Custom Melee Critters and Taunt 2.0?
Because custom critters don't have taunt. If they did it would be extremely annoying. For one thing, it would force ranged characters into range of their often mezzing melee attacks.
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
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Because custom critters don't have taunt. If they did it would be extremely annoying. For one thing, it would force ranged characters into range of their often mezzing melee attacks.
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I am aware that they don't have Taunt and up until recently; melee critters didn't have ranged attacks either.
As far as annoying; is getting pulled into their range as bad as being '3-shotted' (as I've heard) from a distance? [Not that melee custom critters are exclusive in their access to mez attacks]
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars
Yes, if you're a squishy. They don't necessarily 3-shot you. Besides, being taunted to a melee mob would prevent you from dealing with the far more dangerous mezzing or debuffing mob. It would also force you to waste your own mez attacks that you were saving for that mezzing or debuffing mob, as your target suddenly switches on you. It would also affect melee characters, who would also have to deal with target-switching.
Although I do agree the ranged attacks are a band-aid solution.
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
Maybe restrict it to Lt or higher ranked critters...
and/or weaken its effects (when compared to the player version); -50% range, shorter duration, etc.
Also, doesn't one of the Leadership Pool powers protect/resist against Taunt?
[I do agree that the target switch may be a pain but I'm not getting your continued references to mezzing mobs. I know that there a a couple of melee sets that utilize mezzes but there are far more mezzes available to the ranged class.]
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars
Energy melee, electric melee, martial arts, superstrength, warmace,...all popular melee sets for MA critters, all with a secondary effect that mezzes, usually even when set to standard. And do tons of damage to boot. And if you don't have acrobatics, there are even more problem sets.
Blast sets don't get mez attacks on standard for minions, if ever. Controller sets have to be specifically chosen by the designer, if they want a "mezzer" mob. Most designers tend to avoid them, or only use one critter with a controller set. Melee mobs are put in for melee damage, which is high enough on its own, but then add mezzing, and a smart squishy stays the heck back.
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
Do custom critters have to have a ranged damage-based attack?
Why couldn't they just have used the Taunt 2.0 fix that was made just for this type of situation (found in PvP)?
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars