Running away from a Maelstrom or Firestorm (or any other AoE DoT) is one thing. But warriors running away each time zealot's fire is triggered is *very* stupid. The same stands for running away from a one-shot AoE spell like Fireball, or running away from an AoE spell with negligible damage (the AI will run away from any spell even if it deals only 1 damage per second).
Sure smart players will adapt, but that's missing the main point:
the reasoning behind this update is flawed.
It was implemented for various reasons:
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to upgrade the AI? It simply doesn't work as you can force mobs & henchmen to run like headless chickens (even with negligible damage, and even when they are able to kill their target easily), and monsters still do not focus fire, and they still cluster stupidly
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to slow down farming? My solo-farming builds are still fine, thank you. I trust a new wave of builds will crop up in the coming days. Simply put, it is *still* easy to farm solo because the core of all farming builds is untouched. Add stance breakers, disenchanters, hexes & conditions in all places and you can say goodbye to solo farming.
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to enhance team play? In short, if most PuGs were unable to use the stupid tank/nuke/heal/support (interrupt, shut down, battery, minions...) template, I wonder how most players (and especially newcomers) will cope with monsters who scatter and attack random targets as soon as a noob uses an AoE spell.
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to have more realistic behaviour? Running away from a 1 dmg/sec firestorm (or away from a near-dead target) for the win!
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to increase originality in builds & parties? Not only will we see new optimized trends in the coming days, but such a balance update could have been done by tweaking balthazar's aura and meteor shower, and other popular skills, or by buffing up unpopular elements