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Unread 12-16-2004, 01:46 PM   #1
GenesisForgot

 
Join Date: Nov 2004
Posts: 223
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The devs really need to sit down and fix this whole aggro concept because it is seriously flawed.
 
When I get initial aggro and hold it for the duration of a fight, everything is great and fine, but sometimes people manage to gain aggro - usually its when a scout or mage forgets to assist, chanter fails a mez, or some other stuff. This happens from time to time and wouldn't be a huge issue except it takes an unreasonable amount of taunt to regain hate. It can take upwards of 30 taunts to regain hate (I have to cycle through all my abilities up to 4 times) or sometimes its simply impossible and either the mob has to die or the player. This is in conjunction with de-aggro skills and Rescue.
 
Furthermore, Rescue does not work as intended. Here's a perfect example:
 
Last night I was grouped with a 33 guardian and I am 30 guardian. 33 gaurd was MT and I was doing ZERO taunting. A scout gained aggro mid fight so the MT - who should be in the number 2 spot on aggro since he was previously #1 - spammed several taunts and used Rescue / taunts. Mob continued to pound the Scout. I decided I might as well try an Anger / Rescue combo and somehow moved from the bottom of the hatelist (lowest level and lowest contributor to dps/etc) to #1 instantly to gain aggro over both the MT and Scout. How does that work?? Rescue is *supposed* to only move you up above the next person on hate list so why did it fail for MT but work for me??
 
 
The whole aggro system is just screwy.. sometimes I can throw out 3 or 4 taunts an entire fight and no problems, sometimes I will spam them endlessly and get huge aggro problems. It seems arbitrary. Regaining hate is usually hopeless when it shouldn't be in theory - person getting attacked just needs to lower their hate generation and tank needs to surpass them - why is this so impossible?
 
Furthermore, Aggro on certain mobs / zones is totally off. In nektulos for example, if you kill an owlbear the rest of the group will immediately charge somebody not tanking - ie the wizard or cleric. what is that about?
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