My partner and I have noticed that it is functionally impossible to single-pull many monsters in the world, and think certain ones (Flash and Shatter Gargoyles and their Devourer buddies) may be bugged.
From what we see, each Gargoyle 'patrols' a certain area and, within that area, are a certain number of buried devourers.
If you manage to pull that gargoyle while being outside the territory he patrols (i.e., as he comes to one side/edge), you still see every buried devourer in his territory dig up from the sand and run to you.
This makes no sense at all in the scheme of 'realism' in the game, and no sense from a mechanics perspective, either. If I manage through thought and patience, to get one of these gargoyles off to the side and kill them, why on earth would it alert (let along aggro) everything in its territory? Especially as these gargoyles are Mesmers or Elementalists, neither of whom have pets.
What I think is happening is there is a (faulty) assumption in play that you must walk through the mob's territory to grab them to kill, and thus, you would naturally aggro everything under the ground.
Either this, or AreaNet/Development has linked the mobs for simplicity and mechanics and believability be damned (no offense).
My partner is a ranger, and the death of the art of the 'pull' in MMO games is one of his sore points. It has become one of mine both from a desire not to hear him upset (grin) as well as an understanding that there is a LOT of satisfaction in being able to surgically extract one mob from a pocket of many (pride in ability, avoidance of trained death from hell, etc.).
What do you think, and do you know of other mobs with this behavior? Also, what are you thoughts on the death of 'pulling' as a tactic in these games?
C

