AI Not Throwing Specials.
StainA
Member Posts: 211 ★★★
What’s the deal with AI being so reluctant to throw specials recently? No matter how much you bait and bait, they get you stuck against the wall until you’re history. Simple one-shot fights are turning into KOs and/or revives.
For example, Mojo boss in war usually kills himself against HT due to pre fight power stings, but I ended up losing an AB due to anti life degeneration from having to avoid that final hit that gets him to an SP3 (I’m sure the AI would have no issue throwing that one). Not throwing specials isn’t just happening in AW, but in all parts of the game.
Seems like more and more things are creeping into the game to get those “free” resources used up.
For example, Mojo boss in war usually kills himself against HT due to pre fight power stings, but I ended up losing an AB due to anti life degeneration from having to avoid that final hit that gets him to an SP3 (I’m sure the AI would have no issue throwing that one). Not throwing specials isn’t just happening in AW, but in all parts of the game.
Seems like more and more things are creeping into the game to get those “free” resources used up.
Post edited by Kabam Jax on
33
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Comments
So AI can do anything now
I also notice when I use my HT the ai won't throw a special when power stung.
- not throwing specials when baited. Seems to be worse when there are power gain nodes or power stings etc
- Inability to punish a defenders special after block or dex
- Defenders punishing your specials without time to block or dex
- Defenders shallow dexing your attacks almost like they have evade charges
- Defenders counter intercepting you when you are backdraft or light intercepting
All of these are inconsistent but consistent enough to ruin a play style practiced over years and a quest or map run at higher game levels. On top of the bugged play issues on iOS the AI changes drain confidence. Like others have said on other threads it was the final straw for making me quit alliance and semi-retire from the game some weeks ago.
The AI changes would be bad enough without the parry and dex bugs. Fine to make the AI harder on end game content if that is the plan, but better and clearer to do so through nodes like “this defender is better at intercepting, dexing etc” than wholesale AI change. Thanks for the good times, and may they return.
Dex/parry issues continue, and yet the team appears to have coded the AI to step up its game and tighten opportunities to deal damage. Likely it’s just pre-planned, but an acknowledgment of the change would seem to be reasonable.
Dr. Zola
I’d just like a confirmation that it’s been noted and being looked into.
However, regardless of intent, the net effect in combination with things like input issues and AQ defender changes is such that the result is a more difficult and less enjoyable experience.
Which is why addressing it someplace like forums seems appropriate.
Dr. Zola
Where opponents are supposed to be aggressive
What’s the rationale for changing AI during a period when the game controls have been janky?
What’s the rationale for not discussing it in the forums? Is it something still being investigated? Is it unintended and something for which the root cause is unknown?
This is behavior that’s been consistently noted and asked about for the past 30-60 days. No one rational thinks there’s any conspiracy here—but I think we’d like to get a sense of what shows up on the game team’s side. Is there literally nothing on your end that has been done which could affect the AI game play this way?
Opening up discussion on the game team side would be greatly appreciated.
Dr. Zola
AI can choose between reacting to a node, a timer, a ability...Or not.
If it chose to play according to specific timer, I expect it to throw specials at a time where I wont be able to utilise a condition.
https://forums.playcontestofchampions.com/en/discussion/287939/ai-tweaks-and-the-effectiveness-of-taunt/p2
It looks like both threads have been managed recently and I don’t want this issue to be filed away.
Dr. Zola