Pushing is supposed to cause enemies to divide their attention to you. And it does work a little bit, but not for long enough.
I recently had an experience with a skaven horde where I’ve shoved them all down to the ground with a shield. When they stood back up I went out of attack range for some of them, but those few just decided to path to the next closest party member. Who was much farther away from them than I was. It didn’t really make sense.
I’ve had the same problem often with Chaos Warriors. For example, while staggering a Chaos Warrior with constant pushes, they can easily change their target from me to another teammate who was causing some damage and make a 180 turn and swipe at the teammate. Making me, the tank, kind of useless. Even when I was making a hard effort to distract the CW.
It seems like the effects of pushing gets overruled too easily. I can’t really assume what the algorithm is for targeting is. But it’s like pushing just times out very quickly, or it doesn’t matter because the slightest damage was taken from someone else.
My suggestion is to just make it a rule that pushing overrules an enemy’s targeting choice for a longer period of time, no matter what else happens to them besides another push. Even if the aggravator moves out of range, he should be followed. It could be done that push-strength determines the amount of time the opponent is aggravated, with shields having the longest and best effect. While a one-handed weapon has the worst.