Yes, I was talking to him about you just the other day, so be good for goodness sake. Otherwise you might get worse than just a little coal in your stocking for your forum naughtiness.
These AI changes are an excellent example of how the developers are ignoring or even worsening problems in the majority of the game because they are fixated on the New Thing. Dungeon alert is basically meaningless for classes which are defensively strong, have good AOE damage and/or fast movement.
But rather than reviewing that problem, which trivialises so much of the game's content and makes for huge differences in class power for efficient play, they prefer to fiddle around with the AI to make stealth and ranged play less exploitable in reaper. I'm assuming that's why they're doing it, unless it's just Johnny Work Experience randomly adjusting AI settings when he's supposed to be getting the coffee instead.
Anyway, I would like to see mobs react more intelligently to ranged attacks and assassinations they can see, but what we have now is no good. Even though it looks like they have been doing some tweaking over the last couple of days it's still problematic.
Maybe what they should do instead is try to come up with an AI build which works for stealth and ranged play without it being stupidly unresponsive and get on the problem of changing how dungeon alert works so it is more equally punitive for different build types. And then, god forbid, test it thoroughly before putting it into production instead of just dumping it on us like an overflowing bedpan.
Thanks.