You are wrong, I don't favor " less teamwork and more zerg". My writing just reflects the fact of the game as it exists right now, not in some imaginary world where "bluff pulling" is powerful, and it needs to be addressed.
Fact is that, aside from LE tempest solo runs, pulling is not needed nor desired in the rest of content. Mobs turning around favored disproportionately builds that are less tanky, and aside from cheesing a few encounters, again it was not powerful overall in the game.
Addressing bluff pulling and stealth tactics with the new aggro is attempting to balance characters against content starting in the wrong place. The builds and archetypes using it were niche, flavor, and far from optimal. The solution has caused more problems than it solves.
As for teamwork, I would favor a game a la "
Commandos" if it was up to me. That is, where we cannot simply face roll any dungeon an encounter, and having a scout check out corridors, taking alternative routes, thinking that if we just step in its death with certainty, is the common place. This would be a better teamwork game.
But we don't have it. So my comments are based on what we do have. Based on the REAL game, this change has been an absolute disaster so far. It does not address the real issue, which is that we are too powerful wrt to content. It has never been a problem of people "bluff pulling" to victory. The problem with teamwork has always been people face rolling to victory, and this changes to aggro have done absolutely nothing to change that. And while they don't address balance wrt content, they surely have screwed a very niche role of stealth.