Ranged enemy archer/spellcasters run away way to much and too far
Fighting ranged enemies as a melee build is rather aggrovating. I'm not talking about enemies where you can use the hook. But the normal archers and necro spellcasters.
1. You run towards them. Maybe you get to hit them once.
2a. They shoot once and start to run away.
2b. They run away immidately.
3. Repeat #1
Sometimes they run quite the distance, especially if you chase them.
Ranged enemies running away makes perfect sense and they should do it. But the current way to deal with them as a melee build is aggrovating.
Comments: 11
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25 May, '25
Chicken MergedI get the concept of this AI quirk, as obviously a smart enemy would want to move into optimal effective range, but it gets really annoying fighting enemies such as archers or skeleton mages while they keep running away just barely faster than the player character. You have to either just wait for them to run across the room or area two or three times or pepper them with ranged damage which, if you're a melee character, is negligible. This issue is exponentially worse with groups of two or three ranged enemies.
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31 May, '25
Redphienix MergedIn the current build archers have a regularly proc'd routine that tells them to "run a distance, then shoot/throw bomb" the problem being there seems to be insufficient triggers to stop this action beyond simply staring at them and waiting without actively chasing.
Most noticeable in melee combat such as with a slower 2h option. Archers regularly fall into a "I'll run forever, literally willing to drain multiple full stamina wheels just running if you let me" routine. Making them extremely tedious (when proc'd) for slow melee, though 'acceptable' for other options.
Regardless of work arounds such as swapping to range or using something other than 2h, this AI behavior still seems, simply put, kinda unfun. Having more triggers to stop and just start aiming instead or maybe throwing a bomb at their feet as a smoke (shroud) bomb would be better appreciated.
Pretty much anything other than chasing these goobers and timing a slow 2h swing so it one shots them. Stand still already. -
10 Jun, '25
Toast System"Stop making ranged enemies run away during combat" (suggested by <Hidden> on 2025-05-25), including upvotes (1) and comments (0), was merged into this suggestion.
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12 Jun, '25
PaulJInstead of gimping the enemy AI (well, not too much), I'd argue that players should get more tools to handle enemies - after all, combat is due for an overhaul, there's tons of comments about it.
For example there needs to be melee skill trees that specializes in stunning, tripping, or otherwise immobilizing targets. So you could bonk them with a skill and then attack normally while they're stunned and unable to flee. It could be throwing tripwire bolas to entangle their feet and stop them. It could be a shock-based skill that temporarily paralyzes them. It could be a poison coated on the weapon that slows their movement rate. And yes it could be more improvements to the existing grapple skills.
More options = more better -
13 Jun, '25
JWhile I understand the struggle, the point of why they do that is to make sure you diversify your attack. For example, they run when you get *too* close, but wands have a range greater than that, so you can fight them in mid range to avoid a chase. Or use a staff or bow. Don’t do melee only if you’re planning on killing all types of enemies
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08 Jul, '25
Toast System"Archer enemy AI currently overly fond of running "forever"" (suggested by <Hidden> on 2025-05-31), including upvotes (1) and comments (0), was merged into this suggestion.
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10 Jul, '25
Successful Organism MergedRight now one thing I think could use some polish is the AI behind enemy fleeing. When you approach a ranged mob to attack it, it flees, which makes sense, but the AI doesn't stop that fleeing for a very long time - usually when it hits a wall, even if that's very far away. Having an archer you're killing flee 10 yards away makes sense, having it flee 100 yards into a completely separate room while you aggro everything in between is just too far. I feel like I'm spending too much time just chasing single trash mobs around through the woods when I've already killed everything else.
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14 Jul, '25
Toast System"Endlessly fleeing ranged enemies should maybe flee less endlessly" (suggested by <Hidden> on 2025-07-10), including upvotes (1) and comments (0), was merged into this suggestion.
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01 Sep, '25
PepsThis is mostly an attack-tracking/ connecting to enemy issue.
Its super frustrating to have lots of stamina+ teleport perk+ teleport explosion+ evasion attack just for archers to run away & not get hit at all. Currently you have to teleport several times after eachother just to hit them onece with the teleport explosion to stun them. The range of the evasion attack is great but the tracking of attacks in general is sometimes not working. -
05 Sep, '25
superpebblesimply adding a grapple hook to them to keep them close or with you grappling to them with both characters traveling to each other at would be a good fix. using snare traps or shooting legs would also be a great feature. using bomb craters to trip them would also be acceptable.
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22 Jan
leilarI can't stand the Shroud archers in particular. Their bomb attack has virtually no wind up, fast travel time, absurd tracking (a problem with all projectiles,) large area radius, staggers you when you are unable to dodge it (most the time,) takes away your Shroud gauge. Then they start running for 5+ seconds.
This game has the most obnoxious combat I've ever seen in a have and it kills the entire experience for me. There's my feedback.