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Hopefully mobs don't even aggro in 2.0 I don't want to be penalized for things like being stupid or oblivious to my surroundings. My friends and I might have to actually rally to overcome the situation. If i'm on a quest I don't want something like an enemy to be able to stop me. That's just a giant waste of time. I mean... I might fail the quest... and where's the fun in that?
I just hope they give the mobs a better AI outside of combat. Some that follow you then run away when you draw your sword, others that try to stalk you (try to go out of your sight), etc.
The same applies for combat. Monsters that aggro sight, you have to run away a certain distance and hide behind a rock or something; monsters that aggro by sound, you have to run away further and stop moving altogether; some with scent ability where you have to cross water or walk through a flower patch so they lose you; monsters that detect magic, you lose aggro with an empty MP pool and running away; low health (blood), you lose aggro by running away and getting back your HP up; detect excitement (high TP), you have to go in passive mode and they eventually stop attacking... that would be awesome!
What about bringing back "Sneak" and "Invisible", and "Casting magic aggro"? Would that be too annoying?
Since you mentioned XI you should know they didn't make mobs tethered due to the seamless nature, they did it because people were pissed about mobs chasing them across the whole map (rofl Irony) then when they tried to fix it, mobs would be tethered and regain all of their health the second they get back to their tether point.
I hope mobs not only regain their life that SE had to take away from people complaining (baaaaaaaaaaw the goat keeps getting into my AoE!) I hope they also gain different tracking styles, for example ants have feelers for a reason, so even if you're walking they still should be able to detect you and give chase endlessly unless you go to higher ground or as example, across water.
I miss trains... they sucked but I still miss them...