Anyone else think the agro in this game is a complete joke?
#1
Posted 03 March 2013 - 03:34 AM
I know this game wants no trinity but more support based classes really need some kind of taunt skill =/. They want "team work", well taunts fit in this team work even more
#2
Posted 03 March 2013 - 03:49 AM
Is your group so lacking in team work that they cannot help you with your boss aggro without depending on taunts?
Do they not know when to use chill, protection, push/pull, cripple, weakness, heals... ?
Edited by Trei, 03 March 2013 - 03:54 AM.
#3
Posted 03 March 2013 - 03:52 AM
Trei, on 03 March 2013 - 03:49 AM, said:
Why's that? classes that can pull your team mates out of a bind are always useful. Right now the combat in this game when it happens involve running around like a headless chicken
#4
Posted 03 March 2013 - 03:52 AM
#5
Posted 03 March 2013 - 04:00 AM
#6
Posted 03 March 2013 - 04:03 AM
Bloodtau, on 03 March 2013 - 03:52 AM, said:
My group and I don't run around like headless chickens though, I'm sorry yours apparently does.
#10
Posted 03 March 2013 - 04:31 AM
Edited by BrahFromZa, 03 March 2013 - 04:32 AM.
#11
Posted 03 March 2013 - 04:42 AM
BrahFromZa, on 03 March 2013 - 04:31 AM, said:
so you're pissed that you had aggro before when you were tanky, but now you miss it when you are squishy?
Aggro is great in this game imo. Really keeps you on your toes. Taunt would ruin it and create a trinity feel (yawn) which has been done to death. I play a LB ranger with entangle as elite in dungeons and I save my team mates on a regular basis with my control skills. Having to think about movement and skill timing and placement is a lot more fun and engaging than just hitting taunt if someone has aggro.
#12
Posted 03 March 2013 - 04:46 AM
#13
Posted 03 March 2013 - 05:07 AM
I like the GW2 aggro as is.
#14
Posted 03 March 2013 - 06:08 AM
toughness,
damage
blocking
reviving
low HP
not sure if it is affected by healing, if yes by very small amount.
The CC (Crowd Control or Combat Control) could be the answer for tanking, but alas, the bosses are unaffected by CC, and conditions stick to bosses for half the duration.
#15
Posted 03 March 2013 - 09:30 AM
Some ranged bosses either attack everyone at once or select the target some other way, appears to be random. (Like the Flamethrower like skill the Searing Effigy uses)
The behavior of some mobs can also be influenced by how far away from them you are. (The vines in Twilight Arbor use their ground slam only when an enemy is near, which means less rapid fire spit attacks)
If you want to take aggro from someone squishier than you, tell the other guy to run/dodge away and attack the mob in melee, skills that pull/teleport yourself to the target are pretty useful for this.
#16
Posted 03 March 2013 - 09:53 AM
I am focused almost all the time in dungeons lately, especially after i've sacrificed some hp for more crit dmg and chance. One of the last Lupicus fights - i was focused the whole fight except for grubs, as they seem to be random; dredge fractal - i was focused by the boss a lot even though i only immobilised it on the spots without dropping dps.
That said, i think the aggro in this game is perfect, especially compared to games with 'active' tanking and taunting. It's unpredictable, so you can't just stand there as a dps toon, watching the dps meter and not worrying about anything. The combat is much more reactive and demanding this way, and the main way of managing incoming damage is avoiding it, by well-timed dodging and blocking, rather than soaking or mitigating with some sort of boosts. With the dodge mechanics, everyone is a tank - whoever has the aggro at the moment can drag the boss on the other side of the room and manage it there, no problem!
There's more to teamwork than that, though. Bosses are affected by blind and immobilise - although they're less effective against them, they go through defiance stacks. Almost every profession can share boons or pop boons like protection and aegis on their teammates. Boons are not just buffs increasing one's dps in this game, they're an integral part of tactics.
You have defensive utility skills, too - blink, mist form, stealth, lightning reflexes, elixirs, and all that everything else. The real problem is player approach to GW2 encounters - everyone has to have some means of survival and hone their dodging skills, can't go full dps build and just stand there.
#17
Posted 03 March 2013 - 02:54 PM
Bloodtau, on 03 March 2013 - 03:52 AM, said:
As a Thief, I have tons of ways to help my teammates. As a Guardian, even more.
If you're running around like a headless chicken then your party isn't playing very efficiently.
Arewn, on 03 March 2013 - 05:07 AM, said:
I like the GW2 aggro as is.
Agreed! That would work really well.
#18
Posted 03 March 2013 - 05:45 PM
if you are so scared of aggro that you turn around and run, drawing the mob off of the melee players in your party and out of any aoe zones your party set up (if any), and thus slow down the killing time of the mob/boss, you really need to stop and think about how many better ways your class has to avoid damage instead of just running away like a coward.
#19
Posted 03 March 2013 - 06:30 PM
#20
Posted 03 March 2013 - 06:33 PM
#21
Posted 03 March 2013 - 07:06 PM
Arewn, on 03 March 2013 - 05:07 AM, said:
I like the GW2 aggro as is.
I believe that's how taunts in TERA work. Instead of there being aggro meters, when you use a taunt you just get the target's attention for a few seconds.
#22
Posted 03 March 2013 - 07:35 PM
Bloodtau, on 03 March 2013 - 03:34 AM, said:
I know this game wants no trinity but more support based classes really need some kind of taunt skill =/. They want "team work", well taunts fit in this team work even more
Most of the time aggro comes for distance or damage, in some cases I noted bosses go on party member with higest DPS, and there are even some bosses that focus on downed people, and some on people that try to rez those downed people.
Lupus for example goes for highest damage in phase 1, and for highest toughness in phase 2 &3 (huray for me being a guardian
And it's easy to deal with if you know how.
Just use some form of cc's, or stop atacking, if he focus downed people then try to use skills to rez em, not manually.
As others said, I find games with a taunt mechanic to be completely ridiculous.
There is absolutely no challenge in killing a boss if he just focuses on 1 party member and then all others can just stand still & spam skills.. (ala WoW, Aion,...)
Edited by Gilles VI, 03 March 2013 - 07:38 PM.
#23
Posted 03 March 2013 - 07:38 PM
Dasviidonja, on 03 March 2013 - 06:30 PM, said:
So we as players shouldn't have a skill that helps others in a bind good to know teamwork isn't something that is counted as skill in your book. Gw2 seems to be more about team skill than anything else with it's multiple skills that are used to protect or prolong a parties existence, Lack of any sort of long CC most cc lasts 3 seconds at most(requires the party to cc instead of a designated CCer), Combo Field System, and downed state. So a Taunt that would allow a few seconds of CC would probably be at home in Gw2.
#24
Posted 03 March 2013 - 07:38 PM
Bloodtau, on 03 March 2013 - 03:34 AM, said:
I know this game wants no trinity but more support based classes really need some kind of taunt skill =/. They want "team work", well taunts fit in this team work even more
Basically not having taunt, allows the A.I. a fair chance on who they attack. I'm all for making smarter A.I. as I think it's one the biggest problems in PvE. I got used to this non-taunt system in GW1, You learn VERY early what "pulling" is and how to do it effectively. It takes true teamwork for it to happen.
#25
Posted 03 March 2013 - 07:40 PM
whodouthink9999, on 03 March 2013 - 07:38 PM, said:
Ah yes of course, because using a skill that forces the enemy to attack you is teamwork.....
The thing is that the agro system in GW2 requires quite a bit of team work and very good understanding of the game.
If someone feels the need to have a specific skill to get agro away from a team member they simply don't understand the game and combat system enough.
#26
Posted 03 March 2013 - 07:49 PM
toughness is a factor that attracts aggro but not the whole mechanic.
i think that was my main drive with my guardian, to find a way to tank. once i achieved all exotics, tier 3 human cultural, and was tanking all dungeons i was in, i felt complete.
so i rolled a ranger ad im loving this class so much like seriously, f*ck what ya heard, DPS is where its at.
#27
Posted 03 March 2013 - 08:30 PM
Gilles VI, on 03 March 2013 - 07:35 PM, said:
Lupus for example goes for highest damage in phase 1, and for highest toughness in phase 2 &3 (huray for me being a guardian
And it's easy to deal with if you know how.
Just use some form of cc's, or stop atacking, if he focus downed people then try to use skills to rez em, not manually.
As others said, I find games with a taunt mechanic to be completely ridiculous.
There is absolutely no challenge in killing a boss if he just focuses on 1 party member and then all others can just stand still & spam skills.. (ala WoW, Aion,...)
Well i'm condition based range class and I still seem to get a bat load of agro...
#30
Posted 03 March 2013 - 08:35 PM
Gilles VI, on 03 March 2013 - 07:35 PM, said:
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