
I wanted to gather as many issues everyone has had regarding Henchman behavior into one post, so list actual problems our henchmen have in regards to game mechanics, and not our dislike for certain ones (since they all react mechanically equal in regards to their programming). The only skill/spell I'd like to see listed is resurrection related only, since several issues arise from that set (we all know Dunham uses Distortion repeatedly, and that Orion uses Fire Storm after everything is dead, but these aren't actual mechanics issues, just poor AI skill configuration

1) In regards to the Resurrection skills/spells:
A) If your party includes 2 healer henchmen, they will both try to resurrect the same target simultaneously
B) If you yourself are resurrecting one of the 2 healer henchman, the other healer will simultaneously attempt to resurrect the same target, rather than another fallen party member
C) Using Resurrection (particularly Mhenlo) after a complete party wipe and reviving at the nearest shrine
D) 1 of the 2 healer henchman running entirely out of the aggro bubble, and sometimes even radar range, to resurrect the other fallen healer, rather than resurrecting the closest fallen party member inches away
2) In regards to morale boosts/signet recharge:
A) Henchmen take death penalties just like the rest of us, but do not benefit from morale boosts, thus are unable to recharge their resurrection signets
B) Henchmen do not recover from death penalty over time
3) In regards to mechanics/behavior:
A) When selecting your henchmen in an outpost, regardless of what order you select them, once you leave the outpost the order is completely scrambled, thus placing your sensative targets sometimes in front (such as casters) and your warriors in the rear
B) Pathfinding - Upon approach of a large mob of creatures which may wrap around an obstacle or bridge, when you turn to backtrack, henchmen may sometimes continue and 'meet you on the other side' rather than follow your path the way you came
C) Fleeing 1 - Typical when your character is a distance fighter, when you turn to flee, 75% of your henchmen stay behind well beyond radar range, only to break combat after they have suffered roughly 90% damage
D) Fleeing 2 - Typical when you are of any character type, but especially a caster, when a mob surrounds the entire party, and you are targeted and are taking serious damage, you attempt to move behind your henchman fighters, only to watch them run ahead of you and break combat. Thus you are still taking damage, and are now being targeted by their former targets.
E) Area of Effect - Henchmen (particularly casters) are still not responding to AoE spells such as Maelstrom, Chaos Storm, and even Searing Heat. Rather than avoid these spells much like our enemy counterparts, they will gleefully invite masochistic suicide
Thanks for your time, and feel free to add/dispute/discuss anything above. Please stay along the same topic. We all know henchmen can be frustrating given their particular skill sets, but again, that's just poor configuration, and not an actual behavioral issue. If their is another skill that could be addressed that has mechanics issues, please add to the list and explain. Thanks everyone