Mobs constantly evading in delves

I am currently doing Tak-Rethan Abyss and 5 mobs have just become immune to damage while still being able to deal damage to me. Not sure what to do about this.

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Hunter feign death. Otherwise run away until they reset. That delve is bad about aggro, losing aggro, and mobs evading simply for swimming to high or low

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Tak-Rethan Abyss mobs sometimes get stuck on objects and have to teleport to the player before they stop evading. A different delve, one of those you throw an item to distract the void dwarves, has mobs that are stuck on terrain and cannot move or teleport to the player.

Invis or try to run far away enough to lose aggro has been what I’ve had to rely on. One run my warlock was stuck in combat for 80%+ of the delve.

It isn’t limited to delves. Hallowfall has an area where the WQ has you kill 15 of the fish people. There are one or two spots where they consistently fall below the terrain.

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Had one of the mobs just spawn directly in a wall which sucked because it was the last mob I needed for that buff that gives more undercoins.

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I am in the Sinkhole looking at Zekvir buffing a mob below the world. Looks like once again I’ll miss out on this bonus due to inaccessible mobs.

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Dread Pit is doing the same thing to me. Mobs close to walls, maybe partly in walls that makes the whole group evade but still do damage to me.

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This has been a recurring problem in all zones and types of content. I can sometimes go a whole day without it happening, but other times is seems to happen every other pull. And this on top of ā€œno path foundā€ and ā€œno line of sightā€ because either me or the target is standing in ankle-deep water. Then there are the eye-candy textures like cobwebs that for years were not counted as stone walls for combat, sudden now are.

Seriously, I am starting to wonder if Blizzard is using AI to write the code these days. I am also starting ask myself if I want to wait for Blizzard to fix these bugs or if I should just play Railway Empire… :unamused:

Mob placement and pathing is absolutely atrocious in nearly every delve, I’m sure we’re all just going to have to deal with it. Some delves I don’t even bother pre-pulling with Shadow Crash anymore on specific packs because I know the mobs will just evade and my dots won’t apply, I have to just body pull and wait until they hit me before I try to dot them. It’s amazing to me also how many mobs are placed inside of terrain so you have to body pull and sit there and wait for them to teleport on top of you before you can hit them and they’ll still usually get like 2-3 casts off while they are immune to you doing anything to them before they teleport.

One of the Underkeep Stories (Runway Evolution I believe) where the 3 mobs running around that you have to kill to complete the delve at specific points will literally just fall through the floor (I noticed it usually happens near the stairs if they are fought there) and you have to die to reset them so you can actually complete it.

I also love it when I use ā€˜Fade’ as a Damage Reduction not necessarily to force the mobs on Brann but that is a side effect and then Brann hops around off the map and evades all the mobs.

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I’m quoting this because I have found myself doing the same thing in nearly every delve at this point. I save cooldowns until I’ve seen the mobs will actually remain in combat rather than reset or auto evade my attacks. There have been times in past expansions where one or two spots are a bit problematic, but I am struggling to remember the last time mob pathing was this bad.

One delve in the last week a mob was effectively leaning up against a wall. I could not aggro it. I could not attack it. It would not aggro me regardless of how close or which AoE spell I used. It was a Zekvir buffed mob, so I wasn’t able to clear all of the packs.

Then there are the times when my warlock is left scratching her head. One moment her minion is tanking a few mobs, and then the next the mobs are running around in an erratic manner. I’d almost say they were trying to one second run away, the next trying to run behind some cover, and the next trying to ignore the minion and attack the warlock.

For what it is worth, I’ll add one spot that was pretty easy to replicate for mobs resetting to spawn point. A delve with exploding spores has three captured NPCs where you have to defeat the trap to free them. Just beyond is a mushroom you use to jump up. The mob(s) on the left would consistently reset if I attacked then from range before moving from the spot the mushroom propelled me to. I have not tried it of recent since I learned to move away from the ledge before attacking.

My apologies for the lack of names for specific delves. This feels too buggy and beta level of polish for me to care to pay attention to their names.

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I mean this whole xpac so far seems like a beta test from a polish perspective. I am still having this issue inside delves.

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I regularly encounter this when attacking from stealth, but then they finally are attackable.

Just now encountered it in The Sinkhole with a necromancer constantly throwing bolts and hitting me, but evading everything I could do – white hits, yellow hits, interrupts, whatever.

Very frustrating.

They should look at Nightfall Sanctum. Near the end of the delve, on a raised platform that faces the ship where a boss is frequently waiting, there is a pack of mobs. I frequently encounter them repeatedly auto-evading and resetting to spawn points.

I’ve found if I move off the platform they will start to chase me and can actually be damaged. If I stand there and keep dropping AoE attacks they never stop evading.

Then there are the water delves where mobs continue to warp on top of the player and auto-evade for a few seconds. There are also the mobs that get stuck on objects and you have to wait for them to warp.

At this point I’m not expecting much. If they were going to fix it I think it would have already been done. I’m just posting this as a reminder that this is still a frequent occurrance.

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Here is another example from Nightfall Sanctum. A Nightfall Hopestealer and Nightfall Executor were standing on the second to last set of stairs before you get to the water. They would not engage my mage as she ran into them. They auto-evaded all attacks. They would not attack after she passed by and pulled another set of mobs near them.

I do not remember finding two mobs standing at this location in previous runs. Nor do I remember auto-evading mobs at this particular location, but here they were this run.

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It has been a month, so here is another updated example and how it impacts the updated delves:

Zone: Tak-Rethan Abyss

Where: Go down the ramp until you get to a fork. Have your character turn left. The end of that area with the hut is the spot. On the map it is south of the first ā€œSā€ in the word Abyss.

Problem: Mobs that spawn directly to the right of the hut get stuck. They can’t move forward. You have to wait for them to warp on top of you.

New spin on the bug: Normally mobs would warp on top of your character. If the mobs instead get replaced with Underpin’s Explosive Ally, as happened for me, you are out of luck. The mob would not warp on top of me. The two other Underpin’s Explosive Ally mobs were nearby and not stuck, so they could be killed. The stuck one instead warped under the world. It was somewhere more than 40 yards below my character’s feet. I could select it due to the UI showing I was in battle with it, but I could not fight it.

Attempted fix: I cleared the rest of the zone and completed the delve. The entire time I was stuck in combat and the last Underpin’s Explosive Ally remained aggro on me but stuck under the world. Mage’s Greater Invisibility was not effective in dropping aggro.

Additional problem: Being stuck in combat meant I could not interact with Mislaid Curiosity. You can only open them when not in combat, and the bugged mob prevented this for me. This means if one were to select the Brann bodyguard curio that involves opening them you would be doubly out of luck.

This bug has been present for a long time. It is one of the reasons I rarely ran this delve anymore. Now that I’ve encountered a new way for it to impact the run I’ve decided this is the second delve I’ll just stop running.