Giles.floydub17_ESO wrote: »And such is life in an MMO. Every MMO has this defined in their own way. This is the way ESI has it and it's not all the different than most I've seen.
Random Aggro tests (not using taunts)
(1) If in a group of 4 players and no player does anything, the mobs will go for the weakest\lowest level player
(This is why in packs of mobs, one will appear to run off and get a random player, its normally cause no one has attacked it and its going for the weakest player)
(2) Snares and roots cause tons of aggro, that's why Caltrops works so well.
(3) Damage and Heals seem to cause the same aggro but its the heals cast not the heals received, so over healing causes aggro
Eg Player one hits mob for 1000 damage, player two heals player 1 for 900, player 1 keeps aggro
But if player one hits mob for 1000 damage and only has lost 900 life, but player 2 heals for 10k (over healing by 9100) Player 2 now gets aggro and will keep it until player one does another 9001 damage.
NOTE : Healer aggro is only triggered by area heals that the NPC walks though, or heals to a player the mob is hitting. If you heal a player and the NPC is not attacking that player, the healer gets no healer aggro.
No idea how much aggro block and bash causes, too hard to test but taunt always wins. Unless the boss has a mechanic which drops taunt, taunt = 15 seconds of that mob on the tank, always.
So a tank with good block skills, the 2 taunts and Caltrops for large trash pulls, they should have all mobs on them.
Any chance on improving the aggro of enemies? Here are a couple of my points on why aggro should be improved
1. More observant enemies: Are all enemies blind? Because it sure seems like they are, they must have the worst eyes in the world or they are the most unobervant people I've ever seen.
2. Larger aggro and de-aggro areas, this links with the first point but also enemies should be able to see you from further away than just 6 meters in front of them. In addition the de-aggro areas, where enemies will just stop attacking you and run back to where they were. This can get quite annoying and confusing for new players and frustrating if you are kiting something and it just regains all it's health and runs away. This is especially important to increase for the Justice system Guards because it seems stupid that a guard that is chasing you down to kill you would just forget his duty and wander off for an Ice cream truck etc. I would love larger de-aggro boxes for enemies because it makes the things you are fighting seem much more alive, rather than just a thing that runs up to you, attacks then runs away again, this would also be good for immersion.
What do other think about this?
Random Aggro tests (not using taunts)
(1) If in a group of 4 players and no player does anything, the mobs will go for the weakest\lowest level player
(This is why in packs of mobs, one will appear to run off and get a random player, its normally cause no one has attacked it and its going for the weakest player)
(2) Snares and roots cause tons of aggro, that's why Caltrops works so well.
(3) Damage and Heals seem to cause the same aggro but its the heals cast not the heals received, so over healing causes aggro
Eg Player one hits mob for 1000 damage, player two heals player 1 for 900, player 1 keeps aggro
But if player one hits mob for 1000 damage and only has lost 900 life, but player 2 heals for 10k (over healing by 9100) Player 2 now gets aggro and will keep it until player one does another 9001 damage.
NOTE : Healer aggro is only triggered by area heals that the NPC walks though, or heals to a player the mob is hitting. If you heal a player and the NPC is not attacking that player, the healer gets no healer aggro.
No idea how much aggro block and bash causes, too hard to test but taunt always wins. Unless the boss has a mechanic which drops taunt, taunt = 15 seconds of that mob on the tank, always.
So a tank with good block skills, the 2 taunts and Caltrops for large trash pulls, they should have all mobs on them.
Wintersage wrote: »All good stuff.
But there's also a flipside.
For the love of all things holy, why am I being aggroed by little level 4 wolves? I mean, can't they see how uber I am? Don't they know I'll just turn and one-shot them? I'm just looking to harvest, or deliver, or sight-see....
Added aggro-vation.
Fix aggro at high levels, for sure. That's basic party mechanics. But add in aggro level ranges to mobs so they aren't attacking ridiculously higher-level targets. It's suicide.
We know better. They should, too.
Wifeaggro13 wrote: »There is no aggro management in this game is non existent there are no aggro tables. Taunts are hard 6 second events that wipe the minute you apply to another target. ESO is very rudimentary in this area. It's a large reason why 90% of the group content can be done with just 3 dps and a DPs/heal
Dagoth_Rac wrote: »Wifeaggro13 wrote: »There is no aggro management in this game is non existent there are no aggro tables. Taunts are hard 6 second events that wipe the minute you apply to another target. ESO is very rudimentary in this area. It's a large reason why 90% of the group content can be done with just 3 dps and a DPs/heal
Huh? Taunts last 15 seconds and persist even when you taunt multiple enemies. If you retaunt an already taunted target too quickly, it can make that target immune to taunt. But certainly taunting another target does not wipe the taunt on other targets.
Dagoth_Rac wrote: »Wifeaggro13 wrote: »There is no aggro management in this game is non existent there are no aggro tables. Taunts are hard 6 second events that wipe the minute you apply to another target. ESO is very rudimentary in this area. It's a large reason why 90% of the group content can be done with just 3 dps and a DPs/heal
Huh? Taunts last 15 seconds and persist even when you taunt multiple enemies. If you retaunt an already taunted target too quickly, it can make that target immune to taunt. But certainly taunting another target does not wipe the taunt on other targets.
^ This. The original post is clueless at best. Taunts do NOT wipe, you can spam taunts on a whole pack of mobs and you get them all to aggro you. As a tank, I try to taunt even the trash so that the rest of the team can focus on melting them all fast.
So this probably why when I'm tanking, I'll shield charge the beefiest guy, try to stab him with ransack, only to have the entire group (including the guy I charged at) single out the healer (never the dps) and pummel them mercilessly into the ground in less than a second, and then my ransack hits...
I need to pvp more for caltrops aggro...
If a mob sees ONE player in a group, it knows the location of ALL players in that group. Even if they are out of line of sight.Random Aggro tests (not using taunts)
(1) If in a group of 4 players and no player does anything, the mobs will go for the weakest\lowest level player
(This is why in packs of mobs, one will appear to run off and get a random player, its normally cause no one has attacked it and its going for the weakest player)
(2) Snares and roots cause tons of aggro, that's why Caltrops works so well.
(3) Damage and Heals seem to cause the same aggro but its the heals cast not the heals received, so over healing causes aggro
Eg Player one hits mob for 1000 damage, player two heals player 1 for 900, player 1 keeps aggro
But if player one hits mob for 1000 damage and only has lost 900 life, but player 2 heals for 10k (over healing by 9100) Player 2 now gets aggro and will keep it until player one does another 9001 damage.
NOTE : Healer aggro is only triggered by area heals that the NPC walks though, or heals to a player the mob is hitting. If you heal a player and the NPC is not attacking that player, the healer gets no healer aggro.
No idea how much aggro block and bash causes, too hard to test but taunt always wins. Unless the boss has a mechanic which drops taunt, taunt = 15 seconds of that mob on the tank, always.
So a tank with good block skills, the 2 taunts and Caltrops for large trash pulls, they should have all mobs on them.
Good information but it still doesn't make sense.
A mob shouldn't run off to attack a group member who is out of its line of sight. In fact it shouldn't even know that player is there.
And how does it work when all players are of the same level, as is usually the case at VR14? Again, randomness.
A lack of real threat tables makes for a guessing game. I guess some people like that kind of system (judging by the popularity of GW2, at least) but personally I think it dumbs down the game a lot.
If a mob sees ONE player in a group, it knows the location of ALL players in that group. Even if they are out of line of sight.Random Aggro tests (not using taunts)
(1) If in a group of 4 players and no player does anything, the mobs will go for the weakest\lowest level player
(This is why in packs of mobs, one will appear to run off and get a random player, its normally cause no one has attacked it and its going for the weakest player)
(2) Snares and roots cause tons of aggro, that's why Caltrops works so well.
(3) Damage and Heals seem to cause the same aggro but its the heals cast not the heals received, so over healing causes aggro
Eg Player one hits mob for 1000 damage, player two heals player 1 for 900, player 1 keeps aggro
But if player one hits mob for 1000 damage and only has lost 900 life, but player 2 heals for 10k (over healing by 9100) Player 2 now gets aggro and will keep it until player one does another 9001 damage.
NOTE : Healer aggro is only triggered by area heals that the NPC walks though, or heals to a player the mob is hitting. If you heal a player and the NPC is not attacking that player, the healer gets no healer aggro.
No idea how much aggro block and bash causes, too hard to test but taunt always wins. Unless the boss has a mechanic which drops taunt, taunt = 15 seconds of that mob on the tank, always.
So a tank with good block skills, the 2 taunts and Caltrops for large trash pulls, they should have all mobs on them.
Good information but it still doesn't make sense.
A mob shouldn't run off to attack a group member who is out of its line of sight. In fact it shouldn't even know that player is there.
And how does it work when all players are of the same level, as is usually the case at VR14? Again, randomness.
A lack of real threat tables makes for a guessing game. I guess some people like that kind of system (judging by the popularity of GW2, at least) but personally I think it dumbs down the game a lot.
Had a V1 a the start of the zone and the three of us V14 were clearing it and mobs would always go running off to the V1 even tho he was half the zone away. Its not a GOOD design, but it the way it works.
If all players are the same level, it goes for the lowest HP player.