Chem wrote:
ObjectivistActivist wrote:
In PvP it may be acceptable allowing other players time to react to a fleeing target, but in PvE.... ruins the option completely.
I agree with this sentence. Even with flee, I managed to get killed in PVE, mainly because I was playing a game of Russian roulette with the three man form in bakemono... two of them bash and one is a barb. I managed to go from the locked down all the way to the cave entrance while dirt blinded and they still managed to catch up and kill me. Oh, they disarmed me as well, that's why I was really screwed! :p
Anyway, story aside, there are some very aggressive NPCs out there that will tear you to pieces if you can't get away fast enough. I think this should be rethought a bit. Perhaps there is some way to put a delay on all npc's after flee/retreat has been used? Long enough to mesh with the flee lag in an attempt to recreate the same time table before the lag change, that way the lag change still has the added affect in pvp.