There seems to be a serious issue with priority attack targets and pathing.
I’ve seen my hero go out of their way to attack a hero or minion that is behind where i’ve attack clicked and despite there being a closer target. I’ve also seen similar things happen with click move commands. It all make for some frustrating results when there’s an expectation for one thing to happen but then suddenly it does not.
Is there a setting somewhere that fixes this or is it just how things are?
That is something that has been like this since the game was released but apparently nothing was done in all this time that the game has been to improve it. Hopefully it gets better as it directly impacts the gameplay.
Theres always been odd pathing choices but this attack priority is pretty new.
Ive literally attack clicked on a minion ir hero and have watched my hero either attack the wrong targets or walk around in circles before making an attack on an enemy standing right next to him.
I notice this when I’m in heavy micro situations and need to provide a command every second to ensure I’m unpredictable and always moving.
Sometimes, my character walks right into the enemy team which is like the holy grail of pissing me off.
WHY THE F WOULD I WANT MY CHARACTER TO WALK INTO A TEAM OF 5. WHY?!
Normally, it’s around terrain where the programming for some reasons says the shortest distance is to walk into the enemy team and then BACK toward my intended location. Not sure what’s up with the pathing, but it does irritate me significantly.
Mentally, I discount that death and despite what the scoreboard says, I won’t count it as a tally against me. Some of the dumbest things I’ve ever seen.
It does seem like the “shortest possible Path” algorithm does get me into trouble a lot. My feeling is that if given a choice, the algorithm sould be a bit more complex, always choosing to take a path that goes up/down/back (towards base) before it ever goes forward, when a move command is more than a few units. If it’s under that magic number, it should always b-line it to the desired destination.
But that’s not exactly the issue I’m talking about. Specifically, I’ve witnessed too many occurances where an attack move on the ground or on a specific enemy does not get executed properly causing the hero to either attack an anticipated enemy or for the hero to perform unnecessary movements before attacking.