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∙ Some demons that jump.
∙ Complete immunity of opponents while they cast spells.
∙ Hidden opponents.
On gargoyles particularly, I do agree, that it takes time to activate them. As far as I know passing by them, and (or) showing your back to them helps.
They also can be hit when jumping (at least they should receive damage for instance from shockwaves, damage over time effects and such).
The idea behind their behavior is, as you suspected, to introduce a variable to otherwise a predictable bunch of monsters. Once you see a gargoyle you know that you can charge into the fight unless you are ok with fighting extra monsters.
Having that said, your concerns are noted. I will ask Margret to take a look at how far gargoyles can jump away. However, it can't be too short a distance, otherwise, they won't be able to really escape and heal :-)
Thank u for that. At least fix the flying across the rooms.
Only annoyances I found so far.
For reaching monsters I highly advise forms of teleportation (charge, teleport, leap). Or rely on heals and fight it through.
It probably does feel annoying as it disrupts combat flow sometimes. Finding how to deal with it – is key, I guess. Meanwhile searching for missing hidden monsters as well as jumped far away gargoyles (and missing loot) all over the map is still there.
And u do know that gargoyle cannot be freezed. The reason it is annoying is becauz it combines all the annoyings together.