I have played this game on and off since release, and I love all the different ideas they have to fix the game. However, one thing I didn't see mentioned was a fix to targeting and XP gain.
Let me give you an example:
You start a leve that requires you to kill 6 monsters. When you kill 5 and get to the 6th, it starts hoofing it towards a group of new monsters that you have to kill. Suddenly, you are bombarded by not just 1, but 3 monsters at the same time.
There are TWO issues that arise here.
-If you disengaged the monster running away so you could heal/keep up, it may turn yellow. When this happens, any damage you did to it will remain, but the XP accrued from that damage disappears. Now, when you reengage the monster, XP is calculated from its new LOW HP instead of factoring in the damage you already did, thus a big chuck of XP was just sucked into oblivion.
-When the 2 new monsters spawn, you need to think quickly, and what a lot of people do is pull out an AOE attack to try and strike them all down quickly. However, if you are targeting the single monster that was running away when you initiate the AOE, the damage done to the other two doesn't allow you to gain any XP, since their names stay yellow.
Essentially, it seems that you are being penalized for trying to use your different abilities in combat to kill all the monsters as quick as possible.
Is there any chance for this to be addressed in the near future? I hope a Dev responds to this because it is one of my biggest complaints with combat in this game.
Thanks.