This game doesn't need random aggro

ShinAmaterasu Profile Options #21

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Then maybe this game isn't for me, there are too many uneducated players out there that will berate the tank when they have aggro and die because of it. The tank will try to explain the system but the party won't be listening

Personally I enjoy the challenge, what I do not enjoy is seeing someone get one shot and getting pissed off at me for it because they have no clue what just happened except in there head the tank needs to be on this and they can't just sit here and smack away

WoW has plagued the mmo genre, that needs to be taken into consideration when making an MMO. The combat is unique and fun, secondary aggro is a huge learning experience and the game DOES NOT explain this to you. There easily could be quests put into place after Necormancer's Tomb that will get the player ready for what's ahead. Instead the player is not told of what is to come so they have their preconceived notions already set and when [filtered] hits the fan they ragequit


In my excitement for this new experience I burned $100 on the year subscription but I just had the anvil of f u take my head off
Turbosquid Profile Options #22

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Sounds like you don't take criticism very well OP? Let me tell you something:



Bye.


When you can learn to learn and adapt, then come back and play with the big boys. My main is a lancer, and i have almost 0 problem holding aggro on bosses, even tanking dungeons at minimum level.


When i am doing my job well, and people still pull the boss off of me, either they are way above my level (which each level makes a significant difference later in the game) or they didn't give me time to build up threat. Then i am the one explaining to THEM how to play their dps or healing class rofl.
vanux Profile Options #23

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While other less-skilled player or "used to play easy game player" complain about these random aggro thing, I see this as a simple but well made AI for ingame mob, if you're the boss mob, will u just keep attacking one person with the strongest shield and let others stabbing your back without doing something? I think this make the game more challenging, and so everyone need to pay attention no matter which class you're playing. Remember, this is an Action based RPG, stop using your old mindset from other MMO to play this game.
Edited by: vanux 11 months ago
Komari Profile Options #24

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0
Neutral
Idelle Lvl.60
Celestial Hills - Roleplay (PVE)
Castanic Sorcerer
Kicker is, it is the tanks fault if they lose aggro. If the person dies from the purple circle, their fault if they don't avoid it. BUT a good tank will try and interrupt the boss with stuns etc to prevent it from going off if the first place.

This is coming from a tank.
ShinAmaterasu Profile Options #25

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Komari on 07/13/2012, 05:54 PM - view
Kicker is, it is the tanks fault if they lose aggro. If the person dies from the purple circle, their fault if they don't avoid it. BUT a good tank will try and interrupt the boss with stuns etc to prevent it from going off if the first place.

This is coming from a tank.


Bosses are fine for me, it's the trash that is frustrating and makes people leave group before getting to the boss
Esmoire Profile Options #26

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0
Neutral
Yue Lvl.60
Tempest Reach (PVE)
Human Priest
As a tank, healer or damage dealer, I absolutely love this feature. Keeps everyone feeling engaged with combat.

Cute troll thread, though.
everyone Profile Options #27

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ShinAmaterasu on 07/13/2012, 06:24 PM - view

Bosses are fine for me, it's the trash that is frustrating and makes people leave group before getting to the boss


Some dungeon trash mobs have special, but simple, rules for their aggro. For example, after the initial aggro, they can target the player furthest away which is typically the Sorc or sometimes the healer. This is sometimes because these simple rules are actually used in a boss encounter later in the dungeon.

What you should do as a tank is help the group to adjust as easily as possible by, for example, using the environment to your advantage, e.g. pulling the mobs into a corridor where your threat aoe tools, charge abilities, leashes, and stuns are at their best because the mobs are forced to cluster naturally.

Dps should be encouraged to use whatever snares they have to slow any enemies moving away from you, and especially towards the healer.

Finally, healer should also understand no matter what everyone else does sometimes something gets through, so they too should adjust by either using the environment, e.g. running around an obstacle or better yet running to you, the tank, or breaking the aggro rule. For the example mentioned above, a good healer will quickly realise they keep being targetted by certain types of mobs consistently so they will learn to keep at mid rather than at long range. This is naturally easier for Priests to discover than Mystics since they have aoe spot heals for which they need to close the distance anyway.

But tbh, unless you are consistently grouping with 12 year olds or something, anyone who has done GL dungeon and above knows what to expect and you do not need to explain it to them. Instead, help the group manage the threats by understanding your own tools and realise Tera is not like WoW.
ShinAmaterasu Profile Options #28

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I did some testing and found that if I moved around move I didn't have many issues
GreenEyedMonster Profile Options #29

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Alytheia on 07/13/2012, 03:42 PM - view
So you want tanking to be like WoW, where tank just sits there and keeps aggro 100% of the time while making sandwichs. No thanks, i'll pass.


Rabid fanboys like you who instantly jump to WoW as their go-to cop out statement are the reason the community is so bad in this game.
Gangaloo Profile Options #30

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4
Revered
Gangaloo Lvl.60
Tempest Reach (PVE)
Elin Lancer
So many terrible tanks in this thread claiming that the random aggro mechanic makes them useless.