"I don't see how MMO(RPG) threat levels in an FPS/Action RPG is a problem at all. However, it should stick, as someone mentioned before, for some minimum amount of time to avoid running in circles. Seems like it'd be a pretty easy fix to me."
For one it causes goofy shit like what we're talking about now. Secondly, it seems pointless. I don't see anything that would imply that there's threat management in the game, everyone has rechargable shields, second wind, and health packs.
"I actually thought it worked pretty well in Army of Two. And without aggro, what's the point of Brick?"
I don't actually see anything that says Brick has anything to control or increase his threat to enemies. Which leads me to believe that the game *doesn't* actually use a threat mechanic.
"What basis do you have for
1. assuming that threat isn't in the game, when there is a specific tanking character (tanking means holding aggro in multiple player groups) just to name one example
2. Calling the use of threat in this game a bad design decision, yet claiming that you're giving it the benefit of the doubt? It's been clear for some time now that this game would have the mechanic, and there are good gameplay reasons for it to be there, so what problem do you have with it?"
1. See above.
2. See above.