Disorient:
- the effect is ALMOST ALWAYS ignored by elite and named NPC's. They always shoot at you with the same accuracy as before they received the debuff, and ALWAYS move normally to a and take cover from your weapon fire. In rare situations, the elite mob will move just a few feet and then stop, but will still retain their accuracy. Occasionally when using gas seeker, the NPC will fire on the seeker mine that disoriented it rather than the player, but with the same accuracy and same ability to move to cover.
On Fire:
- On rare occasions, elite/named NPC's are still able to shoot at you with the same level of accuracy when on fire and will not perform the pat down animations. Often, Elite and named who are on fire will not do the pat down animation or shoot at you, but will still move be able to normally and take cover away from your gunfire.
Blind:
- On rare occasions, elite/named NPC's will not do the blinded animation and continue shooting, but with poor accuracy. On no occasion has a blinded elite/named NPC moved to cover away from gunfire.
Shock:
- Works the same way on Elite/named as it does on normal and veteran NPC's.
Hi,
I passed it along.
Thanks
QuB3
Week 3 didn't make any effort to change these buggy behaviors. in fact all that happened was seeker mind obtained a delayed cooldown start... Elites under disorient still acting like it never happened, elites on fire still occasionally still able to shoot at you... etc.