There's 2 issues with the current AI of enemies.
The first issue is that if you attack a pack of enemies and run, some of the enemies will split up. The core of the group might stay behind while stranglers might follow.
The second issue is if the enemy is slightly slower than the character aggroing them, they will disengage. When they disengage they start to walk back to their original position in slow speed. IF the player re-engages them at this moment, they will turn once again on the player and try to attack them. The engagement can either be an attack, or merely walking up to the enemy that is disengaging/going back to its original position.
As you can see this two things combined result in a easily abusable AI, I don't condone this of course but if it's in the game in its present state it's a valid tactic albeit a cheap one.
I purpose a simple solution, just make it so that the whole pack of enemies moves towards the character that pulled them. At the same time don't have them disengage. Kiting would still be a valid tactic, but the execution would be harder. Open space would be an asset, currently you need less than 1/4 of a screen to make kiting work.
It's also noteworthy to say that you can do this as a solo character, it might not work versus all enemies such as wolves/boars/lions because they are fast but it works versus the majority of creatures one encounters in the game. Once you add additional characters to this kiting "tactic" it gets even more abusable. Chanters can get free invocations up, while you run around and enemies don't engage properly. You can shoot with say 2 party members while one just runs back and forth near an enemy, etc. I'll provide a video later if needed to showcase this issue.
Edited by Andre, 01 April 2015 - 11:00 AM.