honestly Every bit of Agro management in this game is either busted or just crap implementation and poorly thought out. a large part of why every build is max AOE DPS. just kill it all before it becomes a problem.So a guild mate noticed this tip in the Death Recap http://puu.sh/9w60A/ee15eb90d9.png
The first is tip if you taunt a target more than three times, it becomes immune, this is new and UNMENTIONED in any of the patch-notes and as a Tank that's a pretty big deal.
I jumped onto pts to test this further, what we found is that if you re-apply a taunt anytime before for the current one has ended it will have no effect but you will still need to wait for its timer to end or that second taunt will break early. If you wait for the Taunt to fall off before you refresh it, everything works as it does on live where it sticks to you like expected. This is a huge deal for fights like The Warrior who will 1 shot anyone who isn't a tank if not kept under control 100% of the time and with having to refresh as soon as it falls of there is a chance that a melee dps is gonna get crushed. This effect is even worse for players who choose not to use Addons. who will not even have a timer for when their taunt will end, it will just not work with no explanation to them. Hell its not even apparent now.
Also there is the Storm Atronach Ultimate who's attack is a taunt, which doesn't work on Craglorn delve bosses or regular Dungeon bosses, works on World Bosses ( the skulls). But on normal enemies it is impossible to pull it off as long as the Atronach is channeling, mainly thinking of Bannermen here. Which again is frustrating for both the tank and the sorcerer in this case cause that Atro is very likely to die.
Would like some further clarification on what has been changed here and why? What was wrong with the current system on live? Are there legitimate "high threat" attacks we should be using, if so why are they not marked on their tooltips?
Discovered it in early PTS testing there were a few fights where if you taunted a boss then re-applied the taunt before the initial wore off you had to wait until the second taunt (which did nothing at all) wore before you could actually reapply and get aggro back.
During Craglorn PTS we were glad to notice that taunts over wrote each other so that switch tanking was an option, however we also noticed that several times aggro would just drop. Taunt made no difference and was ignored several times. You'd think you had a target locked to you for the duration yet mid way through it would randomly drop that aggro, re-taunting at that point reverted to the initial problem of having to wait for the first taunt to wear off.
Tanking is fun enough with all the idiots who think we have AE taunts and are suppose to hold aggro on every mob in a room. To have those two taunts we do posses be rendered useless...is going too far. The majority of fights where tanking is required last longer than the duration of 3 taunts. If every fight in the game is going ignore tanks all together then what's the point of a tank in the first place? Heal aggro is already barely under taunting, might as well run 2 healers 2 dps and just cross heal.
ZOS_JessicaFolsom wrote: »The tip about taunts in that image is not as clear as it could be, but what it calls out has always been in the game. We simply added a tip about it. Monsters cannot be taunted more than 3 times every 10 seconds, by any combination of player characters.
As for the Atronach taunt, we're removing it. That change will be going in soon (in one of the next couple patches.)
Wifeaggro13 wrote: »ZOS_JessicaFolsom wrote: »The tip about taunts in that image is not as clear as it could be, but what it calls out has always been in the game. We simply added a tip about it. Monsters cannot be taunted more than 3 times every 10 seconds, by any combination of player characters.
As for the Atronach taunt, we're removing it. That change will be going in soon (in one of the next couple patches.)
Pets overwrite player taunts at times as well jessica. and you cannot re taunt until pet is dead
ZOS_JessicaFolsom wrote: »Wifeaggro13 wrote: »ZOS_JessicaFolsom wrote: »The tip about taunts in that image is not as clear as it could be, but what it calls out has always been in the game. We simply added a tip about it. Monsters cannot be taunted more than 3 times every 10 seconds, by any combination of player characters.
As for the Atronach taunt, we're removing it. That change will be going in soon (in one of the next couple patches.)
Pets overwrite player taunts at times as well jessica. and you cannot re taunt until pet is dead
Which pets, specifically, @Wifeaggro13?
ZOS_JessicaFolsom wrote: »The tip about taunts in that image is not as clear as it could be, but what it calls out has always been in the game. We simply added a tip about it. Monsters cannot be taunted more than 3 times every 10 seconds, by any combination of player characters.
As for the Atronach taunt, we're removing it. That change will be going in soon (in one of the next couple patches.)
I had the red effect on Puncture before the patch.pinstripesc wrote: »You're right, I was going to edit that after I realized I'd discovered that then forgotten again hah. I think it is relatively new though. Could be wrong.