Aggro cap. Herding is forever dead.
As an additional thought, this opens up numerous tactical options.
I could aggro 17 say..underlings. Then kill everything else in the mission one or two or however many at a time. With no threat of death ever as nothing else in the mission would ever attack me more than once per shot of mine.
For instance, with 17 underlings aggroed on me, I could use fireball exclusivly on every group in the game and they would never get more than 1 attack back. Thus effectivly makeing me immortal.
Good plan, Norfed.
I'll mention this to my SG tonight. This could really help us finish some tough missions.
Thanks,
-> Scott.
Currently playing:
Infaerna Who knew Fire/Fire Brutes were fun to play?
Further testing reveals that this 'aggro' cap/list is flexible. New aggros apprently replace old aggros on the list. So if I go to attack something new it will aggro on me, but I will lose aggro on something else, which will turn around and start off into space or attack someone else.
I Guess the new rule is "never EVER pull 2 groups at the same time" because the tanker literally CAN'T keep aggro on them.
D'oh! Thanks for the temporary boost. I imagine that the number-crunchers will notice this sooner or later.
It's actually pretty bad...but compared to ED it won't make anyone's radar. I wonder what else is being stealth nerfed while our attention is elsewhere?
Currently playing:
Infaerna Who knew Fire/Fire Brutes were fun to play?
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I Guess the new rule is "never EVER pull 2 groups at the same time" because the tanker literally CAN'T keep aggro on them.
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weak
Yep - this is the AI change to "fix" herding...
MUHAHAHAHAHAHA
I remember, months ago, when the I5 changes were first announced, various posters saying (demanding?) that herding can be "fixed" with an AI change.
Well, here it is.
Thanks for the clairification, States!
This will mean I don't need Taunt any more, which is a net plus.
Currently playing:
Infaerna Who knew Fire/Fire Brutes were fun to play?
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Yep - this is the AI change to "fix" herding...
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Good idea, number way too small.
Between in-mission ambushes and groups that are STILL close together, fighting two groups at once is common and fighting three groups at once is hardly rare. I know you say it shouldn't happen, but it does, and I don't see anything in the patch notes for I6 about "spawn points on mission maps changed to avoid aggroing more than one group at once".
Even if you avoid that, there are situations like the mission to defeat Infernal and those zero-xp demons that come pouring out of the portal.
It needs to be doubled.
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its not dead, we can still amass a herd of mobs if we try hard enough, keeping them all shooting us would be impossible, but im sure we can get them to come hang out .
I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.
If you want to herd like before, you bring multiple tanks.. No wait.. Thats team work! Doh! They got us again!
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Further testing reveals that this 'aggro' cap/list is flexible. New aggros apprently replace old aggros on the list. So if I go to attack something new it will aggro on me, but I will lose aggro on something else, which will turn around and start off into space or attack someone else.
I Guess the new rule is "never EVER pull 2 groups at the same time" because the tanker literally CAN'T keep aggro on them.
[/ QUOTE ]
Oh great....that's wonderful news. Of course, it doesn't effect
powers.
Please give a warm round of applause for the "aggro stealth
nerf".
17 mobs max. Makes it interesting on a respec mission. Forcing u to team with more then one tank eh talk about force teaming
How about taking the fear out of burn then. As is it is useless.
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Wow .... too bad you wing nuts didn't just do this in the first place instead of gutting the hell out of defensive sets to prevent herding.
no points.
Hmm, with the limitations Tankers already face on generating Aggro I would have thought that 17 was a little on the low side for a Hard Aggro List limit.
Surely being able to have an Aggro List of around 2 max sized spawns wouldn't be a game breaker given the small number limitations on the number of targets most *-Voking effects have?
The most immediate thing that springs to mind for me is that this is really going to cramp the style of people who find using the amount of discipline required to fight one spawn at a time unfun or just impossible.
regards, Screwloose.
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Yes I was one of those annoying people wishing for an AI change...
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Yep - this is the AI change to "fix" herding...
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cool, now raise the taunt hit cap to 17 so our teams dont have to worry. meaning, (when we taunt we can hit up to 17. at any given time)
.:Brmstone's BLOG:.
No more herding?
I like I6 already.
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Yep - this is the AI change to "fix" herding...
[/ QUOTE ]
If that is the case, "fix" the artificial AoE cap for Taunt (i.e. get rid of it).
Did I enjoy herding?
Yes
Is it their choice to kill it?
Yes
The thing that angers me about this change is it's a stealth nerf. Why not just come clean and put it in the patch notes. You guys lose so much credibility everytime you "omit" things to let the player base find them and then call you on the carpet.
And my answer to the rebuttal that someone will no doubt post. No I don't buy it that it was accidently left off the notes. You'll never convince me that a detailed project like this cannot keep a master copy of changes, even a lousy project manager can keep track of the work that's been done.
Not in the notes? Sure wasn't...
However, I thought you guys "Stopped" herding in i5?...
Can you guys please appropriately un-nerf some of the 'solution to herding' from i5 now that you've added a hard cap...
Tanks look so ugly right now
wow you guys would never make it in cov
Well now you did it Now Statesman will have to fix that. I know, he will make GA a 180 second click with a 17 minute recharge but for those 3 minutes you probably won't die.
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In testing I noticed(trying to see if I could still herd) that I can no longer aggro more than 17 mobs of any type or level. No matter what I do they will no more than 17 mobs will follow me. or attack me at any given time.
I can literally stand in the middle of a mob of 32 and beat on a guy with his back turned to me if 17 of his friends are already aggroed.
Each time you hit a mob over the limit of 17 he will turn toward you, attack you, then turn back and stare off into space.
Gues they REALLY Wanted to nerf herding hua?
It kinda stucks because pure-granite tankers can still stand up to 17 +3's. I guess they nerfed my ability to die....