Quote Originally Posted by basketofseals View Post
I can't think of in any way the dungeons have been edited to work with squadrons. The reason mechanics only target the player is because squadron NPCs are coded as pets. Theoretically the groundwork is already set so long as there isn't a mechanic that needs to be done while you're disabled that isn't as simple as kill something.

That being said, I doubt they'd be able to do any dungeons in Heavensward and beyond. Damage really ramps up, especially since the NPCs don't dodge anything, and the healer AI is absolutely awful.
I'd love to see the Squadrons being used in the trials, but I'm pretty sure I know how it would go:

- Garuda, doesn't attack the right one, enrage timer is hit, no way to get them to stand behind the rocks.
- Titan (all versions), all immediately fall off, none of them get you out of the gaol, so you die.
- Ifrit, probably the only one you could conceivably do if you can manually have them target things.
- Ramuh, see Ifrit, add fear mechanic
- Shiva, they won't attack the frozen popsicle you get stuck in, so you die.
- King Moggle Mog, NOPE, that ain't happening.
- Greg, NOPE
- Leviathan - unlikely.

As for the dungeons:
Haukke Manor Hard - doable
Halitali Hard - doable
Brayflox Longstop - ugh, probably doable if you don't try to speed run it. Mainly the final boss would result in party KO, as they'd target the bombs if you don't disengage them.
Hullbreaker - I don't see them being able to do the final boss mechanics
Stone Vigil hard - Cuca Fera would not be doable
Tam-Tara Deepcroft (Hard) - Probably doable, might have to play healer
SnowCloak - Doable, though the second boss and final boss have mechanics that might be hard to get the party to stand behind objects
Satasha Hard - Nope, unless you play healer.
The Sunken Temple of Qarn (Hard) - Probably impossible just due to the final boss mechanics, same issue as the Vault's final boss.
The Keeper of the Lake - Doable, though this is rather heal intensive, so I don't see it working with an AI healer.
The Wanderer's Palace (Hard) - Probably doable, but again AI healer would absolutely not know what to do here.
Amdapor Keep (Hard) - AI player would probably suck at the first boss, but I don't see anything that would make it impossible. The final boss might be an issue if you get Suppuration. Mostly I think they would not avoid the spinning scythes.

I think half of these problems could be solved if there was a "stack on my position" button. Everything else requires mechanics awareness, and given how many solo instances during jobs go, the AI tanks and AI healers tend to make no effort to avoid stepping in bad, and have no way to prioritize targets.

With the HW and SB content, there are much more mechanics, and unless the AI players suddenly become aware of those mechanics, I don't see it working.

Like Copperbell was a lot harder than it needed to be, primarily because the AI players ignore the mechanics from the bosses.

Like Square-Enix, here's a suggestion. Allow the players to execute a "playbook" which contains some simple "AI Pet" type of commands.

eg,
"If (boss) casting (skill), move (away/closer/stack on my position)",
"if (I) am casting (skill), move (closer/closer-even-if-AOE-telegraphed)",
"if (list of possible things this boss can cast/environment can cast) do (things the tank/dps/healer AI can do)",
"if (monster spawned) and AI player is (DPS/Tank/Healer)(attack/ignore/stack on tank)"

I know of a game that had this kind of thing, but we're talking about a supplemental rule that overrides the AI rather than acts as the sole instruction.