"Revamp" suggests a major overhaul. It's not an inherently broken system, it just needs tweaking- not a total rework.
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If they stop deagrroing while I'm still hitting them, I'll be happy.
Pretty much all enemys have a long range attack which doesnt make sense... why is a wolf throwing stones with his tail at me?
Sometimes kiting or long range play is important. because theres enemys that can use long range as there melee sets off the hole ideal of nukers and archers class advantages and of course players running away from the enemy when the enemy hits them with a 7666 attack thats a long range move. Makes you think if running away was gonna do anything at all to save your butt.
extend the aggro terretory make the creature chase you farrr away. and make the mob return alll the way back
I think the amount they follow should be based on how much hate the mob has on you. So if you just run past a mob that agros it will chase you for short time. If you hit the mob its range at which it chases would increase to how much hate is generated toward the party or person. Eventually generating enough hate so the mob never stops the chase until its killed or it kills.
You may now release 1.18, I give you permission go ahead please
I know I'm in the minority, but I've always hated the entire concept of 'aggro range' in games like this. I wish that if the monster was aggressive enough to attack you with intent to kill, it should due so as soon as it could see you. In other words, if you can see it, it's probably running towards you.
It's part of what I've always thought killed the real sense of danger in these worlds. When you know that you won't be attacked unless you're X meters from a rabid wolf, well...as long as you pay attention, it's not dangerous at all.
Not to mention, this would make the <Enemy> Eluder abilities actually useful...