but needs to be treated as an IAS rather than an IMS. <font color="#A55858">Misery  06:52, 7 October 2009 (UTC)

<font color="#A55858">Misery  11:59, 6 October 2009 (UTC)

<font color="#A55858">Misery  11:59, 6 October 2009 (UTC)

<font color="#A55858">Misery  11:59, 6 October 2009 (UTC)

<font color="#A55858">Misery  11:59, 6 October 2009 (UTC)

<font color="#A55858">Misery  11:59, 6 October 2009 (UTC)
 * I'm reasonably certain they prefer attacking large clusters with these skills. --Draikin 23:54, 6 October 2009 (UTC)
 * They may have a preference, but they were casting it on single targets all the time in testing last night. These are HA bars and that should never happen in HA, there is always a cluster somewhere and if not, there will be soon. <font color="#A55858">Misery  06:52, 7 October 2009 (UTC)

<font color="#A55858">Misery  11:59, 6 October 2009 (UTC)

<font color="#A55858">Misery  11:59, 6 October 2009 (UTC)

<font color="#A55858">Misery  11:59, 6 October 2009 (UTC)

<font color="#A55858">Misery  19:29, 6 October 2009 (UTC)

<font color="#A55858">Misery  19:39, 6 October 2009 (UTC)

<font color="#A55858">Misery  20:02, 6 October 2009 (UTC)

<font color="#A55858">Misery  20:12, 6 October 2009 (UTC)
 * This is a pending issue, see the old AI issues page for more details: . -Draikin 23:35, 6 October 2009 (UTC)
 * It's actually slightly more complicated, the Soul Bind henchman appears to use Glyph of Lesser Energy correctly and casts Faintheartedness through it (and perhaps Soul Bind, but I never managed to get the casting conditions for that to be met while GoLE was active in our artificial setting), but the BSurge will cast nothing and just kite, but I admit missing that previous issue, so thanks. <font color="#A55858">Misery  06:52, 7 October 2009 (UTC)

<font color="#A55858">Misery  20:15, 6 October 2009 (UTC)

<font color="#A55858">Misery  20:16, 6 October 2009 (UTC)
 * The AI for this skill should have already been updated to correct this problem (last time I checked they prioritized characters wielding martial weapons correctly, and would only use BSurge on characters wielding wands if those are the only ones around). --Draikin 23:33, 6 October 2009 (UTC)
 * This was observed last night, even though a warrior was smashing in the BSurge's face with an axe at the time as mentioned. Still an issue. <font color="#A55858">Misery  06:52, 7 October 2009 (UTC)

<font color="#A55858">Misery  20:55, 6 October 2009 (UTC)

<font color="#A55858">Misery  08:01, 7 October 2009 (UTC)

Rezz Bug @ Jaga Moraine while doing the quest Prenuptial Disagreement (female)
The hechnman (woman) Monks: Mehnlo and Lina, Didnt resseruct while the Ssissth the Leviathan isnt spawning.

Greetz Jana

Hero use of Arcane Echo
RunningInTheMist 04:49, 26 December 2009 (UTC)

Jade Quarry juggurnauts
area: Jade Quarry Juggs

Issue: Purple shrine (and sometimes yellow shrine) Juggurnaut will freeze in place in the base after depositing the Jade slab.

Fix: Allow the Jugg to move if shrine is still unchanged?

Author: --The preceding unsigned comment was added by 68.226.205.29 (talk).
 * This can also be seen with the Yellow Turtle in JQ.
 * I havn't personally been aware of others sticking, but I can't say for sure that they don't. User A F K When Needed Signature Icon.jpg A F K  When  Needed 19:47, 7 February 2010 (UTC)

<Atlantis>:I have wittnessed the Green,Yellow and Purple turtles Stuck inside the Jade Quary at the Loading Station stuck with all Posts capped all at once. --The preceding unsigned comment was added by 75.198.93.195 (talk).
 * I've submitted this issue to the database. Thanks! --Michelle Juett 01:58, 4 March 2010 (UTC)

Jade Quarry Far Shots / Longbows
Area: Jade Quarry (Yellow Hauler Turtle/Juggernaut)

Issue: Kurzick Far Shots will attack and kill the Yellow Hauler Turtle without provoking, while the Luxon Longbows will only attack the Yellow Hauler Juggernaut if a Kurzick player provokes them.

Fix: Adjust NPC placement or AI so they either both attack or so neither attacks the opposing haulers without provocation.

Author: -~=Ϛρѧякγ    (τѧιк)  21:12, 6 March 2010 (UTC)
 * ArenaNet supposedly is aware of this bug. See Feedback:Bug reports/Miscellaneous bugs. --Silver Edge 02:36, 30 March 2011 (UTC)

Elephant 19:48, 12 March 2010 (UTC)

Fort Aspenwood
--Se7en 21:17, 5 March 2010 (UTC)(original)

They're perhaps more busted than ever, yet once again, guys. -- 14:31, 2 May 2010 (UTC) Yeah this turtle bug seems to be as bad as the worst ones from 3 years ago. I would say a turtle squad will stall 2 in 5 matches. It usually makes the match near impossible to win due to the massive loss in tempo. It doesn't seem to be any specific location, I often see them stall where the gate is supposed to be, but like in the screen shot, that doesn't have to be the case. I wish they would return to the old AI where the turtle would move forward regardless of aggro. This new one is crap. Torma 23:25, 4 May 2010 (UTC)

This has gotten really bad lately. The orange turtle has consistently walked up to the first gate... and then decided his job was done. As it's a tug of war massively in favor of the Kurzick side, the loss of the Tortoises is an inability to gain ground and an inability to have a shot at a shot of winning. Since this happens so often, tell them that I don't believe this isn't intentional. That's right: them. 0_o -- 172.162.141.151 16:43, 9 July 2010 (UTC)

This issue still persists, my last game today the purple turtle refused to move for the last half of the match. 71.74.233.176 21:54, 17 November 2010 (UTC)

Please fix the turtle ai. It's not fun to play your broken game with such a big disadvantage :(

Now 17/4 may 2011 more then a year later and the problem still aint fixed.

Aura of the Lich/Attunements/similar
71.179.70.183 22:18, 9 March 2010 (UTC)

94.0.167.86 20:33, 16 March 2010 (UTC)

Peacekeeper Marksman
58.106.43.167 09:35, 22 April 2010 (UTC)

Junundu Tunnel
86.149.179.20 22:37, 8 May 2010 (UTC)

Dunkoro + Mhenlo Leave Junudu Bug
<font color="limegreen" size="2px">Dominator <font color="mediumblue" size="1px">Matrix  20:35, 21 May 2010 (UTC)

Turtles
Adam Björk // (ZodowO on wiki)
 * I believe Adam Björk means that you can't shadowstep on to the walls. Teleports are not bugged and still go through obstacles. -~=Ϛρѧякγ  User Sparky, the Tainted guided sig.png  (τѧιк)  19:15, 3 June 2010 (UTC)

Celestial Horror
83.86.34.153 10:08, 28 May 2010 (UTC)
 * -Edit- In Celestial Asssassin's have the same behavior. what makes it worse is they sit in one spot throughout the whole vanquish/mission and you can only have 6 max. So it's pretty much a one time skill use =\. 75.142.16.245 20:46, 26 June 2010 (UTC)

Cannot Mount Devourer
User:Eirynne 20:16, 29 June 2010 (UTC)

Charming Animals
--The preceding unsigned comment was added by User:Foxfire (talk).

ai keeps freezing my guy. Not my computer. Why?

Issue with Bonus Imp
Area and Status = Pre-Ascalon, Catacombs, Level 13

Name = Caain Xeevox

Issue = Sometimes Bonus Imp give trouble, for example attack though the wall in Catacombs in Pre-Ascalon where Oberan the Reviled are placed and then be standing there and not follow my Character.

Additional info = I think that you could improve Bonus Imp behavior so he attack as Pet do, and have same meny as Pet, which should prevent above issue.

Healers and Dervish Enchantments
60.234.197.191 05:46, 25 March 2011 (UTC)

Siege turtles in Fort Aspenwood
62.197.173.242 09:47, 6 May 2011 (UTC)

Symbolic Celerity
Terminhell 21:50, 12 May 2011 (UTC)

95.223.143.142 22:41, 22 June 2011 (UTC)