When playing a Savage Melee scrapper, I have noticed that enemies (of all types and levels) very frequently run away, resulting in a substantial amount of chasing. There are one or more "runners" in every single enemy group. This disrupts solo play (i.e., too much time chasing) and team play (i.e., scattering groups). It is particularly miserable on AV fights. Romulus is a huge fan of parkour, apparently?
At first I thought there might be a bugged "hidden" but thematic "fear" effect in Savage Melee. Enemies run away from the scary person scratching their face off? But I checked with the wonderful Help Chat folks, who offered two other explanations. First, the damage-over-time (DoT) in Savage Melee may trigger a "Yikes! The ground is on fire!" NPC response, and enemies try to leave the bad place. Second, enemies have a small chance to flee on any tick of damage, and Savage Melee DoTs have many more opportunities to trigger it. In any case, it's tedious and annoying.
In short, enemies constantly running with Savage Melee might not be a "bug"... but a weird game mechanic that is perhaps too aggressively applied? Changing the underlying mechanics might be impossible (too many other powers and situations affected). But perhaps a Slow (enemy speed debuff) effect could be proliferated across all Savage Melee attacks? The slowing effect could be unenhanceable so as to not change enhancement slotting options for the whole set. Enemies would still run away, but not quite so dang fast. It's thematic: enemies are slower because they are bleeding out.