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Enemies don't move in trials sometimes

yoo_mr_white
yoo_mr_white
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Bosses and trial trash sometimes get stuck in place and won't walk towards the tank even if it's taunted. Noticed this the most on bahsei, very disappointing considering my team was so close to planesbreaker last patch.
  • tomofhyrule
    tomofhyrule
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    I noticed that the last time I was in Kyne's, where Yandi kind of just chilled there.

    The answer some of my group gave was to make sure to pull with a light attack and then fire the taunt.
  • yoo_mr_white
    yoo_mr_white
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    This happens mid fight even but yeah re-taunting seems to fix the issue.
  • yoo_mr_white
    yoo_mr_white
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    Here is an example of it happening on a small add in rockgrove, looks like it attacked 12 times in a couple of seconds: https://gamerdvr.com/gamer/vbeat-static/video/174183095
  • CrashTest
    CrashTest
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    Happens in dungeons too.
  • h3dsh0tza
    h3dsh0tza
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    Balorgh stands still when he is in the chase phase (following designated DD). Have to go back and fetch him a few times to get him to move. Seems to be distance related.
  • HappyDan
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    Had this happen in my GS prog.

    Small ad in the ice room wouldn't come (the last ad to trigger the 2nd ad phase) that one happened to me personally at least 3 times since patch, and I saw it twice (once on 2 different streams on twitch) same small archer that comes from the door towards lokke in the ice room.
    And once I had one of the 5 ads that spawn down the stairs just before yolna to not come at all, 4/5 climbed up but one was just casting his skills but never coming up.

    Luckily in sunspire the dragons are stationary so it doesn't effect the trial a lot (just few seconds here and there since we have to move to kill the add rather than it coming to us), but if it was for bosses that would be very bad (like people reporting it happening in bahsei)
    Edited by HappyDan on April 2, 2023 7:13AM
  • UntilValhalla13
    UntilValhalla13
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    That happened to felms in our IR group. He teleported and just stood there for like 10 seconds, until time to teleport again
  • N00BxV1
    N00BxV1
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    CrashTest wrote: »
    Happens in dungeons too.

    It sure does happen in dungeons.

    Some base game dungeons where it happens all the time are Wayrest Sewers 1 & 2. They both have enemies that will not move no matter what. Like the skeevers that are in a circle and all the other enemies on the balcony/catwalk from one tunnel leading into another tunnel. Taunt them? They won't follow. Chain them? They still won't follow. They just stand in one place and have been bugged like this for a looong time...

    I've also noticed it happening in newer dungeons like Scrivener's Hall. Sometimes the big High Isle Knights as well as the Atronachs and Spiders that have the ice circle mechanic will not move even when taunted or damaged.

    The problem isn't just in one part of the game. Enemies have been acting weird all over the place. And it isn't necessarily something new either. It seems like something that was already broken has spread to other parts of the game...
    Edited by N00BxV1 on April 3, 2023 1:23AM
  • kevkj
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    @ZOS_GinaBruno @ZOS_Kevin Something in the Scribes of Fate update has straight up broken some of the enemy AI behaviour in the game. Last night I played Vet March of Sacrifices 5 times (4x HM) and every time one of the Balorgh copies would become stuck in place and refuse to chase. It also happens on non HM with just the one instance of Balorgh. Unlike the above comment, there was nothing we could do to fix the behaviour other than to wait for the charge.

    This "bug" is trivial to reproduce, just get to Balorgh and it is more likely for it to bug out during the hunt phase rather than work properly. With careful positioning and coordination it may be possible to still complete the fight in a reasonable time, but the trifecta is effectively impossible at the moment unless you get extremely fortunate and it does NOT bug on every hunt phase.

    There's also mob groups in various dungeons that no longer get pulled properly. Earthern Root Enclave most obvious on first few groups before first boss, Castle Thorn, March of Sacrifices most obvious on bears and direwolves in the groups directly before and after first boss as well as the group right before the last boss. I want to second the mention of Scrivener's Hall as well like the above post. They are "in-combat" but do not move and cannot be chained in or kited. They still behave properly some times, but again it is more likely for them to bug out than not.

    The patch notes do not mention any change in the agro system for the game, so I believe this to be unintended behaviour.
    Edited by kevkj on April 5, 2023 10:26PM
  • N00BxV1
    N00BxV1
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    kevkj wrote: »
    (...)

    The patch notes do not mention any change in the agro system for the game, so I believe this to be unintended behaviour.

    There was a change to pull abilities like DK's Unrelenting Grip (chains) and FG's Silver Leash -- They now apply a soft taunt for 15 seconds if the enemy isn't already taunted. I don't know if this change is the reason because I've seen non-taunted as well as taunted enemies just stand there, and the bugged enemies in my Wayrest example have been like that way before U37.
  • kevkj
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    Yes that's true, the wave of bugs is likely caused by the change to chains. Still I think we can safely say they did not intend it to change enemy behaviour like this. You are also right about the enemies in Wayrest being like this forever, but there's a marked difference before and after Scribes of Fate in the encounters I mentioned. I've played those enough before the patch to know exactly how each group would pull and they only became broken after Scribes of Fate. The Balorgh bug also appears to be new, but I'm less sure about that.
  • Lebkuchen
    Lebkuchen
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    Completely normal behaviour in Cyrodiil. Sometimes they don't even attack enemies, just stand there and look at you...
  • Necrotech_Master
    Necrotech_Master
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    N00BxV1 wrote: »
    CrashTest wrote: »
    Happens in dungeons too.

    It sure does happen in dungeons.

    Some base game dungeons where it happens all the time are Wayrest Sewers 1 & 2. They both have enemies that will not move no matter what. Like the skeevers that are in a circle and all the other enemies on the balcony/catwalk from one tunnel leading into another tunnel. Taunt them? They won't follow. Chain them? They still won't follow. They just stand in one place and have been bugged like this for a looong time...

    I've also noticed it happening in newer dungeons like Scrivener's Hall. Sometimes the big High Isle Knights as well as the Atronachs and Spiders that have the ice circle mechanic will not move even when taunted or damaged.

    The problem isn't just in one part of the game. Enemies have been acting weird all over the place. And it isn't necessarily something new either. It seems like something that was already broken has spread to other parts of the game...

    the dungeon one like wayrest 1 is a bit different, that walkway where the boss jumps down from all AI seems to be bugged up there (even stuff like companions and pets) they will not move when you are on the walkway and then disappear and reappear when you leave the walkway

    i think some of the other issues might be some weird bug relating to the soft taunts
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  • virtus753
    virtus753
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    In Sunspire last week, in addition to our archer add getting stuck in the door in the ice room as well, both of the later senche-rahts (not the initial wave) needed prompting to come down to the courtyard on multiple runs. It wasn’t that they had been taunted (hard or soft). They just never came down after spawning, and we had to send a tank to go find them. The tank reported they were stuck. In one run one of them came down after being fetched only to get stuck near the stairs to Nahvi and then wiped half the group without facing them and without any animation or warning.
  • Razorruk
    Razorruk
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    This is really bad in vKA atm. Probably the worst trial for it
  • pklemming
    pklemming
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    Bug in March of Sacrifice is still there, making HM a complete PITA. A Balorgh copy will just sit in the mist and not move. No one has a target over their head and he honestly seems confused what to do, so just stands there.

    You can kind of get him moving by all 4 standing close and waiting for his charge. Eventually, you can get his charge to hit a light, but it makes the trifecta a royal pita. This is not a new bug and has never been actively addressed. Or if there was a patch for it, it never worked.
  • kevkj
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    Nearly a year later, there basically hasn't been a dungeon or trial where this bugged behaviour has NOT been observed. The most fun ones are bugged aboms on Bahsei and the 2handers on Taleria. It feels pointless to even record/remember every instance of it happening because all you have to do is literally play the game. Obviously most of the time the only effect is a few seconds of time loss, but the most extreme cases kill trifecta runs.
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