The AI, oh the AI. I know LUA well enough and I've done AI tweaks before but I lack the time to do it all by myself.
What it needs to do is assess risk better. Humans are doing it, but it seems that it is only working off of what is happening in the very moment, which causes it to get easily confused. Why teleport when you can run? Why wait until you are killable in 3 hits to retreat? Why ignore enemy towers? I could go on.
But overall, the AI is not horrible. It tends to handle itself very well in terms of taking on a human. Its when certain situations arise that it seems to lacks the programming to preform properly. The biggest problem is the fact that you know an AI will be a feeder, regardless of the skill level of the humans, simply because the amount of HP to trigger a retreat is entirely too low. The retreat method is also improper for playing against humans. Instead of running away, which in a lot of cases can take you out of immediate danger, they will teleport to the health crystal. While this is a viable and pretty intelligent move, you can't do it in melee combat with less than 1000 hp at anything but very low levels.
The AI needs to pay attention to a few things, and I believe its survival rate will be improved quite a bit:
- Where am I in relation to enemy towers.
- Can I survive this current DPS? (Enemy HP is visible. Will the AI be able to out DPS his attacker? Simple math really. I do it, so an AI can for sure.)
- Keeping with the DPS: Can I survive for the 2 seconds teleport will take?
- Keeping with teleports: Have they used an interrupt ability before? The AI needs to keep track of this on a DG by DG basis. If they haven't used an interrupt on it as of the moment of the teleport, they should assume its safe. Otherwise they need to run.
- How many DGs are near my target? (as in not running into a 2v1 situation....)
Im sure there is more but I don't feel like making a comprehensive list at the moment.