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  #1  
Old 12-24-2022, 09:03 PM
Cezar Cezar is offline
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Angry Hate recalc

Greetings, I’m ok with recalculating hate but how a SK is supposed to keep aggro now?
I remember classic eq, SKs were using disease cloud! Now seem to have no effect just like all other spells, considering our taunt worth nothing I’m wondering what sks are good to now? Always good for snap aggro, now?

I think it’s a mistake what last patch introduced and I hope staff solve it soon!

For all other SKs, how you trying to ménage the lacking of threat? Any spell still effective?
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  #2  
Old 12-25-2022, 12:48 AM
Jimjam Jimjam is offline
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You also have snare, ac and atk taps. Are none of them worth a thing?
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  #3  
Old 12-25-2022, 10:19 AM
Ooloo Ooloo is offline
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Did these hate changes affect all warrior weapon procs (stuns\slows\debuffs) and aggro clickies? Cause wars depend on this big time. Are all tanks gonna be gimped now?
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  #4  
Old 12-25-2022, 07:20 PM
Swish Swish is offline
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If SK's can't snap aggro anymore I'm probably never logging mine in again lol
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  #5  
Old 12-26-2022, 06:24 AM
Cezar Cezar is offline
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Quote:
Originally Posted by Swish [You must be logged in to view images. Log in or Register.]
If SK's can't snap aggro anymore I'm probably never logging mine in again lol
Yep, don’t know why they did this unclassic modify, why this nerf! SKs will be rares, it’s useless playing one now, we just become totally useless.

Was in a group with a bard 8 lvl lower then me that was snare/slow mob. Not a chance to get aggro, so sad, we were kings of aggro…
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  #6  
Old 12-26-2022, 08:47 AM
sajbert sajbert is offline
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I’m surprised I’ve seen little to no discussion on these changes and what they mean.
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  #7  
Old 12-26-2022, 09:20 AM
Uthgaard Uthgaard is offline
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All spell aggro has been reduced to the point that aggro management for casters is trivial. Spell aggro was too high before, but now it's way too little.

So pets and warriors can hold aggro like ubertanks, and casters don't need to worry about pulling aggro with heals, slows, or debuffs landing too soon.

But anyone like hyrbids, relying on spellcasts to gain aggro from other melees, is heavily underperforming right now. And these should be able to snap aggro. This was classic.

Some spell values for aggro might be more in line with each other now, but they're not in sync with melee threat or taunt values. So the system is out of balance.

I think there was some confusion about hate values being added to certain spells later (these were negative hate values added to offset an unintended increase to threat caused somewhere down the line). There are dev podcasts out there that explain why these were added. But spells with disease counters and debuffs always did generate significant hate, this is well documented, and they should be yielding more than they are currently.

An SK pet 15 levels under its caster should not be able to hold aggro securely from an that SK while they are spamming spells on a mob.

The weak shm pet should not instantly pick up slowed and maloed mobs with 3 dots ticking.

This is kind of a gamebreaking balance change.
Last edited by Uthgaard; 12-26-2022 at 09:33 AM..
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  #8  
Old 01-02-2023, 12:37 PM
long.liam long.liam is offline
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Quote:
Originally Posted by Uthgaard [You must be logged in to view images. Log in or Register.]
All spell aggro has been reduced to the point that aggro management for casters is trivial. Spell aggro was too high before, but now it's way too little.

So pets and warriors can hold aggro like ubertanks, and casters don't need to worry about pulling aggro with heals, slows, or debuffs landing too soon.

But anyone like hyrbids, relying on spellcasts to gain aggro from other melees, is heavily underperforming right now. And these should be able to snap aggro. This was classic.

Some spell values for aggro might be more in line with each other now, but they're not in sync with melee threat or taunt values. So the system is out of balance.

I think there was some confusion about hate values being added to certain spells later (these were negative hate values added to offset an unintended increase to threat caused somewhere down the line). There are dev podcasts out there that explain why these were added. But spells with disease counters and debuffs always did generate significant hate, this is well documented, and they should be yielding more than they are currently.

An SK pet 15 levels under its caster should not be able to hold aggro securely from an that SK while they are spamming spells on a mob.

The weak shm pet should not instantly pick up slowed and maloed mobs with 3 dots ticking.

This is kind of a gamebreaking balance change.
I tested it with brother on the blue server. All Disease and poison counter hate has been removed. Only the damage from Dots produces any hate. The SPAs (SPell Affects) like Blind, Stun, Snare, slow etc.. All produced hate based off of Mob HP. It's the mobs/15 up to a Cap of 1200 for spells and 400 for proc/clickie. We tested this and found this to be true. My brother's 60 druid struggled to hold aggro on mistmoore mobs with Flamelick & Snare while powerleveling my level 25 paladin. However, on the 2 guards in Paineel, Guard Heridion and Guard Menbuknar, His snare or flamelick or any SPA produced 1200 hate per cast.
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  #9  
Old 01-02-2023, 02:47 PM
Samoht Samoht is offline
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Quote:
Originally Posted by Uthgaard [You must be logged in to view images. Log in or Register.]
aggro management for casters is trivial. Spell aggro was too high before, but now it's way too little.

So pets and warriors can hold aggro like ubertanks, and casters don't need to worry about pulling aggro with heals, slows, or debuffs landing too soon.
Lol, you obviously have no idea what you're talking about. Warrior aggro is basically negligible. Enchanters and shamans (and druids when they're doing real work) are getting murdered after 2 slow attempts. It's miserable for them and the tanks.

Slow aggro on a proccing weapon seems to be almost nil. Slow aggro from a shm/enc is wayyyy higher than anything a warrior can do, even after waiting until the mob is like 80%

READ THIS PLEASE.
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Also its pretty hard not to post after you.. not because you have a stimulating(sic), but because you are constantly patrolling RnF and filling it with your spam.
Last edited by Samoht; 01-02-2023 at 03:00 PM..
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  #10  
Old 01-07-2023, 03:48 PM
Octavian Octavian is offline
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Quote:
Originally Posted by Samoht [You must be logged in to view images. Log in or Register.]
Lol, you obviously have no idea what you're talking about. Warrior aggro is basically negligible. Enchanters and shamans (and druids when they're doing real work) are getting murdered after 2 slow attempts. It's miserable for them and the tanks.

Slow aggro on a proccing weapon seems to be almost nil. Slow aggro from a shm/enc is wayyyy higher than anything a warrior can do, even after waiting until the mob is like 80%

READ THIS PLEASE.
Everything about this situation (and I'll add the disease cloud/shadow vortex break as well) feels desperately in need of being reverted to how it was pre-patch. Yet, is there talk of this happening? Do they realize how completely broken aggro is now? And how utterly useless SK's have become?

If the logic is "do what the live devs did," then take a look at the whole timeline of EQ, where SK's received several lines of different aggro spells to make them the absolute, undisputed kings of snap aggro, as they were always meant to be.

I was on my 60 SK last night trying to help a group of lowbies by tanking for them bc they didn't have one. The humiliation when I couldn't keep aggro off a bunch of lvl 25-30's spamming disease cloud/shadow vortex.

So what... SK's are supposed to rely on their taunt now? Right...
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