Quick answer: Maintain a per-enemy threat table updated by actions, decay it sensibly, and pick the highest-threat valid target with hysteresis to avoid flip-flopping.
Aggro bugs are an inconsistent threat table. Maintaining it correctly fixes targeting. Here is how.
How to fix it
1. Maintain the threat table
Track threat per potential target, increasing it for damage, healing, and taunts. Update it consistently on those actions so the enemy's target choice reflects who is actually generating threat.
2. Decay threat sensibly
Decay threat over time and on aggro-dropping actions so it does not stay permanently fixated. Wrong or no decay makes enemies lock onto an early target forever or drop aggro unpredictably.
3. Pick targets with hysteresis
Target the highest-threat valid candidate, but add hysteresis so a tiny threat difference does not make the enemy flip-flop between targets every frame. Stable target selection feels intentional, not erratic.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.