For real though, if you wanna talk about ranger issues... Try flee mechanics being completely broken. If a mob you are fighting is social with a mob in a certain vicinity, the mob will not stop attacking you when it gets low hp. What the mob should do is flee, and if it fear paths into the other mob's argo radius you get an add.
tl;dr: mobs don't run if theres a friendly nearby (nearby meaning ceiling, basement, or half mile away).
Why this is an issue: There's no point in having a dedicated snarer because only the last mob in a given area will bother fleeing.
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