Enemy targeting player-- a bit too well?
Unsure if this is a bug or just the intended mechanic, but I'd figure I'd bring it up anyways. Enemies/mobs currently seem to aggro either the closest person that they first see or the first person to do damage to them.
However, they remain fixated on this target, passing by closer players/minions. Furthermore, if you go and run behind your minions they often totally ignore that your minions exist. Ontop of this ranged attackers will often come onscreen and even if minions are the first visible unit, they will ignore them and snipe the player character in the back. This makes certain encounters, like the Act 1 boss, sort of annoying because if a weak player gets targeted they will kite her around while the stronger "tanks" have to chase her and whack at her back. I appreciate the enthusiasm of the mobs, but maybe it's a tad too much? :) This thread has been automatically archived. Replies are disabled.
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I'm going to move this into the feedback forum because it is not technically a bug. If there is a problem then we may want to make changes though.
Monsters currently reaggro when they get stunned, or with a 1/8 chance when they take any damage. Feel free to discuss possible different rules. Path of Exile II - Game Director
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1/8 chance seems a bit low in my opinion.
EDIT:you could change the rule to the one with the highest damage on the target would make it more tactical if u should keep attacking the boss/mob or wait for another person to take some damage. LINUX! Last edited by nowak93#1034 on Aug 16, 2011, 8:03:40 AM
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" We could experiment with it higher in 0.9.1? I do agree with the observation that the monsters ignore incoming hits a little too often. | |
I agree, also this effects the viability of summon builds. More often than not, the mobs seem to disregard my pet's attack and attack me instead.
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-GGG Happy hunting/fishing |
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On the other hand, you don't want a high chance for damage to make enemies switch targets.
When playing with party size greater than 1, it could cause enemies to become permanently confused, switching targets constantly as each player does damage. |
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It's also no fun if all the enemies just do what you want them to do.
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"There should be a rule that cannot make them switch target more than once per sixth second or something. LINUX!
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Any chance based on pure luck creates the option of easy kiting. Two ranged attackers with fast attack upgrades, a non-ranged boss between them, both a long distance from the boss. The boss will keep re-targeting, running back and forth. So even if this guy is faster than they are, his AI will lock him into a pattern.
NotSorry: Bot d3 for cash, play POE all day
CaptainBurns: The game is just a means by which to kill things. |
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I think this is mostly just an issue for bosses, right? So maybe leave standard mobs alone and create custom aggro algorithms for bosses. For instance, if a boss is weak to a certain element, then he targets whoever uses that element on him first.
Or he targets the first who gets in his range and then builds aggro from each player. If someone surpasses the aggro of the current target by 10% or something then he re-targets. |
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