Bots aggroing on Marauder in the Lamda trial


Agent White

 

Posted

I've only done lam twice since I22 but both times after the team split up section my pets would rush mauruder immediately after re-entering the courtyard. No amount of defensive follow has any effect they just run in and ruin everything for everyone. Has anyone else noticed this? I have done 1 Baf on my bots traps and i noticed my bots doing the same with siege.


 

Posted

I don't run many Lambda, find them annoying, personally. But a quick question: does Marauder have a really large AoE aggro/debuff power of some kind? Having played a LOT of MMs, this would be one way to get the behavior you're seeing.


Where to find me after the end:
The Secret World - Arcadia - Shinzo
Rift - Faeblight - Bloodspeaker
LotRO - Gladden - Aranelion
STO - Holodeck - @Captain_Thiraas

Obviously, I don't care about NCSoft's forum rules, now.

 

Posted

Quote:
Originally Posted by Bloodspeaker View Post
I don't run many Lambda, find them annoying, personally. But a quick question: does Marauder have a really large AoE aggro/debuff power of some kind? Having played a LOT of MMs, this would be one way to get the behavior you're seeing.
I don't think so, but this didn't happen before i22


 

Posted

The only thing I can think of is that someone else agroed him before you got out to the courtyard. He's got those debuff missiles that can draw pet attention.

It doesn't sound like that is what happened though, so the only piece of advice I can offer is next time use Passive Follow. I *think* that should clear your pets' actions so they don't continue running towards Marauder.


Favorite Hero: Computer (Empathy/Energy Blast Defender)

Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)

 

Posted

Quote:
Originally Posted by Computer View Post
...so the only piece of advice I can offer is next time use Passive Follow. I *think* that should clear your pets' actions so they don't continue running towards Marauder.
That will "flush" their aggro list, but if there's a persistent affect hanging around, they'll aggro again as soon as they're put back on either Defensive or Agressive.

As for this starting with the advent of i22, I can guarantee I haven't done a Lambda (or any other itrials, for that matter) since then, so any comments on my part would be speculation.


Where to find me after the end:
The Secret World - Arcadia - Shinzo
Rift - Faeblight - Bloodspeaker
LotRO - Gladden - Aranelion
STO - Holodeck - @Captain_Thiraas

Obviously, I don't care about NCSoft's forum rules, now.

 

Posted

As a regular MM player i can verify that the pets DO indeed aggro on both Marauder and Siege and are almost impossible to call back

The only work around is to put your pets on passive(heel) before entering the courtyard (BAF) and after the prisoner break out (LAM)

It does not only apply to bots as i have tried with thugs, mercs(yes i have one!), demons and zombies. I haven't got a ninja high enough as they always drive me mad with there super speed sprints of doom after a fleeing foe.


 

Posted

I've run into the same problem (on my bots, and I've seen it happen multiple times with ninjas), on both Marauder and Siege. It's gotten to the point that I just have to dismiss the pets until everyone's ready; otherwise they aggro even if set to Passive/Follow. Passive/GoTo will keep them in a specific place (like right next to my MM) for a bit, but unless I re-issue the GoTo command every ten seconds or so, they try to charge the AV again.


FUN FACT: That burst of light when you level up is actually the effectiveness escaping from your enhancements all at once.

 

Posted

I can say my Thugs/Dark pets are bugged as well. Even on Passive/Stay on the slope in front of Marauder, my thugs will attempt to charge Marauder's group.

In BAF, on tennis court waiting for Nightstar or Siege - pets will try to engage either AV regardless of distance or MM controls.

Keyes appears to be fine.

TPN appears to be okay as well.


Ideon's Paragonwiki page
Member of Paragon/Rogue Knights
Arc: 60092 - Supa Rumble in the Park
"Keep living the dream, and never let any jerk tell you what to do."
-- High-Roller

 

Posted

I wasn't playin' the MM, but I did see this on a Lambda last night. Bots ran in and caused some inadvertent aggro.


"Champion (the Community Server... or GTFO) is like a small town where everyone knows each other's names, for better or worse." -kojirodensetsu.
"If all you have is a hammer, everything looks like a nail." - Maslow's Hammer

 

Posted

Seeing it on UG trial as well, summon in the hallway outside the final room, they try to run in. It didn't seem to matter whether MM pets or Lore pets


"Can play" is not a binary. It's a float.
There are some pretty low values of "can play" out there.
--Fulmens

The truth will set you free, but first it will piss you off

 

Posted

Happpened again last night on a lam i was leading on my new lvl 50 brute


 

Posted

Quote:
Originally Posted by Ideon View Post
Adding to this is the Tin Mage TF - Mastermind Pets will attempt to engage Neuron and Bobcat on their own once the two have spawned. So it's not just trials now, but possibly something to do with their AI (again).
Posts in the Mastermind forums seem to suggest it may be a knock-on from whatever they did to allow Beasts to benefit from their Run Speed buffs, which was clamped by Castle a couple of years back for this very reason.

And to think, I doubted his logic at the time


 

Posted

Does this affect controller pets as well as mastermind and lore ones?


 

Posted

Quote:
Originally Posted by MriBruce View Post
Does this affect controller pets as well as mastermind and lore ones?
I can't say with 100% certainty that's it happening with all uncontrolled pets, but I've seen a few complaints about it happening with Umbra Beast at least. Saw it happen firsthand on a BAF tonight, too: three Umbra Beasts, one got itself killed charging Siege from clear across the map (but not Nightstar for whatever reason), and two stayed with the group, but sort of... spazzed out. They ran abruptly in random directions from the time the prisoner escape phase ended until Siege was close enough to fight.


FUN FACT: That burst of light when you level up is actually the effectiveness escaping from your enhancements all at once.

 

Posted

Quote:
Originally Posted by Doctor Roswell View Post
I can't say with 100% certainty that's it happening with all uncontrolled pets, but I've seen a few complaints about it happening with Umbra Beast at least. Saw it happen firsthand on a BAF tonight, too: three Umbra Beasts, one got itself killed charging Siege from clear across the map (but not Nightstar for whatever reason), and two stayed with the group, but sort of... spazzed out. They ran abruptly in random directions from the time the prisoner escape phase ended until Siege was close enough to fight.
Ugh. *sigh* Naturally, all my favorite characters are pet users of one sort or another.


 

Posted

It is happening to the UB and other pets as well. Something is broken.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

TPN is nothing more than troublesome for my mastermind now. Did one last night, and I was seeing my henchmen having a very strong desire to run outside of the buildings whenever they are in aggressive or defensive. Not to mention the BAF I did as well. They wanted to be the first to hit nightstar and siege whenever they spawned, once again in aggressive and defensive. To add to this list of problems, when I started a Giant Monster league, my henchmen decided to go and attack the Kraken right after I spotted him, though that might be coincidental. My henchmen seem to have a very strong desire to attack anything that spawns. That or fight over the same spot. From what I hear, a similar bug that was fixed occured in the tutorial. Anyone able to confirm?


 

Posted

Yeah I can at least confirm the bug with the BAF. Ran one with my Necro last night, as soon as Nightstar spawned my pets were charging across the courtyard to her.


 

Posted

Has this been fixed yet?


 

Posted

Quote:
Originally Posted by Cheetatron View Post
Has this been fixed yet?
No and it appears to be getting the ignored pound sand until later treatment we are use to seeing around here from time to time.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

Quote:
Originally Posted by Darth_Khasei View Post
No and it appears to be getting the ignored pound sand until later treatment we are use to seeing around here from time to time.
Typical but since I'm T4 in everything I want and I have at least 1 of every VR I guess Ill leave my MM retired in terms of trials