Nah its not lag. Its just a pain in the arse. Here, I'll paint a picture...
Picture One:
Vincent and Jocelyn enter monastery. Its on high spawn so instead of a romper stomper run, we actually have to be careful and take it slow. During the fight, Vincent gets knocked unconscious. He's bleeding to death and without immediate attention will die. The spawn standing on top of him are all near death or badly wounded. In this situation, Jocelyn needs to withdraw -just- long enough to heal herself, then immediately return to heal Vincent. In order to heal Vincent without him just getting insta-ganked by the ghosts... She must first clear them away. She has been gone less than thirty seconds and returns only to find that every single ghost is back to full health and still floating over top of Vincents bleeding body. Where she could have cast a single Hammer of the Gods to finish off all those near death monsters to save Vincent, she must instead fight the spawn (that just romped us both at max power) at about 30% of her capacity vs their 100% capacity. End Result? Total PK.
Picture Number Two:
Vincent, Jocelyn and Sebastian enter Terg Ruins. They engage in a fight against a Blaspheme with all 3 PCs at 100% potential. After a grueling fight, all 3 PCs are knocked to unconscious and are bleeding to death. Naturally, the Blaspheme is blocking the only exit from the scene. He has no intentions of returning to his post and instead is on guard duty of the bleeding corpses. The Blaspheme is at near death and everyone knows that one or two more hits will kill it thus allowing the party to be rescued. Escape is impossible. Stopping to heal will result in AoO and death. Turning Invisible will also result in death. Vincent stabilizes knowing he has one chance to save the party and avoid TPK. He stands and sprints far enough away to fire 1 (maybe 2) arrows before the Blaspheme is close enough to kill him. He fires a solid arrow that surely would have killed the Blaspheme but instead see's the Blaspheme is back to 100% HP. A blink of an eye later, Vincent is dead. End Result? TPK.
In both of these situations it wasnt about XP. It was about survival of the party after a near defeat, where the only hope for survival of the party is for that 1 player who recovered to finish off the -Near Death- monsters before they kill off everyone in the group. I can understand monsters healing if a PC area transitions away from the scene, rests and returns... But often times that's not the case. Hopefully both examples help give an idea as to why its so bloody frustrating when monsters recover to 100% in a matter of -SECONDS- More so when said monsters dont even have Regen (Or at least no where near enough regen to go from near death to uninjured in the blink of an eye.)
This happens -very- frequently. Not just to me either. I've encountered it several times with various groups that have been TPKed as a result of a Monster insta-healing in the few seconds following the initial stages of combat.
PC's do not Auto Regen HP over -any- period of time. Only through rest or healing. I request that Monsters be treated the same in that... They must -actually- rest or utilize healing supplies to restore their HP. Otherwise its entirely cheesy and very far from fair to the Players. Make the monsters more believable in this regard please and hopefully balance out what they can do vs what the players can do (within reason of course).
As it currently is... Its nonsencial, frustrating and has resulted in SEVERAL tpk's that could have otherwise been avoided had the monsters not gone from "Danger Will Robinson!" to "Time to kick ass and chew gum" in the blink of an eye.
Good point, that's where it needs fixing though where they retreat away from you/resume their normal places. Would make it so people can run away to come back and fight another day, with another member and be a little more prepared.
Why on earth would they leave though? It makes sense to me that they stand over the corpse to make sure their most recent victim does not escape. What doesnt make sense however is how they can instantly heal up so quickly. Situations like the above mentioned ones make any kind of recovery/escape impossible. Even more so if you have team mates on the ground that are also bleeding to death or already corpsed.
I'd just like to see them actually have to perform an action to heal themselves be it rest or consumables or abilities. This way, it might leave them vulnerable for the split second it takes to finish them off to save your party or perhaps provide that AoO that would give you a chance to save the day instead of recovering to find the entire spawn you just sliced and diced fully recovered...
I figure... if a full party gets pwned and 1 survives.... That 1 will often times have a .0000001% chance of saving the party. Particularly if the monster is blocking the only escape thus -forcing- you to try and finish him off before he finishes you off...