Mob AI- RUN AWAY!
I have noticed I can almost always create running mobs by using irradiate on my rad/rad corruptor, and it seems to have a high rate of being my Radiation Infection anchor. Is it possible that DOT attacks are causing this fear behavior. Perhaps even intentional so as to make it more difficult to corner pull effectively. Kinda like a nerf through AI modification?
The other day, my Mastermind was doing the second of the Midnighter missions, the one where you end up facing Kadabra Kill and his wifey.
For some reason I can't fathom, Kadabra Kill spawned as a +6 Hero (I was playing on Villainous, the minimum difficulty). I was able to peel away his escorts and defeat them all (tough to do, they were all purple conns). I then went after the hero himself.
He's a Grav/Kin character with healing, holds and so on. He was capable of one-shotting all my soldiers at once. He slapped a hold on me, used siphon speed and ran away at mach 9. In a matter of seconds, he had healed all the damage I had managed to do (which wasn't much).
At one point, I actually got him down to about half health (much resummoning, and many inspirations), at which point he siphoned speed and zoomed away to regenerate. It was physically impossible for me to catch him, slow him or immobilize him. Tar Patch had no effect once he hit siphon speed.
If he would have stayed and fought, I would have eventually beaten him. As it was, I had to drop the mission entirely because he kept running away.
This IS a problem, and I think it's fairly serious.
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The other day, my Mastermind was doing the second of the Midnighter missions, the one where you end up facing Kadabra Kill and his wifey.
For some reason I can't fathom, Kadabra Kill spawned as a +6 Hero (I was playing on Villainous, the minimum difficulty). I was able to peel away his escorts and defeat them all (tough to do, they were all purple conns). I then went after the hero himself.
He's a Grav/Kin character with healing, holds and so on. He was capable of one-shotting all my soldiers at once. He slapped a hold on me, used siphon speed and ran away at mach 9. In a matter of seconds, he had healed all the damage I had managed to do (which wasn't much).
At one point, I actually got him down to about half health (much resummoning, and many inspirations), at which point he siphoned speed and zoomed away to regenerate. It was physically impossible for me to catch him, slow him or immobilize him. Tar Patch had no effect once he hit siphon speed.
If he would have stayed and fought, I would have eventually beaten him. As it was, I had to drop the mission entirely because he kept running away.
This IS a problem, and I think it's fairly serious.
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My Crab has no problem, but he forwent a Travel Power in favour of Hurdle (2xJump) + CJ. I can actually outrun the mobs now. But yeah, it's kinda annoying.
Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
/facepalm - Apply Directly to the Forehead!
Formally Dragos_Bahtiam - Abbreviate to DSL - Warning, may contain sarcasm
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The other day, my Mastermind was doing the second of the Midnighter missions, the one where you end up facing Kadabra Kill and his wifey.
For some reason I can't fathom, Kadabra Kill spawned as a +6 Hero (I was playing on Villainous, the minimum difficulty). I was able to peel away his escorts and defeat them all (tough to do, they were all purple conns). I then went after the hero himself.
He's a Grav/Kin character with healing, holds and so on. He was capable of one-shotting all my soldiers at once. He slapped a hold on me, used siphon speed and ran away at mach 9. In a matter of seconds, he had healed all the damage I had managed to do (which wasn't much).
At one point, I actually got him down to about half health (much resummoning, and many inspirations), at which point he siphoned speed and zoomed away to regenerate. It was physically impossible for me to catch him, slow him or immobilize him. Tar Patch had no effect once he hit siphon speed.
If he would have stayed and fought, I would have eventually beaten him. As it was, I had to drop the mission entirely because he kept running away.
This IS a problem, and I think it's fairly serious.
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My Crab has no problem, but he forwent a Travel Power in favour of Hurdle (2xJump) + CJ. I can actually outrun the mobs now. But yeah, it's kinda annoying.
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Not when they siphon speed you, I assure you.
Virtue Server
Avatar art by Daggerpoint
I haven't read many of the previous posts, and am still pretty new to the game. Mainly been playing a robotics/traps MM (37 atm), and on that char running's not too big of an issue with minions/lts thanks to Web Grenade. Even bosses are somewhat ok; given their health they have more chances to run, but the knockbacks from the bot attacks generally keep them pinned. Elite bosses are annoying as heck with how much they move, but I guess that's just the price we pay for going it alone.
However, when I don't feel like playing the mm (or, like now, am waiting for the 3-day-auto-complete to reset so I don't have to fight that blasted Infernal again o.o), I'm playing a broad/regen scrapper. Only 14, but damn, the running is noticable. I'm all for running mobs at intelligent times - for example, I con a few levels higher than it, or I do X times more damage than it does to me in a certain amount of time. But these are even level or higher level mobs, running off as soon as I engage them despite their numerical superiority. On the one hand, I can understand that being a hero I'm naturally more powerful than them, and a lot of mobs would be aware of this and flee in terror. On the other hand, I'd expect them to take a shot and only flee when they know they're losing.
So, basically, I can understand why they flee, but I definitely don't like the frequency. =P
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The other day, my Mastermind was doing the second of the Midnighter missions, the one where you end up facing Kadabra Kill and his wifey.
For some reason I can't fathom, Kadabra Kill spawned as a +6 Hero (I was playing on Villainous, the minimum difficulty). I was able to peel away his escorts and defeat them all (tough to do, they were all purple conns). I then went after the hero himself.
He's a Grav/Kin character with healing, holds and so on. He was capable of one-shotting all my soldiers at once. He slapped a hold on me, used siphon speed and ran away at mach 9. In a matter of seconds, he had healed all the damage I had managed to do (which wasn't much).
At one point, I actually got him down to about half health (much resummoning, and many inspirations), at which point he siphoned speed and zoomed away to regenerate. It was physically impossible for me to catch him, slow him or immobilize him. Tar Patch had no effect once he hit siphon speed.
If he would have stayed and fought, I would have eventually beaten him. As it was, I had to drop the mission entirely because he kept running away.
This IS a problem, and I think it's fairly serious.
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My Crab has no problem, but he forwent a Travel Power in favour of Hurdle (2xJump) + CJ. I can actually outrun the mobs now. But yeah, it's kinda annoying.
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Not when they siphon speed you, I assure you.
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Siphon Speed has no -Jump Speed component.
Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
/facepalm - Apply Directly to the Forehead!
Formally Dragos_Bahtiam - Abbreviate to DSL - Warning, may contain sarcasm
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The other day, my Mastermind was doing the second of the Midnighter missions, the one where you end up facing Kadabra Kill and his wifey.
For some reason I can't fathom, Kadabra Kill spawned as a +6 Hero (I was playing on Villainous, the minimum difficulty). I was able to peel away his escorts and defeat them all (tough to do, they were all purple conns). I then went after the hero himself.
He's a Grav/Kin character with healing, holds and so on. He was capable of one-shotting all my soldiers at once. He slapped a hold on me, used siphon speed and ran away at mach 9. In a matter of seconds, he had healed all the damage I had managed to do (which wasn't much).
At one point, I actually got him down to about half health (much resummoning, and many inspirations), at which point he siphoned speed and zoomed away to regenerate. It was physically impossible for me to catch him, slow him or immobilize him. Tar Patch had no effect once he hit siphon speed.
If he would have stayed and fought, I would have eventually beaten him. As it was, I had to drop the mission entirely because he kept running away.
This IS a problem, and I think it's fairly serious.
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My Crab has no problem, but he forwent a Travel Power in favour of Hurdle (2xJump) + CJ. I can actually outrun the mobs now. But yeah, it's kinda annoying.
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Not when they siphon speed you, I assure you.
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Siphon Speed has no -Jump Speed component.
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No, but it has a HELL of a lot of +run speed for them.
Virtue Server
Avatar art by Daggerpoint
Ok, this running thing has officially gone too far.
I was just on my L19 SoA, running Willy Wheeler's arc. I got to the mission that requires you to rescue Ace McKnight from Arachnos, and went through the majority of it with no problem. Finally I find Mr. McKnight, take out his captors, and proceed to start taking out the other enemies nearby.
I take out a nearby TacOps, and McKnight has engaged a Wolf Spider and a Mu Striker. 2 attacks in, and McKnight bolts. And I mean he just completely hauls [sit part] out of there, Crimson-style.
Here's where things got less than pleasant; he took off clear across the map, aggroing every single enemy in his path. I hike my way all the way over to catch up with him, to find him just swarmed with Arachnos, in that one dead-end room that sometimes houses the elevators, with about one fourth of his life left. I attempt to alleviate the situation, and fire a venom grenade into the nearby pile of enemies... and McKnight takes off again, this time back in the opposite direction, and leaving me surrounded by an army of angry spiders. I barely get out of the situation alive and back to where I rescued Ace, which is where he is- until I get there, at which point he whips around AGAIN and takes off down a different hallway, re-aggroing the horde of enemies that had followed me all the way back from where he ran off the first time, and getting himself killed. Mission failed.
I attempted the mission again- this time clearing out all the enemies down the paths that didn't lead to him before taking out his captors. And he does it AGAIN. One attack from a nearby Wolf Spider, and he takes off. Fortunately there's nothing down that way that can kill him anymore, so it's just a matter of retrieving him. I take out the ambushes and remaining enemies and head after him. Once I find him and start heading back, I run into one stray spider I missed. The guy attacks me... and off McKnight goes again. I finally tracked him down and hauled his cowardly *** to the mission exit.
Now, it's one thing when the enemies you face suddenly turn yellow and take off. But when it's an NPC you have to rescue in order to complete the mission?? THAT we definitely don't need.
If you specifically need an NPC to survive to complete a mission, then it is vital that it not have the urge to run off on it's own and aggro the rest of the map.
Two wrongs don't make a right. However, three rights make a left.
L00k, w3'r3 r3f0rmed! W3'v3 g0t l1v3s n0w, 4nd 1'm 4 buz1n3ss Pwnz0r! -Reformed Freak Proprieter
Seek. Find. Rularuu.
Target. Destroy. Rularuu.
Go. Hunt. Kill Skuls. Rularuu.
I've honestly never had McKnight or any "mission pet" NPCs do that...
Virtue Server
Avatar art by Daggerpoint
Midnighter hero arc - Lady Gray (the rabid pistol scrapper) does the same thing.
Faultline arc - the rabid superstrength tanker does the same thing.
It's to the point where I expect those missions to fail, now.
"City of Heroes. April 27, 2004 - August 31, 2012. Obliterated not with a weapon of mass destruction, not by an all-powerful supervillain... but by a cold-hearted and cowardly corporate suck-up."
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I have noticed I can almost always create running mobs by using irradiate on my rad/rad corruptor, and it seems to have a high rate of being my Radiation Infection anchor. Is it possible that DOT attacks are causing this fear behavior. Perhaps even intentional so as to make it more difficult to corner pull effectively. Kinda like a nerf through AI modification?
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Related:
The other night, I was teamed with two friends - a tank and a fire/rad Controller. We're in the Peregrine arcs, and ended up in Warwolf world.
Now, these guys run at a pretty good clip anyway when they get going. But they were taking off instantly - we noticed it happened as soon as the Fire/Rad hit them with LR. They'd scatter to every corner of the map with just that. Asked him not to use it - they behaved.
QR
The only times I've experienced mob run-away was due to DOTs.
Mobs always run away from my Fire/Fire Scrapper, it is a pain and the reason why I'm still at level 35 with him. I don't experience with my Fire/Fire Brute or Tanker, more than likely because of the taunt in the attacks.
While recently leveling up an Emp/Rad duo with my wife (at 46 now), irradiate causes the same effect if used more than once (if both of us use in on spawn). We end up chasing enemies all over the map.
I really think it is DOT's and really needs to be looked at.
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QR
The only times I've experienced mob run-away was due to DOTs.
Mobs always run away from my Fire/Fire Scrapper, it is a pain and the reason why I'm still at level 35 with him. I don't experience with my Fire/Fire Brute or Tanker, more than likely because of the taunt in the attacks.
While recently leveling up an Emp/Rad duo with my wife (at 46 now), irradiate causes the same effect if used more than once (if both of us use in on spawn). We end up chasing enemies all over the map.
I really think it is DOT's and really needs to be looked at.
[/ QUOTE ]It's not just DoTs, it's a bunch of things that cause it. I've had mobs run from my lowbie MA/SR scrapper, who has zero DoTs on him.
Global - @Proton Sentinel
Jack Devon Crab Spider VEAT; Virtue
Mordigen Earth/Storm on Liberty and Virtue
Technological Terror Bots/FF; Liberty.
50s: Zul Vakirol Thugs/Poison; Virtue. Kiyujin Katana/SR
ESPECIALLY annoying when a Super Arachnoid decides it's time for his morning run. By the time he comes back/you catch up, he's pretty much healed. Rinse and repeat.
Things to remember:
-Common sense ain't;
-Overkill is the only kill;
-If someone asks if you're a god, run away.
This is happening a lot with Werewolves for ToT right now. They will come out of the door, slap you across the face, then take off running. A few seconds later they come back, give you another slap, then take off again. Whatever they're slipping into their Kibbles I want some...
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This is happening a lot with Werewolves for ToT right now. They will come out of the door, slap you across the face, then take off running. A few seconds later they come back, give you another slap, then take off again. Whatever they're slipping into their Kibbles I want some...
[/ QUOTE ]Luminara found out that those wolves require 3 mag 3 immob applications to immobilize them. They have a good amount of immoblize protection, and are completely immune to slows, and they have a +runspeed buff on them I think. So yeah, the crappy running AI is worse with the Wolves/Minions of Igneous/Scrapheap Golems.
Global - @Proton Sentinel
Jack Devon Crab Spider VEAT; Virtue
Mordigen Earth/Storm on Liberty and Virtue
Technological Terror Bots/FF; Liberty.
50s: Zul Vakirol Thugs/Poison; Virtue. Kiyujin Katana/SR
Warwolves (and clones) only require two applications of mag 3 immob, not three. (They have boss level immob protection regardless of rank.)
Paragon Wiki: http://www.paragonwiki.com
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Warwolves (and clones) only require two applications of mag 3 immob, not three. (They have boss level immob protection regardless of rank.)
[/ QUOTE ]You'd have to bring that up with Luminara, she did the testing on that, not I.
Global - @Proton Sentinel
Jack Devon Crab Spider VEAT; Virtue
Mordigen Earth/Storm on Liberty and Virtue
Technological Terror Bots/FF; Liberty.
50s: Zul Vakirol Thugs/Poison; Virtue. Kiyujin Katana/SR
I sent in a demorecord and a detailed report explaining how you can force the AI into a running situation to Lighthouse, as he asked some months ago, and I'm disappointed that I never got a response.
From what I could tell, if you trick the AI into switching to Melee Mode, then let it chase you, just as it gets into range to attack it will immediately flee. At one point I forced a Darkest Night'd Rikti to do a 180. Never quite confirmed if debuffs played a part or not, but I know the behavior seemed to pop up more often on characters with debuffs.
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Warwolves (and clones) only require two applications of mag 3 immob, not three. (They have boss level immob protection regardless of rank.)
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No.
Two applications of webnade/webarrow are NOT enough to stop them from running. believe me, I have tested this dozens upon dozens of times. Test it yourself (easy enough to do, blaster immobs mostly stack out-of-the-box)
Agreed, Doggies have perfect slow resitance and take about Mag 10 immobilize to lockdown. You're better off trying hold or stun Warvolves.
Thank you, City of Heroes, for giving me a superhero social network combined with amazingly smooth game play. Petitions signed with realistic expectations.
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Warwolves (and clones) only require two applications of mag 3 immob, not three. (They have boss level immob protection regardless of rank.)
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Wrong.
Really, WTF?!?! is going on. It surely seems to have gotten worse in the last week or two. THIS IS NOT FUN!!!GRRRRR
The more people I meet, the more I'm beginning to root for the zombies.
Might as well add my complaint to the hat. I don't think there's a mission that I run with my current rad/rad defender that my LT/Boss anchor doesn't take off running with my auras ASAP, I spend more time waiting for them to refresh after constantly having to drop them to prevent everything on the level begin agroed, then I do actually completing the mission.
It makes team missions difficult, and soloing damn near impossible for that character
And, it [u]is[u] steadily getting worse with each update.
I know how much everyone wants new goodies in the next issues, but if this is something that can be tracked back several issues now, it really needs to be put on the short list ahead of other things.
... Hit it ...
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You do know that any anchor-using powers like rad infection get used on the LT because every damn moron aims for the bosses and the aoes take out the minions right? Kill the LTs last please, or else you get no AM.
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When I read this I LMAO... I was on a team and our rad/rad had it binded that he/she was taggin an LT during our Malta mish..LOL 1st person that gets taken out........the tagged LT
Rad/Rad: /e sigh Why do I even bother?..
Me: It doesn't get any better than this, does it?
Rad/Rad: ROFLMAO