While working on fixing up Guilt (and, soon, Pariah) AI a bit, I noticed a nasty bug that was probably the cause of enemies not properly prioritizing removing Stone/Harden (in addition to other serious aliments). They were still high priority, just not as high as they should have been. Will fix in the next test build.
The new Guilt AI is pretty... new. It *should* be awesome, but I won't be surprised if it has a bug or two.
Basically, it's now accounting for:
1) Do you have injured allies?
2) How injured are they?
3) Are they in range of the target?
4) How many other Guilty targets are they in range of?
5) How many can they hit at once with a damaging attack?
6) Do we seem to be actively attacking the target already?
It won't necessarily be perfect (since even with all that, at the end of the day, different players/devs would make different choices about how much to weight those factors), but I think it will definitely be better. If nothing else, it should cut down on pre-emptive Guilt spamming a fair bit.
Pariah's new AI will be similar, just not caring as much about HP levels of allies.