So I've realized from lephys's arguments, that we have a much, much stronger statement.
We need to reduce kiting. Kiting is essentially a ranged versus melee problem. As we can see, Sensuki can easily kite with a ranged character.
What we need is to eliminate the reaction slow for melee characters, so they are more able to hit those scum, fleeing, kiting errr...
does the AI kite?
Actually enemies who are kiters CAN be a real pain in the ass, and it is very hard to fight them especially in a system where there is stamina. The most annoying enemies I have ever seen in a game are those bloody midgets in Diablo 2 which you see in the jungle from Act III. Yeah, those ones who shoot darts from blowpipes and then run away the instant you hit them. I might have aged like 2 years due to sheer frustration when trying to finish Act III, lol.
Back on topic: Kiting with ranged weapons is actually a legitimate tactic, and was done extensively in history by light skirmish troops to harass and loosen up enemy formations. (e.g. Roman era javelin throwers, medieval horse archers, gunpowder era dragoons etc.) BUT in real life you cannot run around all the time, because you will eventually get winded and fatigued.
As Sensuki and others have also mentioned, the only way to prevent kiting is to introduce some stamina system, it may be too late for that now though. Actually, some of you may remember, I had been advocating two different combat movement types such as walking and running, even before the beta was released. Running would cost stamina and would risk engagement attacks. Walking would be slow repositioning without turning your back to your engaged target. We would have probably had much less trouble if such a system was chosen at the first place, I think.
Edited by crackwise, 22 March 2015 - 03:14 PM.