So a lot of structural changes are occurring in DDO to improve game performance. This thread will focus on one specific change to fix an issue we are seeing where monster pathing locks up on the instance level. Reports of this issue have been increasing gradually over time and we believe we've found the general cause...
This relates to monsters being either...
-Blind
-Chasing a player they already saw but who dropped into stealth afterwards (and have enough distance and hide skill to pull it off)
-Chasing an player who just went invisible
Monsters engaged in these behaviors were causing numerous pathing performance bugs all in the name of "looking really blind and ineffective" when chasing players they couldn't see for whatever reason. We've decide to rein this in somewhat because it's eating to much of our pathing budget. We are uncertain if this became more expensive due to other changes or that blind/invis guard just has become more common in the meta. We do know that this issue has an effect across multi instances so the actions of one party in a dungeon can affect other dungeons.
"I Can't See Target" behavior should now work as follows...
Monsters will now chase an echo of your location when blind or when you are Invis or doing a decent job of stealthing away. As long as the player keeps moving attacks should generally still be significantly impaired to keep the value of these conditions relevant. (Also blind monsters have a 50% miss chance still, as always)
Mobile Ranged Attackers/Casters will attempt to get close to you, so will charge forward rather than shooting/casting blindly or swinging randomly around.
Turreted mobs will still attack you at range but will fire at the echo (so they won't lead their target as effectively as they do when not impaired)
IMPORTANT - This this should not affect the stealth experience for players who were never seen in the first place. This really only touches monsters who already hate you but can't see you very well for the reasons stated above.
ALSO IMPORTANT - This is going to be an iterative process. This will mean blind monsters will be more effective at continuing to engage in combat than they once were, though the player should continue to enjoy a significant advantage. We would still like to make the monsters simulate "being blind" in a more convincing fashion but not at the cost of monsters "just plain working", so assuming we see improvements (which our repro's on the issue currently indicate we will), we will gradually add/adjust nuisances back into the system slowly and in a more performant manner till we get the balance right.
-Torc