Whilst from a narrative point of view you are moving constantly in combat, from a mechanical point of view you are not. Requiring a task roll to functionally not do anything but overcome a narrative effect reduces agency, be it rolled by the GM or the Players.
No and you are being ridiculous and condescending. I argue that minor and non-mechanical effects that serve only a narrative function do not need to stop the flow of the game and their outcome be dictated by a roll of the dice when it does not serve any purpose.
Either argue that it is meaningless when threat is spent, or meaningless when it is not. Please do not contest my argument by suddenly changing the parameters. My argument was specifically that a GM using the same options available to players, using actions or resources to counter player actions, is not meaningless.
I again contest that this is an Advantage/Complication that the players will have had to create, and thus will require the NPC to negate that Advantage/Complication. I would not allow a simple Attack Pattern to overcome it. Attack Pattern grants itâs own benefit, the GM should spend 2 Threat to create their own advantage that the Attack Pattern has countered the playerâs tactic. Otherwise the GM could do a straight Create advantage roll that if successful has countered the playerâs tactic.
You argue previously that if a mechanic is present, then it should be used, but you seem to be disregarding of the Advantage/Complication mechanic.