Daenee@Antonia Bayle wrote:
Design choices that force a player to stand there and do nothing for a good long while are about as interesting as design choices that take control away from a player. They are not fun. They do not involve skill. Standing there and picking your nose is not a tactic. It's lazy, and it's frustrating.
Let us DO something about our aggro besides taking an afk to make a sandwich.
They do seem to like this tactic, when it should be a big frggin rule on the wall saying they are never able to implement it as a fight mechanic on anything EVER. A certain dev who is no longer around also believed mechanics that took players out of a fight was stupid. Be it for aggro, curses or other detrimental effects. Hell with the new system that allows you to get back in raid after a LD these tactics are tantamount to just booting the player to character select. Its universally terrible. Oh i'm cursed, might as well go AFK since doing anything is either completely useless or would wipe the raid. YAY!
AND just to be sure in case a dev thinks they have a handle on this and we don't know what we are doing, I do use deaggros throughout longer fights even if I'm not dangerously high to help keep it down, still not nearly enough. Deaggros went from nearly useless to overpowered to nearly useless again. Only time I have found them remotely useful besides the positional one is when a mob memwipes, I haven't hit it yet but the tank is trying to build aggro again. So basically they are only significant compared to zero damage.
Go to that big spreadsheet or custom calculator you got that you use to pump out items and values for attacks, and change it to show taunts and deaggros are significantly less effective than it shows currently so we don't have to use positionals as a crutch.