Turn off its AI. It's supposed to be fleeing, so only allow it to use its melee / slam attack when players are close enough and have a cooldown between attacks.
This way (with what I'm presuming their programming to be) when the game does its regularly scheduled check to see if the HVT is where, along the path, it's supposed to be the HVT will be within an acceptable range of that point of checking.
The programming for the journey it is [b]required[/b] to make is in confluct with its nornal AI function. The Dire Taken Captain HVT is the best example. As soon as it sees you it drops its protection bubble [b][u]AND STAYS IN IT[/u][/b]! The Flee Program that defines the HVTs is meant to override its basic function but you didn't do your math homework.
When you [u]subtract[/u] / [u]add[/u] / multiply / divide on one side, you must do to the other! You think you [u]added[/u] a function to them. Dead fkn wrong! You [u]subtracted[/u] (are overriding) their basic function of engaging with its highest prioritized enemy faction. It can't follow both directives and having both active is self conflicting.
You can't have it both ways. Either they:
1. Stay in the area they spawn in actively engaging the player and despawn after a time limit is reached.
2. Obey the Flee Program exclusively with minimal engagment towards the player.
You half -blam!-ed it. Kindly finish the programming.
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Edited by NerfPaladins06: 11/17/2025 6:03:15 AMThey need to just have a pre-set time to kill them rather than a chance to just disappear based on heath lost. I think 30 seconds from the time a shot lands is fine. And remove their teleporting. They aren't overload champs so their shouldn't be behaving like one. Increase their life a bit to accomodate for losing the ability to teleport.