Feedback:Bug reports/AI bugs/Undetermined status (final archive)

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Control panel issues

Flagging and movement issues

vizunah square (local quarter) -- all henchie party from foreign quarter - all 8 of them

Issue: after the rendezvouz between Togo & Mhenlo the foreign quarter henchies kept running towards the north west of the plaza. Even after the rest of the team moved out to continue the mission the henchies wouldn't follow.
How to fix: hire decent AI programmers. j/k - restart mission.
Additional info: none

Heroes/henchmen -- Off-compass behavior

Issue: Heroes and henchmen might become relocated to an incorrect position while being flagged off-compass.
How to fix: Investigate hero/henchman behavior off-compass and utilize fixes where appropriate.
Additional info: I've observed this bug repeatedly while doing the quest Unspeakable, Unknowable, at the part where High Priest Alkar stays behind and needs to be protected from enemy patrols. I was the only human player in the party, so I flagged two of my heroes (Olias and Tahlkora) near Alkar to protect him. As long as I stayed near them -close enough to see their names while highlighting NPC's- everything was in order. However, each time an enemy group approached and attacked Alkar while I was outside compass range of him and my flagged heroes, Alkar was alone and died quickly due to being overwhelmed (even though my heroes were still being flagged very close to him). After the whole party wiped due to failing the quest, I could click the name of the now dead flagged heroes to discover they had been staying about half a compass range away from their flagged positions, typically to the opposite direction to where my character was at the time.

I'd like to note that while it would be fair to assume that the heroes wandered off to heal some injured NPC's (as it happens quite often), this is not the case here because for one there were no other NPC's nearby, and also because Olias did not have any skills equipped that target allies.

Adul 14:48, 7 January 2011 (UTC)

Skill usage issues

Hero -- General Morgahn & Hayda

Issue: When having “Fall Back!” and “Incoming!” on their build they cast them both at the same time.
How to fix: Make them cast one after the other.
Additional info: None.

Pinchesargento 19:45, 26 November 2010 (UTC)

Hero -- Barbed Signet

Issue: Heroes don't maintain Barbed Signet.
How to fix: With its new functionality, heroes should be maintaining it similar to Awaken the Blood and the Elementalist attunements.
Additional info: None.

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

"Barrage" -- Acolyte Jin, Margrid, Pyre & Zenmai

Issue: Heroes should use this skill slightly more frequently in order to do decent damage with it. It's not a huge issue, considering that on the bright side they don't run out of energy that quickly with their current skill usage. Nonetheless a minor tweak to the AI might improve Barrage-Heroes a lot. It seems to me they tend to spam Volley way more frequently than Barrage, which is kind of weird, considering that Barrage is superior.
How to fix: Make the AI use the skill slightly more frequently.
Additional info: none

"Crude Swing" -- Goren (maybe other Heroes, too)

Issue: Goren barely ever uses this skill. Especially since the -40 armor penalty is gone, there is no reason for him to not use this skill more frequently.
How to fix: Make the AI use the skill more frequently.
Additional info: none 05:09, 21 April 2010 (UTC)

"Signet of Sorrow" -- Any Necro Hero

Issue: Heroes will quite happily use this skill when there is no nearby corpse, constantly getting the 30 second recharge penalty.
How to fix: Make the AI only use the skill when there is a nearby corpse. If there is one, use should be quite high priority.
Additional info: none

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

"Painful Bond" -- Heroes

Issue: Heroes will only use this skill on enemies in the area.
How to fix: Make them use it on foes being hit the most by Spirits' attacks and/or the target called by the Player.
Additional info: None.

????.?i?e 19:48, 17 April 2010 (UTC)

"Verata's Gaze" -- Heroes

Issue: Heroes rarely use it unless you target the minion yourself, at which point your other allies will target it, too.
How to fix: Allow Heroes to use Verata's Gaze like they do interrupts: often and intelligently.
Additional info: None.

????.?i?e 00:47, 9 May 2010 (UTC)

"Symbolic Celerity" -- Any Hero

Issue: Heroes will use Symbolic Celerity only in battle and only after using their signets skills ant won't maintain it.
How to fix: Make heroes use it as Attunement, even if not in battle.
Additional info: None.

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

Hero skill usage -- Arcane Conundrum Arcane Conundrum

Issue: AI cast this on any foe, regardless of being casting spells or not, not trying to get multiple targets affected by the hex.
How to fix: Since now the skill grants energy when it ends, using it on meleers is an option if at least the energy gained is worthwhile so Arcane Conundrum affects at least 2 enemies. So I suggest to make the AI more selective when hexing foes with this skill: only on one target if it is a caster; on 2 or more adjacent foes (melee or caster) with priority to casters.
Additional info:

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

Hero skill usage -- Clumsiness Clumsiness, Ineptitude Ineptitude, Wandering Eye Wandering Eye

Issue: AI cast this on any foe, regardless of being attacking or not. When the target is a caster, these hexes may fade before that foe begins attacking (monster AI usually cast many spells before they decide to attack).
How to fix: Make AI prioritice attacking foes as their targets, especially melee foes.
Additional info:

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

Hero skill usage -- Divine Boon Divine Boon

Issue: AI upkeeps this enchantment constantly, slowing the energy regeneration when out of combat.
How to fix: Give the AI the same skill usage as for Healer's Covenant (the enchantment is cast upon entering combat and upkept until the fight ends, then the AI will stop mantaining it to regain energy).
Additional info:

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

Hero skill usage -- Rotting Flesh Rotting Flesh

Issue: Heroes will repeatedly attempt to cast this skill on non-fleshy targets, sometimes even on recharge.
How to fix: Have the AI check to see if the target is fleshy before casting.
Additional info:

--User Timeoffire45 sig.jpg Timeoffire45 rawr 06:57, 22 June 2010 (UTC)

Npc Skill usage -- Spirit Rift Spirit Rift

Issue: The AI casts it on moving foes, which is quite useless and a waste of ten energy and 2.25 seconds.
How to fix: Have the AI cast it on stationary foes only.
Additional info: 20:39, 26 June 2010 (UTC)

Hero -- Judge's Insight

Issue: Hero spams Judge's Insight on all party members
How to fix: Hero casts Judge's on party members wielding a martial weapon
Additional info: AI should be the same heroes use for Splinter weapon and related skills.

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

Hero -- Lamentation

Issue: Hero uses old AI
How to fix: Hero should cast Lamentation when hero is in earshot of a spirit, not only when target is near a corpse
Additional info: This skill was changed, if I remember correctly, in one of the skill updates. It seems that heroes use old AI, and will only cast this skill when target is near a dead corpse. They don't use the other condition "when in earshot of spirit" which would work almost all the time.

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

Hero skill usage -- "Can't Touch This!" "Can't Touch This!"

Issue: AI uses this skill only when facing foes with touch skills. Don't get me wrong, this behaviour is ok, but due to the fact that is a cheap shout that last for a reasonable duration that it's equal to the recharge, it can be usefull to trigger other skills effects that require to be under the effects of a shout or chant (like Soldier's Fury, Soldier's Stance or Soldier's Defense), or skills with effects that trigger when a shout ends (like Blazing Finale, Bladeturn Refrain or Hasty Refrain).
How to fix: It would be nice that the shout is used on recharge during combat for the reasons stated above.
Additional info:

--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)

Hero skill usage -- Ancestors' Rage Ancestors' Rage

Issue: Ancestors' Rage is never used unless micro-managed.
How to fix: Have heroes use Ancestors' Rage when an ally is adjacent to a foe.
Additional info: None.

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. -- 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)

Hero skill usage -- Dolyak Signet Dolyak Signet

Issue: Heroes do not maintain this on themselves all the time. There is often quite a long delay between it becoming available and them using it.
How to fix: Given it has 0 energy cost and 0 cast time, heroes should use this as soon as it is available and they are next to an enemy.
Additional info: None.

Hero skill usage -- Glowstone Glowstone

Issue: Heroes use this as a damage skill without any regard to whether the foe has weakness or not
How to fix: make heroes only use this skill on enemies suffering from weakness
Additional info:

Crimmastermind 09:46, 16 August 2010 (UTC)

Hero skill usage -- Psychic Instability Psychic Instability

Issue: Heroes do not appear to use this against attack skills, only spells and signets. Perhaps a holdover from this skill's previous functionality?
How to fix: Add attack skills to potential targets.
Additional info: None.

Hero skill usage -- Mystic Sandstorm Mystic Sandstorm

Issue: Heroes do not use this skill at all after the 17/02/2011 major dervish update.
How to fix: Make heroes cast this skill when they have nearby foes.
Additional info: None.

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

Hero skill usage -- Rending Aura Rending Aura

Issue: Heroes do not use this skill at all after the 17/02/2011 major dervish update.
How to fix: Make heroes cast this skill when they have nearby foes.
Additional info: None.

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

Hero Skill usage / Enemy Skill Usage -- Signet of Humility Signet of Humility

Issue: AI will only cast this skill on an enemy whose elite skill is recharged, which is not a prerequisite required by the skill. Signet of Humility will disable the users skill regardless if it is recharged or not.
How to fix: Remove AI limitation to cast only when enemies elite skill is recharged.
Additional info: The skill is most effective if cast right before the Elite Skill is recharged.

Magicoverdrive 08:59, 6 March 2011 (UTC)

Hero Skill usage / Enemy Skill usage -- Enchanter's Conundrum Enchanter's Conundrum

Issue: AI will only cast this skill on enchanted foes, although it is much more viable if it was casted on non-enchanted foes for damage.
How to fix: Make AI cast it on non-enchanted foes.
Additional info: None.

Combat and behaviour issues

Necromancer heroes "danger" awareness -- All 3 heroes

Issue: The awareness of "danger" needs to be increased on Necro heroes. Often they stand right next to a melee opponent attempting to cast, especially a MM. This is, not seldom, suicidal.
How to fix: Increase awareness for heroes in the range of "dangerous" foes.
Additional info: none

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)

Ritualists and Spirits -- All offensive spirits (may include defensive but they appear to cast those on recharge)

Issue: When spirits are out of range (i.e. half the compass away) they do not recast offensive spirits, even when under attack.
How to fix: Probably needs some sort of if/then conditions, if spirits not in earshot then recast.
Additional info: Can be easily solved by micromanaging heros, but even on attack mode they don't cast the spirits.

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? 21:54, 23 August 2010 (UTC)

AI not attacking -- Hero and Henchmen

Issue: If im on a team with only Heroes and henchmen and i approach an enemy group without attacking them, H&H AI wont react until they go hit. Also if do not attack during combat (for example if i'm holding a bundle item or im using a defensive weapon set), H&H stop attacking and stupidly run and stand next to me.
How to fix: Make H&H AI attack inmediately to anything hostile that enter their aggro bubble (not waiting to get hit) and keep doing so even if no player is attacking.
Additional info: none.

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

Monsters not reacting to attacks -- Any monster

Issue: Upon engaging an enemy group, some monsters keep happily walking several seconds like if the fight doesn't go with them (even if they got hit).
How to fix: Improve mosnter awareness (give them a working brain).
Additional info: None

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

Character -- any character

Issue: i was running in wizards folly pre ascalon with a potential survivor character, many enemy's where following me, trying to attack, but i was far ahead, when suddenly I lost huge amounts of damage, quick reacting, I used orison of healing and Troll unguent, but it was to late, my potential survivor died without a visible reason, but when it laid down on the ground, my screen was pointed at a place with trees, about 200M away, where i past running, there stood all the enemy's in attack position, before re spawning, i could see that my character was obliviously stuck between two trees
How to fix: let the character not walking trough things and then suddenly spawn at the 'stuck point' but let them stop immediately so we can walk around it
Additional info: i need to start up a new survivor.

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. Kruhljak 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 — 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)

Heroes and Henchmen -- All Heroes and henchies from Temple of Ages, Zin Ku Corridor and Chantry of Secrets at least

Issue: When suffering AoE damage ( precisely from Blizzard while being enchanted with Ice Fort, they do try to scatter as if they are actually taking any damage, even if they have just put Ice Fort up.
How to fix: Give these guys a heads-up and make 'em realize that zero damage means, nothing, null, nada damage, like that they'll not move out of the fort, ending it and starting to take it.
Additional info: Not even by means of flagging can you keep them inside their forts when under Blizzard.

Beleeth 03:46, 8 January 2011 (UTC)

Henchmen -- All in Party

Issue: After the Koss Elixir Quest is compleated and Koss kills Slort Nibog. None of the henchmen will help fight or heal.
How to fix: Not sure there is one, other then going to another zone.
Additional info: All the hero's are still attacking as they are set to.

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

WIK all H&H fail to recognize foes -- Heroes and Henchmen (Jora et al)

Issue: in WIK, too often H&H (when flagged to attack or guard)fail to recognize foes, attack OR defend themselves. Have seen many cases where H&H do nothing but stand facing wall or other obstacle, even when under attack.
How to fix: Update AI recognition of White Mantle as foes
Additional info: Situation appears to happen only when foe is White Mantle (in WIK). Against "normal" foes, H&H have normal responses to aggro

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

Independent NPC issues

Vizunah Square -- Master Togo (Discussion)

Issue: Gets stuck at the Second Open Gate near bridge
How to fix: Exit the mission and restart
Additional info: none

Fort Aspenwood -- Luxon Priest

Issue: Only uses Protective Spirit on injured players within range, despite having Healing Breeze.
How to fix: Make them use Healing Breeze in addition to Protective Spirit on injured players within range.
Additional info: The only reason I know they have Healing Breeze is because it's on the Luxon Priest page.

Arborstone mission -- Danika

Issue: If you've already killed the foes at the end of the mission, she runs straight through the cathedral, including all the monsters, rather than following players through the safe path.
How to fix: Make her follow players until she is actually at the end of the mission, rather than programming her to run to the end no matter what after the Stone Soul dies.
Additional info:

Arachni's Haunt (dungeon) -- Burning Spirits

Issue: They just patrol, but they don't agro or attack. They either get bodyblocked or try to keep patroling.
How to fix: Make them get agroed and use their spells.
Additional info: They are quite inoffensive at the moment...

Tahnnakai Temple Mission -- Zojun

Issue: He is bodyblocked by a chest at the top of the stairs.
How to fix: Remove the chest or make him run around the other way.
Additional info: The player is not able to progress to the next area. 01:06, 7 July 2011 (UTC)

General and miscellaneous issues

Hero/Henchman fighting Abbadon -- Any

Issue: Heroes and henchman do not attack Abbadon when he is bound; they must be locked on target.
How to fix: Cause them to automatically attack Abbadon when he is bound.
Additional info: I am not aware whether calling the target will cause them to attack; I did not think to do it at the time.

HA and GvG henchmen

PvP Henchman -- Warrior

Issue: Takes too much damage while using Frenzy and is easily spiked out. Frenzy is also used when the appropriate cancel stance is not available.
How to fix: This fix is not simple as proper Frenzy cancelling requires a certain level of situational awareness. Cancelling whenever any damage is taken removes all pressure being dealt by the warrior, but in the case of a spike build Frenzy needs to be almost immediately cancelled to prevent death. If it is possible to have Frenzy cancelled based upon the number of targetted packets of damage, that would be ideal. This would not really make the henchmen "too good" because frontline henchmen tend to output fairly pathetic pressure anyway and this change would only prevent them from instantly blowing up, monks would still have to catch the spike. Other situations where Frenzy should be cancelled include whenever melee classes converge upon the henchman. Simply cancelling when a damage threshhold is reached is not ideal as by then it is too late and monks will have to patch up the Frenzy damage. Frenzy should not be activated by a henchman when no cancel stance is available, i.e. Rush is not charged or almost charged.
Additional info: This exact issue also applies to Primal Rage. Frenzy and Primal Rage will never be used if Rush is active. Occasionally they will activate Frenzy while under pressure and immediately cancel it.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Cripslash and Hundred Blades

Issue: Gash is not chained effectively with Sever Artery or Crippling Slash.
How to fix: Due to the prominence of condition removal in PvP, Gash should almost always immediately follow Crippling Slash, with the AI waiting until both skills are charged before unleashing. As Sever Artery is somewhat cheaper it should more or less be continuously spammed on any target that does not have bleeding as soon as it is charged, whether or not Gash is charged. Gash should be applied whenever charged on any bleeding target in range.
Additional info: The goal here is condition spam, which is the only reason anyone runs a sword.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Death's Charge Hammer

Issue: As already reported generally here, Death's Charge is used as a heal rather than an offensive Shadow Step.
How to fix: For this bar Death's Charge should only be used when both Knockdowns are fully charged, preferably on a monk or healer, followed by the standard knockdown chain.
Additional info: If possible henchmen should not teleport across the map over extending out of range of their own monks to do this.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- All hammer bars

Issue: The correct knockdown combo is not used by AI with a hammer.
How to fix: The correct skill activation pattern is elite hammer attack followed by Flail if the knockdown was successful, followed by Crushing Blow, then a slight paused before activating heavy blow to quarterknock the target and prevent spell casting. If this is not done there is no reason to activate Flail ever as quarterknocking is the only purpose of an IAS that self snares on a hammer bar. If the slight break is not possible Crushing Blow needs to be followed by an autoattack.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- All hammer bars

Issue: Hammer Bash is used as soon as charged, removing all adrenaline so that the elite hammer attack is never used.
How to fix: Hammer Bash should only be used when the elite hammer attack is less than half charged, or immediately after Crushing Blow during a standard hammer knockdown chain.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Primal Rage Axe

Issue: Disrupting Chop is only ever used at the start of skill activation meaning that only skills with a 2 second cast time or longer will ever be interrupted.
How to fix: Disrupting Chop is used as a predictive interrupt by many players, proper prediction may be difficult with a henchman, but perhaps a few additional rules such as attempting a d-chop on any monk below half health in the hope of hitting their attempt to save themselves and also activation on anyone knocked down as they stand up in an attempt to quarterknock would make this skill more useful without being overpowered.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Shock Axe and Primal Rage Axe

Issue: Shock is spammed far too often and sometimes used on already knocked down targets for damage. Is always used as the opening move.
How to fix: Shock should probably only be used by henchmen when they have zero exhaustion as they cannot weapon swap to escape it. Perfect usage would include chaining it after Bull's Strike to quarterknock and using it as an interrupt for 1 second activation skills. Rather than using godlike reflexes, an attempt at prediction such as using it on ritualists and monks whenever they slip below half health may be more appropriate.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- All hammer bars

Issue: Flail is spammed causing the warriors to Flaillock.
How to fix: Flail should only be used when the warrior is adjacent to a target that is knocked down or snared, or as part of the previously mentioned standard hammer combination.
Additional info: Current behaviour is correct for PvE, but incorrect for PvP.

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)

PvP Henchman -- All hammer bars

Issue: Enraging Charge is sometimes cancelled by Flail and also occasionally used when adrenal skills are charged or only need one strike to charge.
How to fix: Flail should never be activated to cancel Enraging Charge. In every circumstance Enraging Charge should be cancelled by hitting a target before activating Flail. Enraging Charge should also only be used when at least one skill is 3 strikes from being charged. It is more useful for Enraging Charge to be used to cancel Flail if there are no adjacent targets than the other way around, this would usually occur after a standard hammer combo during which the target died.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Bow ranger bars

Issue: Rangers with two stances will sometimes inappropriately cancel defensive stances with other stances.
How to fix: Serpent's Quickness should never be used while Natural Stride is active. Lightning Reflexes and Natural Stride should never be used to cancel each other.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Magebane Shot ranger

Issue: Debilitating Shot is spammed on melee.
How to fix: Should be used on recharge on monks, in absence of monks any caster other than elementalists. Needs to keep the same target unless it is dead.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Bow ranger bars

Issue: Natural Stride not used to cover the casting of Apply Poison.
How to fix: If it is recharged Natural Stride should always be activated before activating Apply Poison in combat.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Bow ranger bars

Issue: Henchmen focus on one target and do not attempt to spread poison.
How to fix: When Apply Poison is activated, if no target is called henchmen should swap targets for autoattacking whenever their target becomes poisoned.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Pious Concentration VoR

Issue: Backfire and Empathy applied incorrectly to melee and casters respectively.
How to fix: These skills need to be applied based on a combination of class/weapon wielded, not just weapon wielded due to how weapon sets are used in PvP. Backfire should be applied to monks preferentially, no matter what weapon is wielded, then ritualists, followed by all other caster classes. Empathy should only ever be applied to warriors, assassins, paragons, dervishes and rangers, approximately in that order of priority. Another option for empathy would be to base it on a combination of weapon wielded and the level of weapon mastery with Empathy only being applied if the target has at least 9 mastery in the martial weapon wielded.
Additional info: People running dagger monks to beat henchmen AI that will not very often be run should not be considered. Dervish healers may need to be considered, but they are likewise highly uncommon and not very effective in 8v8 formats.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Pious Concentration VoR

Issue: Signet of Humility used on non-monks.
How to fix: Unless Henchmen can be programmed to realise when your team is pushing or pulling, SigHum should be used exclusively on monks. In absence of monks, whoever is in slot 1 is probably the caller, or any random target will do.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Lyssa's Aura mesmer

Issue: Will overextend into the frontlines to use Hex Eater Signet.
How to fix: Should only be used on allies that are already within "area" or "nearby" range.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Infuse monks

Issue: Infuse is used inefficiently and at poor times, sometimes when the caster has low health on targets that don't really need it.
How to fix: Infuse should only be used if the caster has approximately 90% health on targets that have lost half their health within a second. Casting at the end of the second will be too late, as soon as half the health has disappeared Infuse needs to be cast. Spirit Transfer currently has better AI behaviour. It should always almost immediately be followed up by whatever skill the henchman considers appropriate to heal themselves.
Additional info: Close to perfect reflexes may cause problems, but Henchmen will likely overuse this skill and spam healing at the same time and run out of energy, so even pure spike builds should be able to pressure these monks out.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Balanced Stance RC

Issue: Balanced Stance is often used after the first knockdown.
How to fix: Activation during knockdown activation is perfect, but likely overpowered. Perhaps activation whenever anyone wielding a hammer enters adjacent range is more appropriate as it allows the stance to be "faked out". Generally speaking it is difficult to avoid ranged KDs using this skill without carefully watching the field, trying to implement this for AI would likely make them too good with it.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Balanced Stance RC

Issue: Aura of Stability often used on inappropriate targets, often after the first knockdown.
How to fix: This should be cast during hammer knockdown activation, maintained on friendly monks when possible or using similar criterea as suggested for Balanced Stance.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Corrupt Enchantments necromancer

Issue: Defile Defenses not used effectively as a cover enchantment.
How to fix: Defile Defenses should always be cast immediately after Faintheartedness.
Additional info: Other hexes on the bar are not as important to cover, but could be covered.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- BSurge and both Ritualist bars

Issue: Weapon of Warding is cast on frontliners and very quickly cancelled.
How to fix: Rule of thumb, in PvP WoW should never be cast on warriors, assassins, paragons, dervishes or rangers.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- BSurge

Issue: Skills will be continued to be spammed, even if the Attunement is stripped.
How to fix: When Air Attunement is down all skills should be cast far less often. Probably only BSurge should be used at all.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- BSurge

Issue: Gale tends to be overused, resulting in high levels of exhaustion.
How to fix: Gale should only be used when no exhaustion is present unless certain conditions are met. Those conditions can be to interrupt a skill with 2 seconds or greater casting time or immediately after someone stands up from another knockdown.
Additional info: Gale quarterknocking may be too powerful on a henchman.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Shatterstone elementalist and Mind Blast GvG elementalist

Issue: Aura of Restoration is not always used to cover the Attunement.
How to fix: AoR should always be cast on top of the Attunement, even if it is already active.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Wastrel's Collapse assassin

Issue: The combo is not chained.
How to fix: The entire KD combo should be chained together (WC->Flurry->Falling Lotus->Horns of the Ox->Falling Spider->Twisting Fangs), or none of the attack skills used at all. If any skill fails, the chain should be aborted. Should only be used if Horns of the Ox will succeed prior to starting. If it will fail when it gets to Horns of the Ox, Twisting Fangs should be used instead and the rest of the chain abandoned. The chain should not be used when there is not enough energy to finish it, including the energy gain from Falling Lotus.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Ritualist healer

Issue: Defensive weapon spells are cancelled by other defensive weapon spells.
How to fix: Weapon of Warding, Resilient Weapon and Xinrae's Weapon should never ever be used to overwrite each other.
Additional info: None.

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. Misery 06:52, 7 October 2009 (UTC)

PvP Henchman -- Bunny Thumper

Issue: Wild Blow is spammed on recharge ruining any built up adrenaline. Spammed even when no stances are active.
How to fix: Wild Blow should only be used when Hammer Bash has two or fewer strikes of adrenaline. Should only be used to remove defensive stances.
Additional info: None.

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)

PvP Henchman -- Bunny Thumper

Issue: Bestial Mauling is spammed on recharge, regardless of knockdown.
How to fix: Pet should always be locked on to whatever target the ranger is attacking and Bestial Mauling should be activated at the same time as Hammer Bash.
Additional info: None.

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. Misery 06:52, 7 October 2009 (UTC)

PvP Henchman -- Bunny Thumper

Issue: Comfort Animal is used to heal the pet while Bunny Thumpers have notorious energy problems.
How to fix: Unless they have full energy, Comfort Animal should only be used to rezz a pet for the purposes of reapplying Rampage as One and only used when they have sufficient energy to cast both, after expertise calculations.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Bunny Thumper

Issue: Rampage as One is not maintained. Not used immediately at start of combat.
How to fix: Rampage as One should almost always be active, especially in combat.
Additional info: None.

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. Misery 06:52, 7 October 2009 (UTC)

PvP Henchman -- HA Monk bars

Issue: Channeling is not used effectively.
How to fix: HA monks using Channeling need to try and position themselves near to enemy players to take advantage of Channeling.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Healer's Boon monk

Issue: Heal Party is spammed far too often resulting in no energy for the monk.
How to fix: Heal Party should only be used when Channeling will trigger for at least 6 energy or when at least half the party is below half health.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Lingering Curse with snares and Earth Snarer

Issue: Snares used more or less at random.
How to fix: Snares in HA are ran primarily for snaring relic runners. Anyone holding a relic needs to be actively sought out and snare. Ward Against Foes is too expensive to be used in any other circumstance. Grasping Earth should be used whenever possible.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Sould Bind necromancer

Issue: Defile Defenses not used effectively as a cover enchantment.
How to fix: Defile Defenses should always be cast immediately after Faintheartedness and Soul Bind.
Additional info: Other hexes on the bar are not as important to cover, but could be covered.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Fire elementalists

Issue: Savannah Heat and Searing Heat are used more or less randomly.
How to fix: Should be cast primarily upon knocked down foes, or large clusters.
Additional info: Ideally should be cast before activation of the knockdown, but I assume this is impossible unless it is cast on anyone a warrior with a hammer has targetted when they have full adrenaline.

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. Misery 06:52, 7 October 2009 (UTC)

PvP Henchman -- HA Mind Blast elementalist

Issue: Song of Concentration and Make Haste! used incorrectly. Both are spammed when available.
How to fix: Make Haste should be maintained on any team member holding a relic. Technically it should also be maintained on the ghostly and whoever the ghost is following on King of the Hill, but I assume this is impossible. Song of Concentration should be cast whenever the holding enemy ghostly dies on King of the Hill using the same trigger that the Ghostly uses to start casting Claim Resource (ideally just before if possible, but this is possibly overpowered), or whenever an ally dies on other maps to prevent interruption of the resurrection. These are the only reasons these skills are taken in HA, there is no other reason to have them.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Convert Hexes OoS ritualist

Issue: Convert Hexes is used to remove single hexes.
How to fix: Should only be used on hex stacks.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Convert Hexes OoS ritualist

Issue: Death Pact Signet is used as a general resurrect.
How to fix: Should only be used to resurrect other allies with hard resurrection skills and monks.
Additional info: None.

Misery 11:59, 6 October 2009 (UTC)

PvP Henchman -- Convert Hexes OoS ritualist

Issue: Wielder's Boon is cast on characters that have no weapon spell active.
How to fix: Should only be cast on characters with weapon spells active, in other cases Mend Body and Soul should be cast.
Additional info: None.

Misery 19:29, 6 October 2009 (UTC)

PvP Henchman -- All warrior henchmen

Issue: Bull's Strike is queued, even on targets that run towards the henchman and start hitting them.
How to fix: Bull's Strike should only be activated if the target is adjacent and moving.
Additional info: None.

Misery 19:39, 6 October 2009 (UTC)

PvP Henchman -- Magebane Henchman

Issue: Lightning Reflexes is seldom if ever used, never used defensively.
How to fix: Should be used similarly to defensive stances.
Additional info: None.

Misery 20:02, 6 October 2009 (UTC)

PvP Henchman -- BSurge

Issue: Will not cast any skills when Glyph of Lesser Energy is active.
How to fix: Prioritise 10 energy skills when GoLE is up.
Additional info: None.

Misery 20:12, 6 October 2009 (UTC)

This is a pending issue, see the old AI issues page for more details: [1]. -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. Misery 06:52, 7 October 2009 (UTC)

PvP Henchman -- Cruel Spear GvG

Issue: Anthem of Weariness is only used to maintain Aggressive Refrain in combat, only if GftE or Stand Your Ground! will not renew it in time.
How to fix: Anthem of Weariness should practically always be cast on recharge.
Additional info: None.

Misery 20:15, 6 October 2009 (UTC)

PvP Henchman -- Bsurge

Issue: Blinding Surge is cast on monks wielding wands that are not attacking. Even while a warrior is beating the BSurge's face in.
How to fix: Only melee classes wielding melee weapons and paragons/rangers wielding martial weapons should be blinded.
Additional info: None.

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. Misery 06:52, 7 October 2009 (UTC)

PvP Henchman -- Mind Blast HA

Issue: Casts spells continuously and practically never wands resulting in Song of Concentration almost never charging.
How to fix: Reduce how often spells are spammed while Song of Concentration is not charged.
Additional info: None.

Misery 20:55, 6 October 2009 (UTC)

PvP Henchman -- Wastrel's Collapse assassin

Issue: Wastrel's Collapse will not be used on a caster during aftercast, this means that someone spamming spells will never be knocked down.
How to fix: Update AI to recognise that Wastrel's Collapse can and should be cast during aftercast.
Additional info: None.

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

Hero -- Arcane Echo

Issue: Heroes use Arcane Echo incorrectly.
How to fix: Set the priority of non-spell skills after using Arcane Echo to lowest priority. Perhaps make the hero AI target the skill to the immediate right of Arcane Echo on the skill bar, and if that skill is not a spell then check for an elite skill. If the elite skill is not a spell then check the remaining "spell" skills on the skill bar for the skill that does the most damage and choose that one.
Additional info: I realize that it's pretty well known that heroes don't use this skill properly, however, I thought I might have a solution that hadn't been considered yet. (call me vain)

RunningInTheMist 04:49, 26 December 2009 (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: -~=?????? User Sparky, the Tainted charr sig.PNG (t???) 21:12, 6 March 2010 (UTC)

ArenaNet supposedly is aware of this bug. See Feedback:Bug reports/Miscellaneous bugs#Jade Quarry Imbalance. --Silver Edge 02:36, 30 March 2011 (UTC)

Jade Quarry -- Jade Quarry NPCs & RoJ

Issue: NPCs do not scatter while taking damage from RoJ
How to fix: Fix RoJ in PvP and/or NPCs' AI
Additional info: Not tested for the other PvP formats, but probably same issue there.

Elephant 19:48, 12 March 2010 (UTC)

Fort Aspenwood

Fort Aspenwood Turtles -- Both Turtles

Issue: They just stop moving.
How to fix: Make it always move unless a player is into aggro
Additional info: &

--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 -- 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. 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

Hero -- Any

Issue: Heroes will not re-cast these enchantments while they are already active. It should be noted that there are significant bonuses to re-casting these enchantments while active (I.E. AotL will last longer next cast, energy gain for attunements). Having heroes not cast these on recharge (Even if active) hurts their build.
How to fix: Force heroes to re-cast these on recharge.
Additional info: If not casting on recharge, cast when the enchantment is blinking. 22:18, 9 March 2010 (UTC)

PvE -- Razah

Issue: Casts Armor of unfeeling before they casts spirits so it has no effect
How to fix: Cast after spirits
Additional info: 20:33, 16 March 2010 (UTC)

Peacekeeper Marksman

PvE -- Peacekeeper Marksman NPC

Issue: When it used Gaze of Fury against Xandra's Spirit of Life, the spirit was replaced with a Spirit of Fury but the spirit was a non-hostile NPC the same as Farmer Dirk. I did not attack my party.
How to fix: Make sure the spirit created by the skill Gaze of Fury is aggressive to the player party and not allied. This could possibly be due the Peacekeeper Marksman being non-hostile to the party before the dialogue ended.
Additional info: The marksman died just as he finished casting Gaze of Fury and he was the last Peacekeeper left alive. Maybe the spirit only appeared non-hostile because before the spirit of fury resolved, the caster was dead. 09:35, 22 April 2010 (UTC)

Junundu Tunnel

All heros and henchmen -- Junundu wurms

Issue: They do not use the Junundu Tunnel skill to make up distance between their leader and themselves.
How to fix: Make the heroes and henchmen use Junundu Tunnel to catch up to their leader if they are lagging behind for any reason.
Additional info: none. 22:37, 8 May 2010 (UTC)

Dunkoro + Mhenlo Leave Junudu Bug

Hero/Henchman -- Monk(s)

Issue: In The Alkali Pan (Desolation) when using the wurm spot at the bottom of the map a healer hero/hench will immediately use leave Junudu when they are in a wurm. After they die went you cross into the sand (yellow) a 3rd or 4th henchman/hero will randomly ditch to res the dead hero henchman.
How to fix: Stop the heros/henchman from ditching the wurmns.
Additional info: Youtube Video of Bug

Dominator Matrix 20:35, 21 May 2010 (UTC)


Fort aspenwood turtles -- Turtles

Issue: sometimes the turtles in Fort aspen wood stop moving and refuses to move on unless a foe comes in earshot range "also happens in turtle spawn" sometimes, might be when a human player uses shadow walk or shadow of haste¨. Turtles also stops and focus thier fire on players standing next to the teleports but misses all "shells" due the fact that they hit the wall and deals like 20-40 dmg. And the turtles only moves on if the player is eliminated. Would be alot easier to that if u could teleport up on the wall even if the final (purple/orange) gate is closed. (At the moment it´s only possible to "teleport" to when it´s destroyed or open)
How to fix: make turtles only focus fire on ncps and enable players to teleport up on the wall.
Additional info: A net should realy check out the map due there is alot more bugs / glitches or cheese to exploit on this map other then that i discribed

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. -~=?????? User Sparky, the Tainted guided sig.png (t???) 19:15, 3 June 2010 (UTC)

Celestial Horror

Ally -- Celestial Horror

Issue: When you spawned him with the celestial skill, he wont follow you.
How to fix: Let him follow you
Additional info: He does fight, if u spawn him in a fight, but he wont follow. 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 =\. 20:46, 26 June 2010 (UTC)

Cannot Mount Devourer

Can't mount Devourer in Dalada Uplands. -- Devourer Catapult

Issue: Clicking on Devourer does nothing; no option to mount.
How to fix:
Additional info: In Dalada Uplands I cannot mount the Devourer for "The Smell of Titan in the Morning" quest. Even if I switch quests and activate Seer's "Watch it juggle" quest, which requires the beast, I cannot mount it. (I have mounted it many times in the past.) Relogging doesn't help.

User:Eirynne 20:16, 29 June 2010 (UTC)

Charming Animals

All explorable -- ALL Charmable

Issue: animal being charmed attacks pinned party, out of normal range.
How to fix: animal should attack character charming, or nearest party member in normal range.
Additional info: In seven consecutive charms, the animal, in all three continents, will immediately run to pinned party despite being pinned at edge of radar, ignoring "me". this action is similar to independant attack by summoned imp, where the foe attacks character.

--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

Using defensive dervish enchantments -- Redemptor Frohs and hero/henchmen healers in general

Issue: When using defensive dervish enchantments such as Armor of Sanctity, they will go up to melee range of foes in order to apply weakness onto them. They will then continue to remain in melee range while auto attacking with their staff/wand.
How to fix: Make healers use armor of sanctity defensively rather than offensively like they do now.
Additional info: They should only ever use skills like this when a foe comes within melee range of them - not them going up to melee range of foes to use it. I have noticed Redemptor Frohs contantly being in melee range when auto attacking (with a staff!) and I suspect it's got to do with his offensive use of a defensive dervish enchantment. He acts as if he's a warrior henchmen - following your targets like a warrior henchmen. 05:46, 25 March 2011 (UTC)

Siege turtles in Fort Aspenwood

Fort Aspenwood -- Siege Turtle squads

Issue: Because previous turtle bug related to turtle squads stopping their advance was posted more than a year ago, I'm reposting this bug issue with further information. In at least 3/5 of games I've played this week, at least one turtle squad becomes stuck between outer and inner gates, sometimes outside the outer gate. I have come to understand that this bug is somewhat intentional by making turtles advance unless there is an enemy within aggro radius. Most of the time they get stuck after killing the non-respawning Kurzick NPCs between the gates. Unless the gate NPCs are respawned, a Kurzick player is kited or enters the turtle's aggro radius (which is unlikely, as many players avoid them if they are stuck), they remain halted. NPCs behind the inner gate cannot usually be kited far enough either (not even the melee NPCs). This is continuosly giving the Kurzick side advantage.
How to fix: Make turtles always advance by default. Make them only stop when there's an enemy within aggro or spirit range. Meant to be support weapons instead of invincible war machines, making turtles advance slightly slower might force Luxon players to protect them further and prevent early-game Gunter ganks.
Additional info: None. 09:47, 6 May 2011 (UTC)

Symbolic Celerity

Before or during battle. -- Symbolic Celerity

Issue: Hero's are not prioritizing this skill when a skill bar mostly consists of signets.
How to fix: Maybe make this maintained at all times, or cast before any signets are.
Additional info: The build I've been testing with: OQNFAcESMsLjpDlUPt+55fgEgnC

Terminhell 21:50, 12 May 2011 (UTC)

Fort Aspenwood -- Turtle

Issue: Somehow it sometimes gets stuck and doesnt move anymore. It's just standing the full match and doing nothing.
How to fix: Make it move and attack again.
Additional info: This happened now already 3 times on the outer purple and orange gates. 22:41, 22 June 2011 (UTC)