Kaios wrote:Yes, you guys are right and I didn't mean to imply that the flee mechanics should change without some thought towards combat too. However, I think a large reason as to why many are so hesitant to take on animals straight up is a by-product of how damage and openings work. A good set of armour used to negate a majority of the damage you'd take while it lasted. Now though because of the way the current combat system works in relation to openings if you attempt to fight an animal without some form of cheese method or kiting then you are pretty much guaranteed to take damage from everything.
Adding the wound system to that, making animals more dangerous (such as murderous moose), all tend to contribute to that mentality of avoiding a straight up fight.
Armor durability and armor penetration are two reasons why even an established character that can face tank mobs is always better off just cheesing them to death. Why waste durability and take on some small wounds when you can just kill things safely like you used to when armor was more useful.
Another thing to consider is that I was hit to 11hhp yesterday after starting the encounter at 100% with no wounds. If you have any wounds at all at any time on your character you could easily be killed. It's better to avoid damage and durability loss whenever you can and the current combat/armor system pushes you towards cheese every time
edit: armor penetration is sort of bullshit in itself actually. It's the reason why ant dungeons are more annoying/dangerous than beaver dungeons since ants are one of the few mobs with insane armor penetration even at really low %s while in a full suit of armor