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Companion Aggro Bug

hercules125hercules125 Member Posts: 427 Arc User
I thought this would be resolved with the recent fixes to the Pilgrim set, but apparently not.

I am still seeing instances where I finish with a set of mobs, and my companion will take off and attack the next closest set of mobs, none of which should be in agro range. I've tested it just to verify proximity might set them off, but it doesn't. You have to have been in combat, and killed the last mob - before the companion will go off in search of more enemies to fight. It also doesn't happen consistently.

I've seen it with two of my characters - several times in Omu, and a couple times in Dwarven valley. The character in Omu has a chultan tiger summoned, whereas the other character in Dwarven valley has an Air Archon. Both characters have the Pilgrim set in common.

Comments

  • debuggeddebugged Member Posts: 3 Arc User
    Happens consistently for me also.
    Sometimes I have to grind through 3 or 4 mob packs until my companion finally calms down.
    Lillend and pilgrim set
  • ilithynilithyn Member Posts: 452 Arc User
    It was never tied exclusively to the Pilgrim set. I don't have it on any of my characters, but all of them have it.
    What I do have is Chultan crafted weapons, or other Chultan equipment. So it seems to be a wider issue with either all the Chult stuff or a wider issue with something else entirely - companion AI perhaps? - that just happened to correspond with a lot of people getting the Pilgrim weapons.
    Logic is the beginning of wisdom, not the end of it.
  • pitshadepitshade Member Posts: 5,665 Arc User
    edited March 2018
    My CW has Pilgrim set and still gets the repeatedly entering combat bug, although not nearly as often. Her Fire Archon is still in total Berserk mode, attacking mobs everywhere. Pets on other characters are also more prone to picking fights, but not as bad. I noticed the Rebel Merc doing it on another character but was able to use my Summon keybind to stop it. The character using Rebel Merc has Pioneer set.
    "We have always been at war with Dread Vault" ~ Little Brother
  • glamourbugglamourbug Member, NW M9 Playtest Posts: 3 Arc User
    I don't use the pilgrim set i use the Chult weapon set. I did the quest in the Batiri village, kill 30 batiri and free 5 guys. My pet a Cockatrice went totally crazy he pulled a lot of groups around the one i was busy with and i was totally "flabbergasted" It would be handy that you have a control panel for your pet and can control your pet to set it in offence or doing nothing as a sort of augment pet. it would make my Neverwinter life a lot easier ;)
  • callumf#9018 callumf Member Posts: 1,710 Arc User

    I don't use the pilgrim set i use the Chult weapon set. I did the quest in the Batiri village, kill 30 batiri and free 5 guys. My pet a Cockatrice went totally crazy he pulled a lot of groups around the one i was busy with and i was totally "flabbergasted" It would be handy that you have a control panel for your pet and can control your pet to set it in offence or doing nothing as a sort of augment pet. it would make my Neverwinter life a lot easier ;)

    Yeah but where's the fun in killing mobs one group at a time?

    Joking aside I feel your pain, when I was much lower iL this would lead to insta death in the Batiri village quite often
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,467 Arc User
    All but one of my alts are still using the Drowned set, and I'm still seeing companions on all alts run off without orders to attack nearby enemies when combat ends.
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  • b4t1b4tb4t1b4t Member Posts: 275 Arc User
    Here is the problem with companions that decide to face mobs alone.... I been in tong alot and doing the chest at the start not getting close to aggro any given mob what happens? My air archon decided it would be a lovely idea to go up and slap the mob pack and yes he died :( but what happens when he died? The mobs do what they are programmed to do and thats to come and find me.
    Sure out in zones I dont care because I can take down the adds no problem but in tong it becomes an issue because well someone in group may die and it will be my fault due to my stupid companion.
    So devs stated it was fixed but I know it wasnt.
    These things should be looked into.
    Here is another example. Assume your in cradle and at the boss and someone in party trying to re summon their companion but hey your companion decided to hit the boss and start the fight.
    Oh another example tong orcus fight when the companion starts the fight and people die at the start from the cleave.
    Anyways I can go on this all day long.
    The point is a companion should not decide when to fight.
    In fact it should stay passive until something hits me.
  • ilithynilithyn Member Posts: 452 Arc User
    I'm going to post a theory that might seem odd but who the hell knows.
    There appears to be two issues, the unsummoning/dying/randomly disappearing issue and the aggro issue when we talk about companions post-Omu. I have no idea about the unsummoning but I'm wondering if the increase in our companions willingness to go out and "make friends" have anything to do with aggro being fiddled with in the Omu expansion. Because about the first thing I noticed in Shoshenstar River upon logging in on launch day was that the dinos there now had normal aggro range rather than their very excessive one prior to Omu expansion. And now I'm just wondering if fiddeling with that aggro somehow, in some weird fashion and thanks to the fact that this game has spaghetti code - as do all mmos - have affected our companions' aggro in reverse?
    Logic is the beginning of wisdom, not the end of it.
  • doomborn#6818 doomborn Member Posts: 7 Arc User
    My ranger has the MC III weapon set and his Wandering Scarecrow companion will just randomly attack random mobs, even when I'm not in combat and nowhere near an enemy's aggro range. Just outright split off from me and attack some random thing.

    Makos on my wizard (who has the Chult weapon set) is especially bad, with his meteors apparently having a 300-foot aggro radius. But after Omu expansion, even when he's using his regular fireball, he'll just run at some random mob 40-60 feet away and attack them as well...even if I'm busy fighting a different mob... (Normally, it's just his meteor that will do this.) On the same character, the Will-O'-Wisp has the same issue as all the other companions.

    My paladin doesn't even have artifact or relic weapons atm, is a 9k lvl 70, and while I was tomfooling around in Ebon Downs (nowhere near the dragon), his Stalwart Lion companion would randomly chase down and attack zombie mobs. I mean, thanks for the entertainment, but there's absolutely zero reason for a comp on a lvl 70 character to go after mobs meant for level 31-35 characters.

    I've also seen a lvl 69 rogue, with no fancy weapons, whose dog companion chased after mobs in Fiery Pit.

    Haven't had issue with the Lillend on my cleric.

    Would be nice if companions were set to attack only if there was something attacking you or if it was within 10 feet of you - and nothing else. And if all of their attacks were hard-locked into this, so that there would, say, be no more indiscriminate meteoring of enemies nearly outside of visual range on a mostly flat map...
  • arcanjo86arcanjo86 Member, NW M9 Playtest Posts: 1,093 Arc User
    yesterday was doing spliti totem farm on my dc, while i was activating lure my tiger was picking fights with mobs faraway from the spot, and the dog from other player from party was doing same looks ridiculous this HAMSTER still happening.
  • zakienwarzakienwar Member Posts: 22 Arc User
    Seems to also be a slow reaction time of the companions , attacking slow or just standing there. I have that problem with my Panther
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