Unfortunately that's how most of the fights seem.
The NPC or creature AI's just don't cover enough possibilities or maybe just the right possibilities?
Or they don't have ways to look for key events so they can break out of bad branches... (not going to start building a model for how to write an AI I think)

You'll find that a lot of creatures don't know what to do when surrounded by hazardous terrain.
So if you pick a masochistic combat style where you taint the battle ground at the start and fight on it, at lot of creatures just get stuck in some early branch of code meant to keep them from killing themselves by running in to the fire/poison/radiation/spikes/whatever.

I think that's a big part of the problem with the light house fight.
It almost always ends up with broken oil barrels catching on fire and creating smoke screens.
And the creature AI's don't really have much code for dealing with that.

There are complaints about creature responses to being blinded as well.
The common creature response is to stand there and do nothing at all even if it is standing in a hazard or getting hit repeatedly.
If nothing else the creature should try to run away. Of course I don't think they game has any mechanics right now to penalize creatures for trying to move while blind.
If a player is blind they can still move freely I think.
They just can't use spells or abilities that require a target.
AoE spells though can be cast without limitations still.
Similarly any targeted ability cast on a party member seems to work as well.

One the one hand, writing a good AI can be difficult
On the other hand a combat oriented game pretty much requires decent AI scripts

Basically this game's combat handling capabilities have serious gaps.

Last edited by black_koffee; 08/11/14 05:51 AM.