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Showing results for tags 'enemy AI'.
Hello, My main issue with the game was unchallenging enemy AI and buggy unit collision. Enemy units often can't find an alternative path around their allies making the fight a walk in the park while I kill them one by one. I know that doors can be "tactical spots" but it happes in open space too. Does patch 1.05 change enemy behaviour? I think I will wait with my full playthrough till enemy AI gets a boost.
I really hope there are resources and the will from the developer's side to address these two, major issues present in PoE's combat: -Enemy AI We've been informed during development that there was not enough time to properly develop enemy AI, as a result enemies take simple decisions and act in a similar fashion despite their type. Combat will be a lot more colourful and challenging if this would be to be taken care of. -Option to Escape Combat A rare few parties may manage it, but certainly not the majority of them and since PoE is a game where you may end up fighting enemies tougher than you, the option to escape should be there. It could be done via an 'escape button' (not unlike scouting button) that enables the party to run at an increased mv rate, albeit applying a penalty on defenses, so as to outrun enemies and get out of the aggro zone. It will be risky, having to suffer from disengagement and all, but the option should be there. Thoughts ?
In many of the older IE games that I played (haven't played the IWD series) much of my strategy involved kiting single enemies and picking them off one by one. This was especially effective against enemies like Beholders and illithid (BG2). Then I played these games again and with mods that let the enemies "call out" to their allies to come and help them in battle. It made the battles much more interesting and challenging and I ended up having to rethink strategies against enemies, because ultimately kiting was a cheap way to win. It also brings up a possible game mechanic and strategy for rogues (see Gameplay and Mechanics forum for the Rogue discussion) as quickly disabling (unconscious, kill, etc) patrolling enemies before they have a chance to call out to enemies becomes an interesting role that rogues can play. So I just wanted to articulate my hope and dream that the P:E game will think about implementing a game mechanic to NOT allow us to kite enemies one by one and that to do so would risk a "call to nearby enemies" for them to follow the sole enemy that spotted my party to the area where they were last spotted. Don't let kiting be a play-style. It's weaksauce.