1. Ranged/Melee characters shouldn't automatically try to melee auto-attack a target right after using a ranged ability. This is very noticeable when using a melee equipped Verse's starting burning ability - shoot an enemy and then she'll run after it and get wrecked by melee that get disengage attacks if you're not careful. It also makes playing a javelin Fatebinder a major nuisance.
2. The little feet on icons helps a lot to know when a character will need to move, but it would also be nice to have an option to turn of automatic movement to use abilities. Sometimes enemies move after you've assigned an attack on them so even if you were in range you may end up moving when you don't want to. I'd rather handle movement manually.
3. You can also abuse it pretty easily against AI. Position so melee can't reach a character with taunts of some sort, and watch as melee run helplessly back and forth getting disengage attacked trying to reach them. I guess that's sometimes fair tactics, but it seems they should respond to being disengage attacked better - by engaging their attacker. Challenger stance is almost as overpowered as riposte sometimes.
4. Two handers are way too high damage to be getting so many instant free attacks from disengages, I personally think only fast weapons should get to make disengage attacks. (or ripostes for that matter...) 2 handers probably need balance changes in general but I think this'd help make them more balanced / less cheesy.
2. The little feet on icons helps a lot to know when a character will need to move, but it would also be nice to have an option to turn of automatic movement to use abilities. Sometimes enemies move after you've assigned an attack on them so even if you were in range you may end up moving when you don't want to. I'd rather handle movement manually.
3. You can also abuse it pretty easily against AI. Position so melee can't reach a character with taunts of some sort, and watch as melee run helplessly back and forth getting disengage attacked trying to reach them. I guess that's sometimes fair tactics, but it seems they should respond to being disengage attacked better - by engaging their attacker. Challenger stance is almost as overpowered as riposte sometimes.
4. Two handers are way too high damage to be getting so many instant free attacks from disengages, I personally think only fast weapons should get to make disengage attacks. (or ripostes for that matter...) 2 handers probably need balance changes in general but I think this'd help make them more balanced / less cheesy.
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