Aggro for no reason? o.O
If you'd read the post I was ACTUALLY REPLYING TO, you'd know that was what that poster WAS talking about.
Save the snarky attitude for someone else. I'm in no mood.
40062: The World's Worst PUG
84008: Jenkins's Guide to Super-Villainy
230187: The Hero of Kings Row
No H8 - 08.04.10
@Circuit Boy - Moderator - Pride global chat channel
I have noticed some severe issues myself.
For example. We were hunting some Devoured Earth things in a door mission. Our leader was a tank, and we had another blaster helping out.
Every fight began with the tank running in and attacking + using invincibility + taunting. Us two blasters would stand back, and wait a few for the tanker to grab the aggro. Sometimes the other blaster would get a shot or two off, but since I was having odd aggro problems I'd decided to back off a bit and wait longer.
It didn't work. Every damn fight started with 1-2 enemies running past the tanker, ignoring his aura, gauntlet and taunt and coming for me. They even ignored the other blaster shooting at them repeatedly. Now, normally that isn't a problem. I whack them with a taser and run to the OTHER side of the tanker. They get unstunned, run past and they should get picked up be 1). Gauntlet, 2). Aura, or 3) his continual taunting, 4) the other blaster shooting him, right? Wrong....
So the moral of the story is - I cannot realistically avoid aggro, ever, period, END OF STORY!!!! Not if I don't attack. Not if I bring a tanker. Not if I have another blaster attacking the damn thing. Not anything. I'm not sure why it takes an act of God to fix the broken tanker powers... I cannot wait for the fix in I9 coming in August of 2007 or so.
I was playing my Elec/Elec Blaster, around level 20. I was sidekick'd to a level 30 Energy/Energy Blaster, fighting Devouring Earth on the level 30's mission.
I took one shot at a Devoured Boss, and he chased me down and tried to eat me for lunch. I ran far away.
We came back to that room after a quick rest. This time I never fired a shot. The Devoured came right back for me, ignoring the other Blaster completely, even when the boss was 90% dead.
Something is broken about the way aggro works. I've had this happen while I was a Scrapper, mentoring for an Elec/Dev Blaster. Again, the Devoured Boss went straight for the sidekick and ignored me completely.
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Just a scenario that actually happened to me today: I was playing on a team of three. I had absolutely no toggles running except for Sprint and I was showing the team leader a hidden glowy. It was on a platform thingy close to the ceiling and he had a hard time finding it. Well, the room we were in was rather larger but we had emptied it and there was a spawn in the next room that our third was waiting near to attack.
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Back to the OP, in some missions, the glowie is the 'focal' point of the mission. Once the glowie is 'clicked', any mobs nearby (as well as potential ambushes) will swarm to that location, or to whomever clicked on it.
Not saying this is what necessarily happened, but something you may well want to consider for that particular example.
I had this happen just last night.
I don't play my blasters very often, but wanted to play my lvl 18 fire/energy. I was on a full team with a taunting tank and another blaster. I was taking a LOT of aggro in a troll mission and was dying often. I just figured it was because I was on a fire/ blaster using some aoe's, coupled with my inexperience with blasters.
But then, when the tank would be up ahead taunting and engaging the mobs, with me stealthed, standing behind the team, and not attacking, the mobs would run straight to me! Or stand by the tank throwing boulders at me!
It was glaringly obvious something was wrong, especially since I dont play my blaster characters that often.
I have had this before. I'm cloaked, in the back, no actions are being taken or done. I'm basically just standing still when the tank runs in, aggros the spawn, and a couple mobs make a bee line to me.
The only thing I can say is the mobs must be doing an aggro check of every player in range and the AI is splitting the aggro among the whole team so one player is not the main focus of the whole spawns aggression.
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The only thing I can say is the mobs must be doing an aggro check of every player in range and the AI is splitting the aggro among the whole team so one player is not the main focus of the whole spawns aggression.
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That doesn't seem too far fetched.
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I usually see this happen when players are out of LoS but still within the mobs agro range. When someone agros the mob, some mob will for some reason "see" the person who is out of LoS and if not agrod by someone else, will head for the person around the corner.
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This totally happened to my warshade. There was a quantum up ahead so I stayed way back and my teammates went after him. He started shooting me through rows of boxes in the warehouse room.
Can anyone make a demofile of this so that we can show a dev?
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
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The only thing I can say is the mobs must be doing an aggro check of every player in range and the AI is splitting the aggro among the whole team so one player is not the main focus of the whole spawns aggression.
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That's correct. It has been this way since release, I believe -- I remember being aggro'd while running Invisibility back in beta. In a nutshell, the entire team is put on the awareness/aggro list, not just the person who initiated the combat. It's not quite that simple, since there are a number of extenuating circumstances that can happen, but in general it is correct.
...is that why the pillboxes in RV would tag my ill/emp while I was buffing my heavy and running Superior Invis?
I have had this happen on multiple occasions. On a 3 blaster team, my elec/elec and 2 nrg/nrg blasters, we all fired on a mob, and the aggro'd mob ran AROUND the person up front, and they all piled on me, with predictable results.
I've been attacked when I've taken no action, and the fight was in full progress, someone has peeled off the fight, turning around, to attack me.
It's happened enough times that it's almost a joke now among my regular teams.
We're pretty sure one of the pranksters in the Super Group has planted an aggro-magnet somewhere in my costume, but I haven't found it yet.
There was once, if I remember correctly, a bug where Side Kicks were pulling way more aggro than they were supposed to. The "further" they were Side Kicked, the more aggro they pulled. I'm thinking it might have been back in the Issue 2 / Issue 3 days.
Question to the OP: Were you side kicked at the time you had these strange aggro problems?
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The only thing I can say is the mobs must be doing an aggro check of every player in range and the AI is splitting the aggro among the whole team so one player is not the main focus of the whole spawns aggression.
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That's correct. It has been this way since release, I believe -- I remember being aggro'd while running Invisibility back in beta. In a nutshell, the entire team is put on the awareness/aggro list, not just the person who initiated the combat. It's not quite that simple, since there are a number of extenuating circumstances that can happen, but in general it is correct.
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Any news on the increased Aggro with mobs that have "snipers"?
I'm pretty sure you didn't mean to make Rulari impossible to solo, did you?
Still here, even after all this time!
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The only thing I can say is the mobs must be doing an aggro check of every player in range and the AI is splitting the aggro among the whole team so one player is not the main focus of the whole spawns aggression.
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That's correct. It has been this way since release, I believe -- I remember being aggro'd while running Invisibility back in beta. In a nutshell, the entire team is put on the awareness/aggro list, not just the person who initiated the combat. It's not quite that simple, since there are a number of extenuating circumstances that can happen, but in general it is correct.
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Whoo hoo! One of my conspiricy theories was right. Now to prove Stonehenge ss an ancient archaic alien device to watch satellite tv.
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It's called blaster taunt. You aggroed them simply by entering the building. Then rumor spread that there was a blaster in the building. Soon, every mob in the building is on the lookout for "the blaster". These guys may have simply been running away from the crazy scrapper and saw "the blaster".
Some people think blaster taunt is only a myth....like unicorns. But it is reality. We are only now seeing it in greater effect since guantlet is broken. Blasters just scale higher than any AT on the aggro scale.
Take a team with every AT on it. Run them into a mob spawn with no toggles on, and make no attacks. Most of the mob will spot the blaster and rush in to take him/her down.
Nerf blaster taunt!
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I don't know if you are joking, but I most definately experienced something similar. I was fighting the Envoy of Shadows, I was a scrapper, and my energy blaster friend was there too. I beat on the EoS for 40 seconds straight, taking the agro as expected. The blaster fired *one* blast at the EoS, and the EoS beelined for her. She had to SJ across the map to escape before dying, and the EoS came back to me, only to repeat the experience of me attacking for 30+ seconds, and 1 shot from the blaster drew instant agro. Admittedly, I was not using the Taunt power, but you'd think all that damage I was doing would account for just a wee bit of agro, but I guess not.
I would definately call that unjustified "blaster agro". No way should 1 blast draw agro after another was attacking for 45 seconds.
So, this is why my Stalker gets attacked on teams, even when she is hidden and hasn't attacked.
working as intended.
lame.
Craft your inventions in AE!!
Play "Crafter's Cafe" - Arc #487283. A 1 mission, NON-COMBAT AE arc with workable invention tables!
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The only thing I can say is the mobs must be doing an aggro check of every player in range and the AI is splitting the aggro among the whole team so one player is not the main focus of the whole spawns aggression.
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That's correct. It has been this way since release, I believe -- I remember being aggro'd while running Invisibility back in beta. In a nutshell, the entire team is put on the awareness/aggro list, not just the person who initiated the combat. It's not quite that simple, since there are a number of extenuating circumstances that can happen, but in general it is correct.
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I always wondered if this wasn't the case, being in situations like a hidden Stalker who hadn't attacked and being pegged (ruining hide).
It'd sure be nice if they only split aggro among people who didn't have stealth powers going. I imagine that's a non-trivial change though.
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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I always wondered if this wasn't the case, being in situations like a hidden Stalker who hadn't attacked and being pegged (ruining hide).
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Hide is an exception, barring ambushes. Let the brute go in first, everyone else drop their aoe's and such, and as a stalker you won't take aggro in the initial charge.
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The only thing I can say is the mobs must be doing an aggro check of every player in range and the AI is splitting the aggro among the whole team so one player is not the main focus of the whole spawns aggression.
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That's correct. It has been this way since release, I believe -- I remember being aggro'd while running Invisibility back in beta. In a nutshell, the entire team is put on the awareness/aggro list, not just the person who initiated the combat. It's not quite that simple, since there are a number of extenuating circumstances that can happen, but in general it is correct.
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I always wondered if this wasn't the case, being in situations like a hidden Stalker who hadn't attacked and being pegged (ruining hide).
It'd sure be nice if they only split aggro among people who didn't have stealth powers going. I imagine that's a non-trivial change though.
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Even if it's not a trivial change, they should do it. It makes no sense for a hidden character that hasn't engaged in combat to get attacked (outside obvious things like an AoE attack that catches them). It's especially annoying for stalkers, where being hidden is a fundamental part of the AT.
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Something is broken about the way aggro works. I've had this happen while I was a Scrapper, mentoring for an Elec/Dev Blaster. Again, the Devoured Boss went straight for the sidekick and ignored me completely.
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Back when my controller was in the 30s, I hated fighting Devouring Earth. I would normally team with my wife's scrapper. If there was a Devoured or Lesser Devoured, I wouldn't get close until she killed it. On numerous ocassions, the boss would chase my controller, while the scrapper carved up it's back with a katana. It never attacked the scrapper no matter how much damage she did.
Certain mob types seem to like certain ATs and will go out of their way to attack them. Not sure if it is intended or not.
Same thing here, Me a Ff/elec (20), Sk up to 30 to a tank against DE.
DE bosses just had it in for me. I play pretty aggresive defenders, so I decided to play it safe since, since so many bosses wanted my hide.
No good, the tank would go in, smash the boss, and the boss would come straight at me, even if I didnt put a shot in. Now, Taunt broken and everyting, the tank was doing more damage than me, I was doing zero.
Scariest and wierdest moment I've had in CoH in a while.
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So, this is why my Stalker gets attacked on teams, even when she is hidden and hasn't attacked.
working as intended.
lame.
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Agreed. The AI aggro distribution on teams is just a tiny step above the MOST assinine feature implemented in the game - travel power suppression. But that's another thread.
They can distribute the aggro however they want once I attack - but until then - I should be ignored - teamed or not.
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Even if it's not a trivial change, they should do it. It makes no sense for a hidden character that hasn't engaged in combat to get attacked (outside obvious things like an AoE attack that catches them). It's especially annoying for stalkers, where being hidden is a fundamental part of the AT.
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Hey, it doesn't make sense that reading a plaque causes me to drop out of invisibility either, but that change is going to stay.
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Aggro on the taunt auras is broken. This has been a known issue for a little while and the Developers are working to put a fix in for it.
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If you had actually read the thread, you would know that's not what the OP was talking about.