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World Boss Aggro and people walking out of the zone....

lagrue
lagrue
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Please take a look at this. This has been an issue for me since day 1 of the game.

When a solo player person leaves an Overworld boss area and nobody is left in the area, they heal to full health - that makes sense.

What doesn't make sense is when there's 25 people in the boss area - and 1 guy walks out of the zone and because the boss is following that 1 single player, he gets full health again because some scrub ran away. This is just plain dumb. The problem is simple - the bosses never switch their target until their target is dead. I personally think they should change their targetting sometimes - but even if not - they should atleast be intuitive to the fact that players are still in the valid area for the fight. It's so annoying to take 1.5 mill off an enemy and because an idiot kites it out of the zone we lose all progress.
"You must defeat me every time. I need defeat you only once"
  • DRXHarbinger
    DRXHarbinger
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    Get this with the minotaur all the time. Scrub lords trying to fight it with a bow by the entrance whilst I'm fighting it and steal aggro and oh look it's reset. Repeats itself 5 times until you rage at the helmets doing it.
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  • lillybit
    lillybit
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    I've had this a few times, been so so close and someone runs off and takes the boss out of the area. Agree something really needs to be fixed here!
    PS4 EU
  • Asardes
    Asardes
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    I don't know what the aggro mechanics is, besides the forced aggro from taunts. It should be based on the damage a player does in a given amount of time. I'm sure that a player that spams light attacks or snipe is not doing more damage than the one actually on the boss, doing a proper rotation, with good gear. So there's no logic in the monster following the former instead of the latter.
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  • TheSeer
    TheSeer
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    I think if the person the boss is after leaves the area the boss should attack a random person still in the area.

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  • DRXHarbinger
    DRXHarbinger
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    Asardes wrote: »
    I don't know what the aggro mechanics is, besides the forced aggro from taunts. It should be based on the damage a player does in a given amount of time. I'm sure that a player that spams light attacks or snipe is not doing more damage than the one actually on the boss, doing a proper rotation, with good gear. So there's no logic in the monster following the former instead of the latter.

    It seems set since day one to always go for the templar. If there isn't a temp then a DK. Either that or the role in group. I've sort of proved this before when in wgt. Constantly getting harassed (no tank) changes role to dps from healer and it evens out. Strange. But nothing ever seems interested in a sorc or nightblade.
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  • BlanketFort
    BlanketFort
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    Asardes wrote: »
    I don't know what the aggro mechanics is, besides the forced aggro from taunts. It should be based on the damage a player does in a given amount of time. I'm sure that a player that spams light attacks or snipe is not doing more damage than the one actually on the boss, doing a proper rotation, with good gear. So there's no logic in the monster following the former instead of the latter.

    So the boss should now aggro on the player doing most damage? Which is probably a DPS build squishy as hell. Poor dude.
  • DRXHarbinger
    DRXHarbinger
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    Asardes wrote: »
    I don't know what the aggro mechanics is, besides the forced aggro from taunts. It should be based on the damage a player does in a given amount of time. I'm sure that a player that spams light attacks or snipe is not doing more damage than the one actually on the boss, doing a proper rotation, with good gear. So there's no logic in the monster following the former instead of the latter.

    So the boss should now aggro on the player doing most damage? Which is probably a DPS build squishy as hell. Poor dude.

    Better than the level 4 sorc spamming mages wrath and using a 2h dying over and over. Most 561 dps should he able to handle any aggro now. If not then they shouldn't be there soloing half this stuff anyway.
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  • Asardes
    Asardes
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    Asardes wrote: »
    I don't know what the aggro mechanics is, besides the forced aggro from taunts. It should be based on the damage a player does in a given amount of time. I'm sure that a player that spams light attacks or snipe is not doing more damage than the one actually on the boss, doing a proper rotation, with good gear. So there's no logic in the monster following the former instead of the latter.

    So the boss should now aggro on the player doing most damage? Which is probably a DPS build squishy as hell. Poor dude.

    Baring no forced aggro (taunt) this is the rule that should apply. Boss should be after the guy causing him the most "pain". I've also seen that all mobs are "hurt" more than DoTs. As a tank I begin every trash pull with a cinder storm and a noxious breath and the trash mobs go crazy for a few seconds, until I'm able to taunt them all. And the DPS is not necessarily squishy. My Templar standing on her channeled focus has ~24K (71% mitigation cap) spell resistance and ~16K (48% mitigation cap) wearing 5 lights, full divines. The sustain is such that I can spam puncturing sweep and throw harness magicka and various DoTs in betwen for minutes without even using pots. She has only 16K health but she rarely dies. My main DK tank is getting envious :)
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  • vyndral13preub18_ESO
    vyndral13preub18_ESO
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    As a dps I actually put a taunt on my bar when doing folly because of this.
  • BlanketFort
    BlanketFort
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    Asardes wrote: »
    Asardes wrote: »
    I don't know what the aggro mechanics is, besides the forced aggro from taunts. It should be based on the damage a player does in a given amount of time. I'm sure that a player that spams light attacks or snipe is not doing more damage than the one actually on the boss, doing a proper rotation, with good gear. So there's no logic in the monster following the former instead of the latter.

    So the boss should now aggro on the player doing most damage? Which is probably a DPS build squishy as hell. Poor dude.

    Baring no forced aggro (taunt) this is the rule that should apply. Boss should be after the guy causing him the most "pain". I've also seen that all mobs are "hurt" more than DoTs. As a tank I begin every trash pull with a cinder storm and a noxious breath and the trash mobs go crazy for a few seconds, until I'm able to taunt them all. And the DPS is not necessarily squishy. My Templar standing on her channeled focus has ~24K (71% mitigation cap) spell resistance and ~16K (48% mitigation cap) wearing 5 lights, full divines. The sustain is such that I can spam puncturing sweep and throw harness magicka and various DoTs in betwen for minutes without even using pots. She has only 16K health but she rarely dies. My main DK tank is getting envious :)

    Good point ;)
  • UrQuan
    UrQuan
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    Had this happen just recently at Heretic's Summons in Auridon. There were a few randoms there, and while I was taking care of the adds (which nobody else was bothering to deal with, even though they had killed a couple of people) the guy who the boss was going after just kept backing up until the boss reset. Really irritating.
    TheSeer wrote: »
    I think if the person the boss is after leaves the area the boss should attack a random person still in the area.
    ^This is absolutely the way it should work.
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  • Rataroto
    Rataroto
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    Inner Fire FTW :^)
  • GreenhaloX
    GreenhaloX
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    Seems the boss goes after the one who draws the first hit, but the boss doesn't always stick with that one. I'm not a tank, and of course, the fight is easier with a tank, but I don't mind drawing the first hit and the boss coming after me. I have a fairly good survivability and self-healing. The boss does break from me after I get knocked down or some time pass and go after someone else. Particularly in Craglorn, the boss does seem to switch to other players. Maybe there is a hidden timing. The boss will go after one for certain time and then switch. If you don't have good survivability, yes, you will die and then the boss switch after you're dead. If you don't die after the boss keeps at you, it seems as certain minutes pass, the boss does switch to someone else. But yes, that blows if the boss resets if someone being attacked has strayed too far off the zone.
  • Smasherx74
    Smasherx74
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    this is a good idea to troll people
    Master Debater
  • Acrolas
    Acrolas
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    Boss aggro for dummies:

    giphy.gif
    signing off
  • QUEZ420
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    Get this with the minotaur all the time. Scrub lords trying to fight it with a bow by the entrance whilst I'm fighting it and steal aggro and oh look it's reset. Repeats itself 5 times until you rage at the helmets doing it.

    "Scrub lords" lmao u win the internet today sir, lol job well done. :)
  • newtinmpls
    newtinmpls
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    lagrue wrote: »

    What doesn't make sense is when there's 25 people in the boss area - and 1 guy walks out of the zone and because the boss is following that 1 single player, he gets full health again because some scrub ran away.

    So....

    This is why tanks are so valuable with World Bosses. What you are saying is that "the scrub" should stay and get killed, rather than run away.

    For someone low powered, or not super min-maxed, this can be terrifying.

    I will say when I'm fighting Aesar the Hatespinner (Rivenspire) who is a [censorded] sun-of-a [censored] who I can so NOT solo (it's a dream for someday, but I'm not holding my breath) and there is no tank - or I end up accidentally with aggro (and he does tend to leave a trail of "formerly aggro'ed" bodies) what I do is dodge pack and forth across him, trying like hell to heal myself.

    At least it keeps him in the same area.

    Sometimes ... if I'm really lucky, an effective tank comes along and saves my *ss.

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  • O_LYKOS
    O_LYKOS
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    TheSeer wrote: »
    I think if the person the boss is after leaves the area the boss should attack a random person still in the area.

    I totally agree with this.

    If that one player leaves the boss area the boss 'mechanics' should immediately switch to alter his focus on another player still within that area. This happened so much over the weekend on an alt running through world bosses and someone led the boss out of his zone a lot of the time. So annoying. :(
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  • Runs
    Runs
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    What's worse is when the people do it on purpose.

    The Minotaur boss in the Gold Coast for instance, people used to taunt him while others were killing and then run back into the cave area to reset him. The reasoning was so their group members had time to get there... This was incredibly frustrating and I know damn well I said a few things I shouldn't have in response.


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  • Korah_Eaglecry
    Korah_Eaglecry
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    If there isnt someone in that gaggle of people attacking the World Boss that doesnt have a taunt on them. You get what you deserve.
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  • HeroOfNone
    HeroOfNone
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    While I was farming fiord's in eastmatch this weekend I was soloing bosses. Had someone run up as the boss was around 5% use puncture once and then try to run off to reset the boss. I simply took advantage of the aggro to execute and kill the boss. After I killed the boss they followed me around for a bit, I assume trying to duel me (auto decline on) since a trade option poped up a few times that the immediately closed after they opened it.

    Shows me that some of these folks are doing it because they don't know better, but others are doing it to troll. I do wish they would give better aggro mechanics, like maybe not reset health but mske them invulnerable till they reset.
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  • TrueGreenSmoker
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    Annoying af.. trying to do world bosses for the sun swords and them low lvls always get aggro and stard to run out of my aoes missing dps really annoying but when they die im happy. sorry i am that evil

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  • Elsonso
    Elsonso
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    This is annoying, and ZOS should update their boss reset parameters, but a couple of things need to be clear.

    First, the "scrub lords" have no idea where the bounds are. Some of the sooper cool elite probably don't know exactly where, either. ZOS has put up no signage that says "past this point, boss will reset". The natural thing to do is get out of the way of said angry boss and even a millimeter over an imaginary invisible line is out of bounds.

    Second, this imaginary invisible line can be closer to the boss's native spawn point than some of the weapon ranges. I have seen Snapjaw leap half way across Tamriel to pounce on someone with a bow who is trying to stay out of aggro range, and then reset because apparently the critter leaped out of range.

    The boss should not be able to magically reset and become non-combatant until back at the spawn point, unless every player in the area also gets a magic reset. Instead, when said target is out of bounds, a new target should be picked. The player that stepped out of bounds should get a message and they should not be considered for XP, Loot, Achievements. If they want to rejoin, they should be allowed to do so as if they had no prior interaction with the boss, meaning that they need to do a certain percentage of new damage to get XP, loot, achievement, or whatever.

    All such boundary areas should have a message when entering, leaving, and getting near the edge when there is an active event running.
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  • rotaugen454
    rotaugen454
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    The World Boss should follow them out of the area, and be invulnerable to attacks from anyone else until the scrub is dead, then they return to their area at the health they had when they left.
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  • Danksta
    Danksta
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    newtinmpls wrote: »
    lagrue wrote: »

    What doesn't make sense is when there's 25 people in the boss area - and 1 guy walks out of the zone and because the boss is following that 1 single player, he gets full health again because some scrub ran away.

    So....

    This is why tanks are so valuable with World Bosses. What you are saying is that "the scrub" should stay and get killed, rather than run away.

    For someone low powered, or not super min-maxed, this can be terrifying.

    I will say when I'm fighting Aesar the Hatespinner (Rivenspire) who is a [censorded] sun-of-a [censored] who I can so NOT solo (it's a dream for someday, but I'm not holding my breath) and there is no tank - or I end up accidentally with aggro (and he does tend to leave a trail of "formerly aggro'ed" bodies) what I do is dodge pack and forth across him, trying like hell to heal myself.

    At least it keeps him in the same area.

    Sometimes ... if I'm really lucky, an effective tank comes along and saves my *ss.

    If "the scrub" can't figure out how to kite the boss around the intended battleground then yes, they should die instead of resetting the boss half a dozen times.
    BawKinTackWarDs PS4/NA

  • Lumenn
    Lumenn
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    While it led to some griefing issues(esp with feign death) I'd say go old school (EQ) and let the mob keep aggro until the player can port(not gonna happen) or is dead. That way running away doesn't help when boss is still smacking you halfway across the zone..it's not like you have to do a corpse run.
  • UrQuan
    UrQuan
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    newtinmpls wrote: »
    lagrue wrote: »

    What doesn't make sense is when there's 25 people in the boss area - and 1 guy walks out of the zone and because the boss is following that 1 single player, he gets full health again because some scrub ran away.

    So....

    This is why tanks are so valuable with World Bosses. What you are saying is that "the scrub" should stay and get killed, rather than run away.
    No, the "scrub" (although I wouldn't call someone that... Except for people I know when I'm giving them some friendly ribbing; and yes I know you were just using the same term as the person you were replying to and you're not the type to call people scrubs either) should run away in circles to keep the boss from resetting.
    newtinmpls wrote: »
    For someone low powered, or not super min-maxed, this can be terrifying.

    I will say when I'm fighting Aesar the Hatespinner (Rivenspire) who is a [censorded] sun-of-a [censored] who I can so NOT solo (it's a dream for someday, but I'm not holding my breath) and there is no tank - or I end up accidentally with aggro (and he does tend to leave a trail of "formerly aggro'ed" bodies) what I do is dodge pack and forth across him, trying like hell to heal myself.

    At least it keeps him in the same area.

    Sometimes ... if I'm really lucky, an effective tank comes along and saves my *ss.
    See? You know what to do when you've got aggro from a boss and your character isn't built to handle serious hits from a boss. It's unfortunate that not everyone does know that, and frustrating for other people fighting the boss. Still, we all started out as noobs, and when I started I'm sure I didn't realize the reset thing...
    Caius Drusus Imperial DK (DC)
    Bragg Ironhand Orc Temp (DC)
    Neesha Stalks-Shadows Argonian NB (EP)
    Falidir Altmer Sorcr (AD)
    J'zharka Khajiit NB (AD)
    Isabeau Runeseer Breton Sorc (DC)
    Fevassa Dunmer DK (EP)
    Manut Redguard Temp (AD)
    Tylera the Summoner Altmer Sorc (EP)
    Svari Snake-Blood Nord DK (AD)
    Ashlyn D'Elyse Breton NB (EP)
    Filindria Bosmer Temp (DC)
    Vigbjorn the Wanderer Nord Warden (EP)
    Hrokki Winterborn Breton Warden (DC)
    Basks-in-the-Sunshine Argonian Temp
    Someone stole my sweetroll
  • WhitePawPrints
    WhitePawPrints
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    Had someone whispertroll me once that I'm noob when he pulled the WB so far it leashed back. It wasn't the easiest boss since it summoned a bunch of minions that couldn't be crowd controlled. I don't know what he expected me to do as a stamblade and he was the one the to leash the boss!
    Edited by WhitePawPrints on November 14, 2016 10:07PM
  • Sigtric
    Sigtric
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    How about something off the wall, instead of the boss aggroing on someone else in the area, what if that boss locks onto the person who ran away and just griefs them for the rest of eternity by following them and killing them, until it is killed by the person who ran away?


    troll-dance-rev1.gif

    Stormproof: Vibeke - 50 EP mDragonknight | Savi Dreloth - 50 EP Magsorc | Sadi Dreloth - 50 EP Magblade | Sigtric Stormaxe - 50 EP Stamsorc | Valora Dreloth - 50 EP Magplar | Sigtric the Unbearable 50 EP Stam Warden
    Scrub: Chews-on-Beavers - 50 EP DK Tank | Vera the Wild - 50 EP magicka Warden | Sigtric the Axe - 50 EP Dragonknight Crafter | Sigtric the Blade - 50 EP Lost Nightblade | Sigtric the Savage - 50 EP magicka Templar | Vibeka Shadowblade - 50 Ep Stealthy Ganky Nightblade |

    Show Me Your Dunmer
    [/center]
  • lagrue
    lagrue
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    If there isnt someone in that gaggle of people attacking the World Boss that doesnt have a taunt on them. You get what you deserve.

    Not all of us travel around in groups. Alot of the times World Bosses is just 4 players converging from their PVE exploration and getting together for a fight. Sorry not everybody in Tamriel runs builds using 1 specific skill.

    The fact you believe we should NEED a skill or suffer *** broken game mechanics shows the elitist in you.
    Edited by lagrue on November 15, 2016 2:45AM
    "You must defeat me every time. I need defeat you only once"
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