Something seems wonky with the group tether functionality. I was noticing in Don't Fear the Destroyer that members of my group were occasionally getting stuck. Not moving or anything, just sitting next to a wall or behind a corner or something. So I changed the groupGap down to around 20 and noticed the issue was even more prevalent.
Seeing comments here that this was likely related to the nav mesh, I confirmed my nav meshes are up-to-date per Mesh Updater. Also I've noticed the chars seem to immediately run to the MT when nudged in any direction, even towards the walls. I can also sometimes get them unstuck by clicking 'come to me'. So I don't think this is an issue with the nav mesh.
When I checked debug I noticed it was stuck in tether mode trying to call the group together over and over (see screenshot below). After this, I upped the groupGap all the way to 150 and haven't noticed the issue since (until I set it back down to 50 or lower). I've even set the groupGap low and waited for the issue to reproduce, then increased the groupGap to 150 while the char was stuck and the party immediately moved on to engaging the next mob (with stuck chars becoming unstuck). So the problem seems to be related to how it's trying to call the group together when the tether limit (groupGap) has been exceeded.
My party makeup with this run was PAL, CLR, NEC, ROG, RNG, BRD; with all but the bard using CWTN plugins (bard is using Kiss). Also, the stuck char is not always the same and my bard is not running Selo's in her twist.
View attachment 57043