Feedback:Bug reports/AI bugs/Not bugs

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Skill usage issues

No"Rodgort's Invocation" -- Any Hero

Issue: Heroes will not use Rodgort's Invocation, even while they have a plethora of energy - such as while under the effects of Lyssa's Aura and Fire Attunement. They only seem to cast it when the target is at around 10% life or less.
How to fix: Add some priority to Rodgort's Invocation that makes it more valuable than an auto attack to the AI. If possible, please also increase its priority when the caster has a lot of energy.
Additional info: none

Thanks for the report, but after testing this I found Heroes to be using the skill quite often and intelligently. Joey Knight 23:05, 3 November 2009 (UTC)
They'll use it on one target when it's at 10% health or whenever they can hit multiple opponents with it. For the AI, I think there is indeed little room for improvement. --Draikin 21:06, 5 November 2009 (UTC)

No"Energy Drain" -- Any Hero

Issue: Heroes will use Energy Drain even when they are nearly full on energy, wasting the skill's recharge time.
How to fix: Require at least around 50% of the user's energy pool be empty before giving Energy Drain priority.
Additional info: none

Thanks for the report, but this is working as intended. Energy Drain has a dual function of not only giving the caster back energy, but also to cause energy drain on the target. Therefore, you'll want to drain the target on recharge to get the full effect. Its an added bonus that this is also keeping your own energy pool topped off. Joey Knight 23:52, 3 November 2009 (UTC)
I disagree - in both PvP or PvE it's closer to ideal to use it on recharge when a chunk of the energy gain can be used. Considering that the energy gain is larger by a factor of 2 or 3, isn't the energy burn the bonus effect? -- 22:29, 9 November 2009 (UTC)

NoElite Zaishen Challenges -- Master of Whispers, Livia, Olias

Issue: They don't use Death Nova whatever their Combat Modes.
How to fix: Give higher priority to Death Nova or make them use it on allies that are below 25% health.
Additional info: none

Thanks for the report, but I have tested Death Nova with and without minions and Heroes are using the skill correctly and intelligently. I'd also mention that having a Hero set up with minion skills using Death Nova with Feast for the Dead and Taste of Death is super fun! :) Joey Knight 05:02, 4 November 2009 (UTC)

No"Glyph of Swiftness" -- Any Hero

Issue: Heroes will use Glyph of Swiftness with no regard to the future - blowing it on skills with 2 second recharge times and the like.
How to fix: Prioritize using it with skills with longer recharge times.
Additional info: none

--The preceding unsigned comment was added by (talk).

Thanks for the report. However, with the dual functionality of Glyph of Swiftness it is difficult for the AI to know what skills the player specifically wants to use it in combination with. For example, Lightning Javelin has a 2 second recharge, but it still benefits from being used while Glyph of Swiftness is up for the projectile spells moving 200% faster part. You may just have to micro this if you are trying to accomplish a specific combo. Thanks again. -- Joey Knight 01:20, 4 March 2010 (UTC)

NoFlail -- Any Hero

Issue: Heroes will seemingly only use Flail when the target has been knocked down. This makes sense in PvP, where kiting is common, but not so much in PvE where monsters rarely kite.
How to fix: Change the AI in PvE mode to use Flail more often.
Additional info:

Hong 14:57, 4 November 2009 (UTC)

As stated in my previous ticket, the previous behaviour was perfect for PvE, terrible for PvP. Now it's perfect for PvP, terrible for PvE. Misery 15:03, 4 November 2009 (UTC)
I agree that it used to be terrible only in PvP, but now it's actually terrible for both PvE and PvP in my opinion. --Draikin 21:11, 5 November 2009 (UTC)
Full Ack. Afaik Ai can determine if an enemy is under the effects of a speed bonus, so it should use Flail as long as the enemy does not have one. On second thought, maybe conditional usage would help here. As per the check: "I just hit someone twice and did damage doing so. He doesn't have a speed bonus. Let's use Flail to hit him harder." That way Ai would also conserve the skill, not wasting it while being blind or hitting someone using Shadow Form or similar - and not wasting it on fast runners, for which Enraging Charge would be the wiser choice. To follow my usual tactical way of thinking, take a look at [OQASEZKPGW+qQRwcYBM4xAD]. Run up, hit it, use Flail to inflict some damage. Use CS to stick with the target or EC to pursue, canceling Flail. --Golgarit Raven 22:05, 5 November 2009 (UTC)
The main problem I have with the current implementation is that the AI seems reluctant to cancel Flail when the target is running away from them, and that the skill has become useless on non-melee heroes/henches. What currently happens with hammer warriors hench/heroes is that they KD the target, activate Flail and (hopefully) use Crushing Blow or other attack skills. That's all fine. The problem is that when their target gets up and runs away from them they don't immediately cancel Flail with other stances. There should be an additional check for the AI to cancel Flail when their target is not adjacent to them, in the same way they cancel Frenzy when low on health. This would actually make the skill somewhat viable, whereas now it's doing more harm than good. Additionally, if a hero/hench is wielding a ranged martial weapon, they should activate Flail as long as they're within range of their target. --Draikin 23:20, 5 November 2009 (UTC)
Thanks for the report. I fully understand your concern, but since Flail is not a split skill we would have to have the AI set up for either a PvE or PvP type functionality. I agree that Flail in its original AI worked much better in PvE as monsters tend to not kite, however since Flail is a fixed skill on PvP Henchman and other options are available on Heroes in PvE we find it best to keep the current AI behavior. Thanks again. -- Joey Knight 01:29, 4 March 2010 (UTC)

No Hero skill usage -- Renewing Smash Renewing Smash

Issue: Heroes will use this skill on recharge regardless of having a recharging stance at the moment or not. This is not obviously the desired behavior for this attack skill since it has a mediocre damage, high energy cost and long recharge.
How to fix: Make the AI only use this skill when they have a warrior stance recharging.
Additional info:

--FunnyUsername 20:02, 4 November 2009 (UTC)
Pointless since 25/02/2010 update... --FunnyUsername 15:34, 28 February 2010 (UTC)

No"They're on Fire!" -- Tested on Hayda

Issue: Used with no regard. It is activated constantly in combat even if the team has no capability of burning anyone.
How to fix: Prefer it is activated just after mobs are burning, or when hero notices an action from a team member that will directly result in burning (i.e. Searing Flames as opposed to Mark of Rodgort + Firestorm)
Additional info: None.

Nadenh 12:42, 11 November 2009 (UTC)

And then it'd be bad for keeping up Soldier's Fury, or if her target isn't on fire but others are. Shift+click? -- 23:58, 3 January 2010 (UTC) --The preceding unsigned comment was added by (talk).
Thanks for the report. However, there are numerous benefits while being under the effects of a shout. With "They're on Fire!" being one of those shouts that can be maintained permanently to the benefit of skills like Soldier's Fury (as the above user has mentioned), it still has an intelligent function for being used. I'd suggest bringing other shouts if your team build has no capability of burning. Thanks again. -- Joey Knight 01:38, 4 March 2010 (UTC)

NoSignet of Lost Souls -- Tested on Livia

Issue: Used when mobs has < 50% health..... even if necro hero has full health and energy.
How to fix: Perhaps waiting until the necro had a decreased in health/energy >= 50% of the return from the signet (perhaps 50% for health, 75% for energy).
Additional info: None.

Nadenh 12:42, 11 November 2009 (UTC)

Thanks for the report. However, Signet of Lost Souls has a fairly low recharge and, in more cases than not, a Hero will either be using energy or taking damage before a target is below 50% health. Therefore, unless you can point out a situation where this functionality is detrimental to gameplay then we will not be addressing the issue at this time. Thanks again. - Joey Knight 20:09, 9 March 2010 (UTC)

No"Rit Item Spells" -- Any Hero

Issue: Most of the ritualist item spells will not auto cast prior to aggro. Only 3 out of 17, Energetic Was Lee Sa, Mighty Was Vorizun, and Protective Was Kaolai seem to work properly outside of combat. I can understand that the ones with relatively short durations compared to recharge would want to be saved for when they are needed, but the ones that can be easily maintained should be. I have a build in mind that Destructive Was Glaive would be useful for on a hero, but it won't even cast during combat until an enemy is actually adjacent.
How to fix: Make Anguished Was Lingwah, Blind Was Mingson, Cruel Was Daoshen, Defiant Was Xinrae, Destructive Was Glaive, Generous Was Tsungrai, Resilient Was Xiko, and Vocal Was Sogolon cast outside of combat as well.
Additional info: Tested on all 3 necromancers and both ritualists. I did do the official bug report through the NCsoft support site, if that has any bearing on me posting it here as well.

--The preceding unsigned comment was added by (talk).

Though the general idea is good, I strongly oppose item spells being used out of combat as long as items are still considered melee weapons! This will still result in caster heroes being main targets for enemies. As for some of these, I must oppose the idea of them being used out of combat all together, since that would endanger the whole group if used outside combat: Lingwah will summon an attacking spirit on recast, drawing aggro while moving. Mingsong has no effect ooc, wasting energy. Daoshen, too. Xinrae, too - it's the Ritualists Protective Spirit, and that one shouldn't be used until needed either. Glaive would only waste energy on damage to non-existing targets, adding armor penetration to not used spells (because you're not in combat). Tsungrai would be okay, yet why add to max health and lose bonuses from carrying your staff altogether? I's prefer staff bonuses like a double +30 Health or hct/hrt when ooc. Xiko would be fine, if the condition is met in the first place. Sogolon too, if ooc-useable shouts or chants are present in the skillbar. That said, we have 2 of those skills left that would make sense out of combat, when their conditions are met. Xiko and Sogolon. --Golgarit Raven 12:52, 13 November 2009 (UTC)
Above all, Glaive needs fixed, because that isn't being cast at any point before, after, or during combat, unless something gets right up against you. I realize this is not a discussion page, but I feel your points are mostly invalid. On my ele hero, I have elemental attunement, fire attunement, and aura of restoration. None of those are being "used" while ooc, does that mean they my hero should wait until aggro to begin putting them up? I think the answer is a unanimous no. The point of holding an item is to serve in much the same way as a preparation for rangers or an enchantment or weapon spell on casters. Livia spams death nova ooc (which according to you would be a waste of energy) so that the instant enemy mobs engage, there is the potential for a massive aoe spike at the onset of battle. True, you do lose weapon bonuses, but why do you even want weapons when you have a good item? To quote the sabway page of pvx- "Weapons : Doesn't matter much as this hero will be carrying Kaolai the vast majority of the time." We all want our healer to be ready to give instant large partywide heal at a moments notice. This is also the fundamental reason your build is 100x more important than your weapon sets. If you have good skills, you want them to be used. I see your point on Lingwah. I would make so that rit doesn't drop the ashes, just allows the item spell to end, and recast. The idea behind the skill is having an instant spirit ready, so that you can have one on the ground the second you make aggro. Otherwise, it would just make more sense to cast the binding ritual Pain at a lower cost and higher level.--The preceding unsigned comment was added by (talk).
Yeah but then again, the skill expiring (due to time, condition, death or recast) means dropping the item, making the spirit appear (or other respective effects). A casting time of 1 (with the proper weapon handy 0.5) second to fetch the item is short enough to use it in combat. If those skills had, like, 5 seconds casting time, you would have a point. Ele attunements are at 2 seconds, and used ooc, because they have no sideffect like putting out damage on recast. They can remain up and running because they don't block other skills. Just imagine a hero with like, 2 or 3 item spells, acting as you stated. he would cast a different one each 10 seconds, since all of them are marked "immediate use on reload", spamming them the whole time. That hero would move slower even than a minionmaster and always be on around 50% energy. It's just not practiceable. As for Glaive, its effect takes place "in the area" which is a predefined pretty small circle (about one third to half earshot), so dropping it while noone is near you would have no effect. --Golgarit Raven 12:41, 16 November 2009 (UTC)
As a point of information, the item skills are not SUPPOSE to activate when the duration ends. If you refer to you will see that "Most item spells will not drop when the duration specified ends. Instead, the item held will disappear. Items that are lost in this manner will not yield any benefits as though it were actually dropped." Yes, it is activated upon death, and since they won't be casting again while dead, I would kind of want the effect. And as for Glaive, I'm not asking that it is DROPPED when nobody is in the area. I'm only asking it is cast in advance so it CAN be dropped when somebody gets into the area. Or at the very least have Glaive cast during combat. I don't care so much that they cast it outside as much as they cast it at all!--The preceding unsigned comment was added by (talk).
I don't know how well the AI is equipped to tell when important things are coming, such as enemies. You want them to cast spells that might be useful in a moment, before being in a battle? So difficult to predict the future ("When there's enemies nearby? What if the PC plans on running around them, which often happens, and a nice seconds-long cast time slows them down, drawing the enemy?"). Look at the way they cast Life right now--the bugger is dropped all over the place, wasted most of the time. If they had several skills they were supposed to cast before battles, they'd never move an inch. | 72 User 72 Truly Random.jpg {U|T|C} 12:45, 19 November 2009 (UTC)
I believe you all have good points, but the problem is there are far too many topics being argued for a single report. If you have a problem with the way skills are being cast, make a separate report for each individual one.
Thanks for the report and the discussion. However, there have been some AI changes due to the last major update involving Ritualists. For example, Anguished Was Lingwah is now cast outside of combat. If you would like to take a second look at these skills and write a report on issues that still exist skill-by-skill then that would be helpful and we would appreciate it. Thanks again. - Joey Knight 22:09, 9 March 2010 (UTC)

NoHenchmen -- (PvE) Dunham

Issue: In some areas in Maguma Jungle, he doesn't use any other skills except Hex Breaker and Ether Feast
How to fix: No Idea...
Additional info: He wands stuff every time a foe comes in range so I know he's being aggressive, he's just not using any hexes or interrupts. ...Possibly may have something to do with a recent patch?

--ilrUser ilr deprav.png 00:07, 29 November 2009 (UTC)
Thanks for the report. However, I have taken Dunham through several explorable areas in the Maguuma Jungle and am unable to reproduce this. If you have a specific zone or area then please let me know. Thanks again. - Joey Knight 02:16, 10 March 2010 (UTC)

NoScavenger Strike -- Any Hero

Issue: Heroes will use Scavenger Strike on an enemy who is not suffering from a condition. A secondary issue with the skill is they don't recognize it is now an energy gain skill, and tend to avoid using it when low on energy.
How to fix: Require their target to have a condition on them before they use the skill.
Additional info: none

Thanks for the report, but the skill has a dual function and is not intended to be used only for the secondary function of energy gain. It is quite easy to ensure the target is conditioned. Thanks again. - Joey Knight 03:00, 10 March 2010 (UTC)