Also, better AI that knows when to disengage and go after a weaker target.
It would be really interesting to see this. As how it currently stands there is little to no reason to not disengage from the tanks. I bet the whole community would be shouting shenanigans if that started to happen. I mean everyone and their mother tends to build tanks for survivability, which always leads to less damage that ends up with their disengagement attacks not being any real threat. In fact, the current NPC AI actually hurts from targets doing disengagement (my tanks tend to start following the designated target and if that is the one who disengages the tank will happily take attacks from the rest of the guys he is engaged with). In the end tanks would hold no aggro as its always smarter to just take the hits and run to one-shot the wizards/priests in no armour/cloth. Every fight would be reduced into huddling in the corner covering all paths to your squishies (like many of us do against shadows/phantoms/shades) or just the usual door blocking.
The real way to fix these problems would be to give enemies ranged attacks. Currently, only designated ranged attackers use ranged weapons but the game would change completely if the enemy would be able to use the same tactics as you. Having your fighter block the door while the rest of the party attacks with reach weapons or ranged/spells? How would you like it if the enemy at the second row would switch to using a pike or the knight in the back row to his crossbow and return the favour against your squishies? Suddenly you'd be in a hurry to deal with the tank blocking the door to get inside to deal with the actual threat. Its hard to justify a person in a fantasy world that would not carry some sort of ranged weapon with them. When it is about life or death, you'll want to at least have a shot of ending the fight before it even starts. Many enemies even have bows, but they never switch to them.
I 110% abso-friggin'-lutely agree with the ranged weapons thing. Give enemies a ranged weapon set and done. Obviously, certain enemies shouldn't have one, like trolls. But ogres, kith, xaurips, etc. ... they are all perfectly suited for some ranged weapons.
About enemies disengaging: I think it would be terrible game design if enemies disengage your tank without an apparent reason. It would basicly render the disengagement mechanic useless and make combat a completely uncontrollable mess with zero amount of tactics. Instead, enemies should disengage under certain conditions, like a higher priority target being very close or when frightened/in panic, etc. ...
Not only would that make sense, but it would also make disengagement happen more frequently without being unpredictable and random.
However, I still think the disengagement mechanic should be changed towards an actual 5-foot movement rule like in D&D. It makes no sense that I eat a disengagement attack every time I'm moving my character just a pixel. As long as you don't leave a certain area around the mob, characters should definitely not trigger a disengagement attack.
Also, why the **** do long-range melee weapons like Pikes not trigger disengagement attacks? That makes absolutely zero sense.
Edited by Zwiebelchen, 06 May 2015 - 12:17 AM.