Quote Originally Posted by ESAR View Post
The speed of they're attacks will change depending on what they're stamina is like.

This might be to complicated, but if anything else, I'd rather see enemies attack at a quicker pace but for less damage, similar to our own.

It' harder to fight tougher battles because of the unrealistic damage.

I'm pretty much just saying that I would like to see enemies fighting for their lives and not just watching me attacks 5 times in they're one swing. It would be much more entertaining if they attacked like they were actually fighting for they're lives.
I like this idea, but I would have to disagree for now. I play as a THM (r19), and the only limitation that stops me from killing iron coblyns (or any larger mob) in the mines is my reaction time on my heals (since DoTs are a place and forget tactic). For now until the classes are rebalanced any class with an ability to heal with greater efficiency (CON and THM) will become even more broken due to the more relaxed response time that would result.

It's also worth noting that if our own damage/healing were scaled as well that would only slow us down, leading to the old problem that was present in the beta; slow battles. As much as I would like to see faster monster attacks it would help the already broken THM/CON builds.

Quote Originally Posted by ESAR View Post
I also think if some monster, like say a sheep is following you and you fight another sheep, they should get angry and just attacks you as well to defend their brethren.

(Sheep was just an example, don't do sheep lol)

Anyway, lets hear what others think would benefit enemy reactions and stuff
I'd be cool, but in dungeons and some fields there are massive bunches of monsters (aldgoats, and the puks in the mines come to mind). If this were implemented then no one would fight those monsters in fear of attracting a crowd, which is the last thing anyone trying to level would want. It might also lead to a nasty surprise for anyone who's unaware or that mob's feature.