Issue 7 and the Hamidon
Cross-reference this thread.
--NT
They all laughed at me when I said I wanted to be a comedian.
But I showed them, and nobody's laughing at me now!
If I became a red name, I would be all "and what would you mere mortals like to entertain me with today, mu hu ha ha ha!" ~Arcanaville
We are looking into the issue. I'll let you know when I find out more.
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Allegedly, there was a patch note that may have had some indication of impact with regard to Aggro rules but I haven't been able to locate it.
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That's what I hear, but I don't see it. I have to resort to taunt a lot more when hopping around punching things used to be enough. This is especially noticeable with AVs now.
My Going Rogue Trailer
Virtue (blue) - Wes The Mess
Virtue (red) - Jess The Best
@Razoras
I noticed during the last two raids on Pinnacle that the Mitos were specifically targeting Defenders and Controllers. Any use of a debuff or control power lead to swift and terrible retribution. My Dark Defender was rendered useless due to this overwhelming aggro. Anything I attempted, even firing my weakest attack, would cause several nearby Mitos to attack me without mercy. The aggro I drew was so strong that I wasn't even able to be rez'd in the midst of the healing bubble. I would be put back down as soon as I got up. Its very, very frustrating to die, rez, immediately die, rez, and instantly die yet again just because I used Dark Blast on a piece of jello.
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Allegedly, there was a patch note that may have had some indication of impact with regard to Aggro rules but I haven't been able to locate it.
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I believe you are looking for this:
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Powers - Critters
* AVs/Heroes and Giant Monsters now ignore threat level damage multipliers for different Archetypes. They are still affected by Taunt as before.
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Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
I remember waaaaaay back a DM/Regen friend took me along while he killed stuff on monster island. I was warned to not shoot because of the aggro I would draw, and naturally had to test it. Took one shot with dark blast after he'd knocked maybe probably around a fourth of its life off, the monster instantly turned and started taking shots at me. Main reason I'm mentioning this is because it seems to be something they've fixed before so they might have records of how they fixed it last time. I have no idea how the whole process works to know if this is true or not though.
Be they bugs or intended, is this really a problem?
I think it would be great... nay, superb if Hamidon's AI and the strategies needed to defeat him/it were rendered obsolete every issue or two. As it stands now (err, as of I6 anyway), Hamidon is a joke. It's so boring to do. It's the same thing over and over and over. Revamping the encounter will keep it interesting. It should be done more often!
I noticed this too; it was somewhat odd. The mitos had some powerful hate on for a dark defender and a controller in my group, to the point that they were pretty much constantly dead.
To note of course, they were both lagging badly and seemed new to the whole deal so they may have inadvertantly targeted an inappropriate mito and thus been singled out for tough love.
I did notice that my empath didn't take basically any aggro early on (when I was too busy keeping people alive to attack) but did get randomly singled out later once I started using attack powers.
@Mindshadow
Heh. Sounds eerily familiar. I'm used to Controller aggro from my main and stable of Mind/ Controllers, but on the Red side of the tracks? You should SEE the aggro a Dom gets. Very much what's being described above. Scratch a mob with anything but a zero aggro power (Confuse, Mass Hyp, Mass Confuse) and they will run right past the Brute beating on them and the Corruptor debuffing them to pound the Dom into a greasy stain.
Well, perhaps I overstate the case a bit... But NOT by much... .
The agro rules are strange now. I rezed a defender just behind the group attacking the nearest mito...and as soon as the defender got up they were shot even though there were +50 heroes attacking a mere 30 yds away.
The mitos and Hami are attacking the buffers like buffs now attract more agro than doing damage.
and that attacking while held is just stupid.
What didnt they bugger up after releasing I7?
Wild guess, rank speculation.
Based on that, NPC aggro rules are affected by the AT involved. If I was going to guess, it's pets, tankers, scrappers, blasters, controllers, defenders (or maybe pets, tankers and scrappers, blasters/controllers/defenders). As a result, to still get some aggro, some controller and defender powers had a boosted "hate" level.
Now that they've removed the aggro adjustement for avs and gms (and thus apparently mitos), those boosted hate levels are attracting huge attention.
This was done to GMs and AVs...have the "normal" archvillans and GMs shown a greater interest in defenders and controllers?
Of course, when the boost was announced originally by Positron, Hamidon and its mitos, the multitude of DE giant monsters, and Lusca were promised to be exempted.
My arcs are constantly shifting, just search for GadgetDon for the latest.
The world beware! I've started a blog
GadgetMania Under Attack: The Digg Lockout
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Be they bugs or intended, is this really a problem?
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Yes - particularly if this was intended. The only end-game content of consequence for Heroes should not have been stealth-changed. Since CoH perks for I7 were pale in comparison to the CoV side, I'd say it was not the correct time to adjust the jello without alerting us of it at least.
I'll err on the side of caution and assume the changes were unintended.
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What didnt they bugger up after releasing I7?
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The "Log Out Now" button.
It still works (sometimes even when you don't want it to).
6000+ levels gained and 8 level 50's
Hello, my name is Soulwind and I have Alt-Itis.
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I remember waaaaaay back a DM/Regen friend took me along while he killed stuff on monster island. I was warned to not shoot because of the aggro I would draw, and naturally had to test it. Took one shot with dark blast after he'd knocked maybe probably around a fourth of its life off, the monster instantly turned and started taking shots at me. Main reason I'm mentioning this is because it seems to be something they've fixed before so they might have records of how they fixed it last time. I have no idea how the whole process works to know if this is true or not though.
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Sounds like what's happening to my Corruptor. On a team with two brutes, mobs will suddenly turn and go after me. I'm a Dark Blast user, so I by no means do massive damage, or even enough to "steal" aggro from the brutes. My attack chain is usually Tentacles > Night Fall > Transfusion, followed by pelting a single target with DB and Gloom. And yet I somehow "steal" the aggro from 2 Super Strength Brutes.
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Allegedly, there was a patch note that may have had some indication of impact with regard to Aggro rules but I haven't been able to locate it.
[/ QUOTE ]
That's what I hear, but I don't see it. I have to resort to taunt a lot more when hopping around punching things used to be enough. This is especially noticeable with AVs now.
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Now I have to figure out a way to fit taunt onto my tank. It really wasn't my concept of "super" tank.
Bah humbug.
Still here, even after all this time!
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What didnt they bugger up after releasing I7?
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The "Log Out Now" button.
It still works (sometimes even when you don't want it to).
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When I click that the game freezes and I have to physically push the button on my computer to get it to shut off.
AoE attacks of any sort create huge aggro, and have forever. Tenebrous Tentacles and Nightfall are sure ways to get a ton of attention, even with melee characters in the middle of the foes. Only AoE taunts are likely to prevent a reaction.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
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Be they bugs or intended, is this really a problem?
[/ QUOTE ]
Yes - particularly if this was intended. The only end-game content of consequence for Heroes should not have been stealth-changed. Since CoH perks for I7 were pale in comparison to the CoV side, I'd say it was not the correct time to adjust the jello without alerting us of it at least.
I'll err on the side of caution and assume the changes were unintended.
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If this was an intended change they players need to be notified. Serveral dozen people possibly failing a raid, getting alot of debt, and wasting a few hours due to a stealth change would not be good.
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What didnt they bugger up after releasing I7?
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The "Log Out Now" button.
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Crashed when I clicked it the first time I logged in after I7 was released.
[ QUOTE ]
Be they bugs or intended, is this really a problem?
I think it would be great... nay, superb if Hamidon's AI and the strategies needed to defeat him/it were rendered obsolete every issue or two. As it stands now (err, as of I6 anyway), Hamidon is a joke. It's so boring to do. It's the same thing over and over and over. Revamping the encounter will keep it interesting. It should be done more often!
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I wholeheartedly agree that revamping the encounter every issue or two is just what needs doing and honestly, with the Recluse Strike Force being implemented as it is, I fully expect a change.
But, none of this was documented. Which leaves us to wonder if it's a bug. It couldn't reasonably be a 'Stealth' change as so many folks who know the game so well are bound to notice, as we have.
The most probable explanation is that something is bugged and/or some new AV/GM code did indeed get introduced to the Hamidon Encounter.
Either way, I think the players would like to know.
Sign It : http://www.change.org/petitions/ncso...city-of-heroes
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The agro rules are strange now. I rezed a defender just behind the group attacking the nearest mito...and as soon as the defender got up they were shot even though there were +50 heroes attacking a mere 30 yds away.
The mitos and Hami are attacking the buffers like buffs now attract more agro than doing damage.
and that attacking while held is just stupid.
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Aggro in general is strange now. Repeatedly I've been in situations where there are 3 minions facing me but I'm outside of their aggro range. I attack the one closest to me (who is in full sight of his buddies) and that one aggros on me. I beat him up and acquire my next target.
The entire time, his two buddies just stand there watching me turn their friend into a greasy little villain stain.
Virtue: multiple characters.
CoH/V: Woot! Maybe Fun is to be had once again.
Ack! RUN! Regen is glowing mean & green!
If it reduces you, it's a nerf.
If it buffs the mobs, it's challenge.
They are not the same.
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Tenebrous Tentacles and Nightfall are sure ways to get a ton of attention, even with melee characters in the middle of the foes. Only AoE taunts are likely to prevent a reaction.
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Did you mean to make this as hilarious as I find it?
(Also, I know what you are meaning, but the straight reading is great.)
Last night, Pinnacle ran it's second raid on Hamidon since Issue 7 was patched to the Live servers. While both raids were successful, it was readily apparent that the rules as we had known them prior to Issue 7 had changed.
Items that were noted to be different :
<ul type="square">
-Aggro Team (Tankers and Illusionists) had a much harder time holding Aggro on Hamidon and the Mitos. We went through two full wipes before getting more back-up and making a successful third attempt.
-Hamidon is now able to attack even while held. The aggro team was taking damage from Hami until it was defeated.
-Enhancement Drops are not working as before. Many people reported not receiving a Hamidon Enhancement from Sunday night's raid. Last night, an informal poll over Broadcast regarding SO Enhancement drops yielded a lack of SO drops from Mitos. Salvage was still received.[/list]
Allegedly, there was a patch note that may have had some indication of impact with regard to Aggro rules but I haven't been able to locate it.
My questions for fellow raiders : What differences have you noticed in the Hamidon Encounter since last week? Have you had a successful raid since Issue 7 was released?
My question for the developers : Where are the Patch Notes for the changes to the Hamidon? If there are no Patch Notes, are we to assume that these changes are in fact bugs?
Sign It : http://www.change.org/petitions/ncso...city-of-heroes