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Andre

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Posts posted by Andre

  1. The shield is supposed to only affect melee attacks, and probably only enemy attacks as well.

     

    1. have a party member equip Sura's Copper Plate

    2. cast any of cipher's abilities on said party member

    3. cipher receives dmg

     

    As far as I know it's only affecting cipher's abilities atm. It's quite annoying because Pain Block is a really good buf that provides DR but it kills my Griveous Mother...

     

    See the combat log(i casted blindstrike because you can't cast party buffs ooc) you see that after the first miss eder retaliates. I assume the retaliation uses the main weapon as Eder has a stilleto equipped.

     

     

    nb4Iv3h.jpg

    • Like 2
  2. Well then it's on Obsidian to decide if the behaviour of the AI is intended or not.

    But there's one component of the "localized" AI that you mentioned that I'm certain is bugged. Sometimes when they walk back they will heal, basically negating any damage you did to them through ranged attacks/spells. This does seem to occur quite rarely though, I'm not sure what the trigger is.

     

    Also given how the point of PotD is that it maxes the number of encounters you face in a given group, the mechanic of splitting individual enemies from said group goes against that point.

     

    The weapon switching exploit you mention, do you mean the one when you open the inventory, wait for the animation to finish and then attack/cast again without any recovery? That one totally breaks the combat. It trivializes the challenge just like the issues in the OP.

  3. Your argument has some merit, but watch my videos. Do you honestly think the current behaviour of enemies is fine? In the first video example the xaurip let the drakes chase the chanter alone, even logically that doesn't make sense. Why wouldn't the whole group be alerted by the attacking character?

     

    I also did not state anywhere my opinion on caring how people play the game, I'm merely saying that the current engine implementation of AI makes no sense to me. If you're a big bad troll and you see a party of adventurers attacking you, you go after them and kill em. You don't randomly turn around and go back to your resting place.

     

    To address your multiplayer comparison, I personally don't care how players play a SP game. But imagine the achievement that is beating the game Triple Crown Solo, path of the damned+expert+trial of iron. People who will do that, will do it by abusing these bugs.

     

    There will always be exploits in RPGs, but let it be in the form of skills/spells/abilities/items/etc. Not engine limitations/clunkiness.

  4. Yes, you could still kite trolls well but at least it wouldn't look stupid. They're meant to be slow judging by their lore. Like it takes a really long time to kill one with arrows on PotD so you'd still have to cover a lot of area which might be an issue in some cases if enemy AI worked correctly.

     

    Here's an example of the second issue.  At 0.10 the Skuldr Whelph disengages and stops chasing, I think enemies do this because they "realize" the player has more movement speed. At 0.13 the Skuldr Whelp actually gets out of combat completely, I think enemies even heal in some cases if you leave them alone. He gets out of combat completely again at 0.20.

     

    As you can see from the video this behaviour can easily be abused. If you have a few characters shooting the enemy and one character running back and forth like this it gets silly.

     

    Would be glad if this got looked into.

    https://www.youtube.com/watch?v=0JWS6Elwsb4

  5. Ok so here's the visual examples of the first issue I described in the OP. Which is, that you can seperate creatures from the group. It's easier to do if you have movement speed advantage obviously.

     

    Here's what happens if you engage them normally. A total of 11 enemies(there's supposed to be 12 actually, but one guy got stuck behind or something).

    fLVsTu1.jpg

     

    And here's the video of me pulling and seperating the 3 drakes from the pack. Just wanted to illustrate the aggro issue with a video,  the point is it makes the challenge very trivial. Kill the 3 drakes, then proceed to pull again/finish them off.

     

    I'll post the video of enemies continously going back and forth between their original position and the attacking player later. It's a bit harder to do as it doesn't work on every creature due to movement speed differences.

  6. There's 2 issues with the current AI of enemies.

     

    The first issue is that if you attack a pack of enemies and run, some of the enemies will split up. The core of the group might stay behind while stranglers might follow.

     

    The second issue is if the enemy is slightly slower than the character aggroing them, they will disengage. When they disengage they start to walk back to their original position in slow speed. IF the player re-engages them at this moment, they will turn once again on the player and try to attack them. The engagement can either be an attack, or merely walking up to the enemy that is disengaging/going back to its original position.

     

    As you can see this two things combined result in a easily abusable AI, I don't condone this of course but if it's in the game in its present state it's a valid tactic albeit a cheap one.

    I purpose a simple solution, just make it so that the whole pack of enemies moves towards the character that pulled them. At the same time don't have them disengage. Kiting would still be a valid tactic, but the execution would be harder. Open space would be an asset, currently you need less than 1/4 of a screen to make kiting work.

     

    It's also noteworthy to say that you can do this as a solo character, it might not work versus all enemies such as wolves/boars/lions because they are fast but it works versus the majority of creatures one encounters in the game. Once you add additional characters to this kiting "tactic" it gets even more abusable. Chanters can get free invocations up, while you run around and enemies don't engage properly. You can shoot with say 2 party members while one just runs back and forth near an enemy, etc. I'll provide a video later if needed to showcase this issue.

    • Like 1
  7. I really hope they fix how enemies follow the player, it's just too abusable at the moment.

     

    Also, I feel like there's a lot of tooltip issues. Having a weapon in the offhand actually shows the character having two attacks in the character sheet, in combat it works fine. I wonder what's the interaction with monks though, as they have natural unarmed attacks.

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