Talk:Pawn Inclination/@comment-84.253.211.52-20130504155707/@comment-84.253.211.52-20130518122124

Home sick pawns is not an issue for close range players as the symbolic home I use means the player. Everyone who has ever played a ranged character must have noticed that the pawns have a habit of canceling everything they were doing and run straight for you when you go too far. For guardian this range is very, very short. A guardian will cancel all spells, skills and other actions if you step outside the range and run for you before acting again. A pioneer pawn will have this range increased. However once the home sickness triggers it will still cause for them to run to you before acting again.

This AI glitch will cause your pawns act like idiots specially when playing on hard where you simply cannot take hits to show your pawns that it's ok to fight the enemy. Most likely you will be using terrain to your advantage and moving around the enemy. If you pawns will get home sick they will come to you and lure the enemy with them as well as halting all the damage during the process.

Most clear indicator of home sickness I experienced at Daimon's 2nd form where I was circling him and shooting arrows, constantly moving. I had a guardian+medicant mage, scather+challenger fighter and a pioneer+utilitarian sorcerer. The mage did not do a single spell during the fight, the figter climbed the boss once and used a few dragon's maws on the feet while the pioneer sorcerer was constantly casting. Each of them clearly triggered the "run home" option of their AI pattern but the main difference was that the pioneer didn't need to actually touch the player to satisfy the AI while the other two ran to hold my hand.