Alright, you know that program that comes with blizz abs called blizz config.
The new version should allow you to have better enemies. As in types. They shouldn't all act the same, even if you change the attribute. (I investigated this myself when I began playing around with blizz abs yesterday.)
Maybe classify them.
Chasers: Instead of using the approach setting in the event, because it really messes up my cutscenes, why not have enemies who will run after you when they spot you. Yes we got in now. But I think this could be designed alittle better (not that I'm the one to be talking, I couldn't script if I tried)
Gaurd-types: These will be the enemies that automactically "guard" an area. For example: a castle guard.
Defend types should be better: They shouldn't run. But instead, they fight, but also use "defend" Remember in legend of zelda orcina of time. Those skeleton things with the shields had defense power and you had to fight with skill to beat them. Not chase them.
Skill-types: These are the enemies that fight, then defend, sometimes jump, dodge, etc. They even use skills. These are tougher. And they don't run.
Boss-types: I know you heard this alot, but eh, let's here my version. I'm not sure how I can put this. Most of the time if you want a boss, you got to put effort into making them. Maybe you should look into XAS hero edition 3 and take a look at that bird-boss. Then from that, create customizable features on blizz-abs. Boss types will probably move on your own path, but maybe you should give it an extra touch that only boss-enemies can have.
Flying types: With effort, you probaly can make these yourself. But maybe some of them can fly alittle higher and drop bombs, I dunno. Maybe they can do "flying" skills. Maybe this can be a catergory similar to jumping types.
Monster types: Basically stupid enemies. Your default enemies or "basic" enemies.
Vanishing/teleporting types: You're going to laugh, but remember MagiKoopa from Super Mario World? Well, why not have an enemies type that could do such a thing. The timer of when it vanishes is customizable as well as it when it reappears. Use "seconds" not "frames."
Reckless types: Not sure if this is necessery. These would be the "bastards" Everyone would hate encountering these enemies XD. Maybe adjusting the "skill-type"
But reckless types just charge after you with fast attacks, not leaving you open. You'll have to kill it to get away.
Invicible types/Ghost types: This is not needed, but I mentioned this just to allow you to hear out ALL of my thoughs. We obviously know what these are about. I wonder if I could put on "through" to make them walk through walls.
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Well this is all I feel like typing. Blizzardm if you think I could be onto something, (that would be so cool if you did) let me know and I'll see if I can come up with more ideas.