I don’t believe avoiding a patrol is fun, interesting or adds anything to the gameplay. Does anyone?
This is an idea to make patrols on Cata more interesting for a wider variety of weapons and an important part of the gameplay, like how bosses are.
A boss wall would be added until the pat is defeated. You would be able to choose when you fight the pat, but you must defeat it to proceed to the next area. This is to make pats a full gameplay element instead of one that can often be skipped like a skippable boss. The aggro/avoid choice is often easy (any open area, the 3rd pat on Screaming Bell etc.) or is like an auto-trigger in QP (like the pat in the ravine in Athel). Coupled with avoiding one just being wall hugging, pats currently add nothing to half of the games played that they pop up in.
Patrols would always turnaround at the end of their path and repeat it if they had not found any players yet. This is so some pats with specific paths couldn’t be avoided until they left the map.
Patrol compositions would be changed. They would be more like super hordes than the pats we have now. There would still be a high number of elites, but more infantry and unarmoured mixed in. There would only be slightly less armour, and a lot more unarmoured. This would make pats harder overall as they would be larger, but also fairer to a wider variety of team comps, giving players with non-armour damage weapons more targets to focus.
The last elite in a patrol would drop a Loot Die, like a boss. This is to keep the gameplay rewards consistent, as like a boss due to the boss wall added it would not be possible to avoid a pat.