Monster tries to go around you. Monster tries to fake you out. Your healer wasn't paying attention and now the monster can beeline towards him and you can't get in the way. The monster tries to knock you down, or back, so he can move past you. At least you have more potential for doing things than just standing there using the same hate skill over and over.Originally Posted by Abriael
Have you ever played linebacker in PvP? You do know other players don't exactly stay put or only focus on you if they are trying to bring down your healer. Why should mobs act any different?
Incorrect. Just because it is in a turn based tactical combat game doesn't mean it can't be in a RT rpg.Originally Posted by Abriael
Yeah that's something like it but not quite. It's not like I don't dislike things like a specific cover skill or buffs to help other players, but it's a little more than that. Basically mobs should determine which player they should go after first, and how to go after him, based on the current circumstances. For example if a medium armor char is low on hp, another mob might be called in by the first mob to help finish this one off now. If the mob knows you are going to be going after his healer, he should start linebacking (based on his role within the mob party).Originally Posted by darkocra
Actually it's quite easy to implement that kind of AI (something that emulates pvp). I think that devs don't implement it because it requires execution on the players part to overcome and it can get repetitive (even if it remains a challenge). Plus I think pve players in general are too lazy to learn something new and if you really wanted to do this right, you'd probably have to have an evolving pve meta to keep players on their toes.Originally Posted by darkocra