Mob AI
|
To make fighting mobs more interesting-
Imagine a pack with an AI that worked together more intelligently, for example packs containing shielded mobs create a shield wall and approach, while ranged mobs stand behind the shielded mob. in my experience- I had an unintentional instance where 2 shielded mobs pathing became stuck blocking the exit for a room, while i fought with a legendary mob. At first i thought it was the AI creating a player trap, although accidental it seemed methodical. imagine if the 2 shielded mobs intentionally trapped me in to dual with the legendary mob 1v1. Last bumped on Feb 10, 2026, 12:22:43 AM
|
|
|
i agree that mob ai could use a different approach from the current model. you can see the efforts in some mobs and the identity of having different mobs doing different things.
but i think the next level is something like what you suggested, op. a more situational mob ai that changes their approach depending on the pack composition. a huge compromise could be mobs (not necessarily all mobs) having broader movesets. Don't get lost by being so focused on the target that you forget to enjoy your surroundings.
|
|
|
Jonathan said in one interview that he would like to add unique AI behavior to elite enemies, just like in Diablo 1, but problem is, it takes time and resources that could be spent elsewhere. So. Maybe they ll do it eventually, but the first problem here to fix is oneshotting screens (= balance) because no sense to make interesting AI if you still kill everything in 0.1 sec.
|
|








