I agree with your posts regarding the AI making poor choices.
It does make some really bad ones, like ZG on Enraged Kurandara, but I believe that it is because it is (as others have mentioned), the perceived biggest threat.
A good example of the AI making odd choices is watching the behaviour of Spirit Fox.
Once you pass the turn it’s going to cast. I’ve recently been farming Maugrim Woods for souls on explore 9, and faced it quite a lot.
I’ve been running Gobtruffle, Arboreal Crystal or Mountain Crusher and 2 x Pharos Ra.
If I don’t match much mana, it will always without exception target my first Pharos Ra. Anytime I’m above 12 mana with it, it’s getting hit. The only time it has hit anything else is when Gobtruffle is at 15+ mana or Hero is full.
The problem with ZG/ER and Bloodwood imho is they are all Mythic troops with a strong threat level. Put a Roc in slot 4, high mana cost and I’d be surprised to see it targetted that often as opposed to ZG, but it’s the AI so who knows?
The AI however imho still works okay, despite the obvious issues we are aware of.
I find in Delves that Ancient Golem is ridiculous, in that it will stay on the same troop til it kills it often, even though it has random targetting. Same with Frost Lizard, my experience of that in Delve (because it’s one of the few times you encounter it at endgame) is that it will tend to stay on the same troop with it’s casts once it gets going.
I’m currently finding the Eldrazhor delve frustrating. It’s a little bit of a luck based Delve with some choices at least in when to cast your troops. Like Velenne when as many targets are webbed, or Rogue when you need to reduce attack on top troop, or try and subdue others.
Whatever decisions the AI makes are generally never fatalistic for it in Delve, with such limited margin for error for players.
We have Eldrazhor with no skull protection whatsoever. So any skull hits hurt. With the blocks in the board, the board shuffles a lot. I’ve counted the results of shuffles for the past 10 delves and the AI is 25 out of 28 in matching skulls from shuffles. It’s basically skulling me to defeat. Yet when I had all attack stripped at the boss vs the last troop, I could have won ten times over with skulls…
With the way this game works, sky skulls are all the AI needs to win in delve. I started counting the hits from sky skulls.
I just tried it this morning. Got to Goblins T5 in the middle and I’m all intact. I lost every single troop to sky skull damage on top of 1 Grapplepot cast. Mostly the reasons were Goblin King and Fizzbang changing the board state and sky skulls falling, but if I moved, I also brought sky skulls, nearly every time to align for AI. Even when I’m 3/4 of the board away and moving stuff, lines would fall.
Did the AI make any boneheaded decisions today and for the past 10 delves? I counted 1 miss skull trap they didn’t take. I was watching how they worked a lot more closely than normal, and this perceived threat or best choice argument seems to factor into their decision making. An example was a skull trap, 1 for me, 1 for them. When I and they had little mana, they skipped the skulls. When I had the same experience when I had to take skulls but still leave one 3 match and I was nearly full, they took the skull match as that nearly killed my troop. They also by taking that skull match, pulled a vertical sky skull match to kill my troop.
Did the AI know to do that, or was it just luck? Why didn’t it take the earlier skull match, and why does it cast when it could do more damage with skulls.
We’ll never know, but for delves at least, the AI already takes advantage of changing board state due to the disparity in level so much. It doesn’t need much brain to win.
I’d sooner they leave it. Well I’d like to see some info on sky skulls and their drop rate ratio, it’s the biggest leveller in delves, but that’s as likely as snow in Sahara.