A couple mechanics are frustrating the crap out of me today that I'd like to put up for future change consideration:

1. I hate that my scout is the only character in combat if he ventures too far from the group. I would like to maintain control of the rest of the group somehow so I can draw them into battle.

2. Fleeing is useless unless there's a single character in combat. Enemies will run clear across the map to track down the fled character. They only ever break combat if only a single character entered combat to begin with.

3. Combat never seems to break. My entire party goes invisible and runs leagues away, but combat never exits and as soon as invisibility wears off, the enemies chase them down with apparent clairvoyance. Again, breaking combat on invisibility only works if a single combatant entered in the first place.

I never bothered using escape tactics until the game throws invulnerable enemies out. That's punishing enough thank you, no need to screw me over with no escape options.