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#1
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Need more data
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Juhstin Bieber - Red99
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#2
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something else to consider is that if you body pull and run over a sitter with your mobs, they will attack them and stay on them.
In this case it would appear i did build hate, and i would appear i was #1 in the list, but sit agro seems to be over-ridding the hate list. In this case, the mob did return to me once it had hit all the sitters From my testing last night, it would seem that only way to avoid mobs attacking sitters on incoming is to dmg the mob past a certain hp threshold. no other actions seem to override sit agro. Only once the sitters have been hit and standing will it go back to normal functions
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Team Bonghits
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#3
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As a warrior the only big/annoying difference with sit aggro I've notice is that when I taunt a mezzed mob and then break the mezz the mob goes right for somebody sitting 100% of the time instead of me. I use to have a good chance of taunting a mezzed mob and then breaking the mezz and having it attack me. Now I can't seem to avoid the mob from attacking a sitting player on mezz break despite taunting prior to the break.
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Last edited by Bill Tetley; 02-26-2014 at 05:07 PM..
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#4
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on sunday it was broken. on monday the hotfix just made things more classic'er... yes sitting was a bitch back in the day you couldn't sit under a mob and expect it not to thwap you once.
all that said aggro through walls is problematic but is perhaps a separate problem than the amount of aggro sit gives? | ||
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#5
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Quote:
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#6
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Sit aggro may or may not need further tweaks--I won't make a claim either way. that being said it's not really that bad. It was pretty broken for about a day. Since then, claiming that mobs ignore all aggro and beeline to any sitting caster is not accurate. I can pull stuff directly over the wife when she's sitting and she doesn't get touched.
I posted in another thread, but I have a suspicion that part of the problem (at least with respect to tanks losing aggro to sitting casters) may not be the sit aggro at all. Rather it's possibly because normal melee aggro has always felt low here on P99, and this new patch really shows that for all to see. Danth | ||
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#7
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Quote:
Granted - I do admit that the aggro radius of when the mob goes for you seemed significantly less than previously - but the mechanic itself functions pretty much the same in my experience. | |||
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#8
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Taunt does nothing when the tank using it is already being hit/at the top of the hate list. Your tanks shouldn't waste it while pulling. The stun from bash develops essentially no special hate and should be ignored. In addition, as noted above I've always thought white damage aggro feels low on P1999.
Danth | ||
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#9
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The other thing that I've just noticed, and this is MORE proof that the current mechanic is broken, is I've just noticed I lost a bunch of faction just by sitting next to someone killing a mob. I have not touched the said mob at all, the guy is not in the same group, he just happened to chase it when it was low hp past me while I was meditating. This was an Orc faction. My Dervishes faction has taken a hit too in the past two days - just because I tend to meditate at my hunting spot. This is the only explanation as neither I nor my group of dark elves, who are not KOS to dervishes to begin with have ever touched a single one of them.
Anyone else care to lie about how "this was what it was like in classic" ? | ||
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#10
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Full agreement there, the faction hits just from being in the vicinity is silly and broken to the extreme. I assume the final line of your post is not directed at me since I've not made such a claim.
Danth | ||
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