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View Full Version : Velks Lab Kobalds Aggro Radius


bktroost
03-03-2014, 04:32 AM
The Kobald Villiage in Velk's lab are all "Ready-to-attack", however act as if they are a super passive "threatening." I walked right up to them and waited a solid 30-45 seconds before one aggroed me. I checked all the Kobalds in that villiage and none of them have proper aggro radius. When I jumped down to the pit those Kobolds were within appropriate aggro. Definitely something not right about that area.

Byrjun
03-03-2014, 11:50 PM
I'll piggy back on this to mention Kael mobs as well. Their aggro radius is pathetic; you can run right by giants in Kael and they don't seem to care unless you stand right inside of them. Same with assist aggro - you can pull a giant standing next to a bunch of others and just get it single.

Pint
03-04-2014, 02:16 PM
Will throw in as well, the kobold camp in velks was very trivial to pull with the current aggro radius, the crystalline gargs right behind the camp are facing each other and still single pull. The two gargs at velks zone in also don't assist each other and running up the ramps over spiders uninvis wasn't guaranteed aggro which seems wrong. Kael is off as well seeing as you can run from zone in to arena and avoid all aggro at 60, I also noticed that you can train a giant past as many low level giants as you want and they will not assist it.

nilbog
03-04-2014, 06:55 PM
velketor and kael aggro radius both modified pending update.

Please report back with findings after the update.

nilbog
03-04-2014, 07:19 PM
Want to add:

Aggro range in general needs to be reported as encountered. It's a big part of difficulty so please report any experiences that seem too easy.

Buriedpast
03-05-2014, 01:52 AM
Aggro range of crystalline mobs in castle area needs change.

On the 3 spawns on the spiral steps, I was able to duo those mobs down with no adds.

nilbog
03-05-2014, 03:28 PM
Increased their aggro range some more.

Please report findings after next update.

Xadion
03-05-2014, 03:50 PM
That village should be hell in velks because of the agro- that is why only good CC groups ever did it- its great $$ and exp but risky because a bad pull is death