Let Tankers be Tankers: Remove the Agro Cap


Acemace

 

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Originally Posted by Kruunch View Post
You get what you give sparky.
I apologize if my objective view was so horribly offensive to you and your play style that you feel that giving back an insult of mine was "giving what i gave", Big K.


 

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Originally Posted by Failsight View Post
Wow, it's a good thing you weren't calling out people just now for telling you how they like to play...
That's Big K in a nutshell.


 

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Originally Posted by Starsman_NA View Post
That's Big K in a nutshell.
I hurt your little feelings?

I'm sorry.


 

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Wow. This went from a simple idea into a hate-fest. Do not remove the aggro cap. Increase tanker aggro cap to like 23 or something.

The aggro cap is there for a reason. If you want your team to pull more than 17 enemies, add more tanks.


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Originally Posted by BackAlleyBrawler View Post
you *******!!!!

 

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Originally Posted by Kruunch View Post
I hurt your little feelings?

I'm sorry.
You keep up that perception of actually affecting people's life, don't you?
Anyways, carry on, Big K.


 

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Originally Posted by Black_Marrow View Post
Wow. This went from a simple idea into a hate-fest. Do not remove the aggro cap. Increase tanker aggro cap to like 23 or something.

The aggro cap is there for a reason. If you want your team to pull more than 17 enemies, add more tanks.
Kinda the point of all this ... you can pull multiple packs now and not even HAVE a Tanker in the group. Specifically because of an artificial agro cap.


 

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Originally Posted by Sorciere_NA View Post
I didn't say that it wouldn't be fun. My very narrowly tailored statement that you keep missing was that "more mobs" doesn't necessarily equal "more superheroic".

For what it's worth, and separate from what I wrote above, my personal preference would be for generally smaller spawns with individually more dangerous mobs. That's because I suspect that the reaction you are seeing is mostly that you're introducing an element of danger that normally isn't there, and is only tangentially related to the number of mobs; adding more mobs is not the only way to add an element of danger, though, and fighting army-sized crowds has the disadvantage of not being a good fit for the genre.
Man, that would actually suck, hard. The most annoying thing about WoW was having to kill things one or two at a time. Here we are, supposedly these heroes of legend, and a spider is about to whoop our *****, yeah, that's heroic. When they changed prot warriors in 3.0, it was fun to actually feel like a tank, and be able to herd up 10 mobs or so at a time. It took a lot of the tedium out of the grind.

Someone, I forgot who, mentioned Reichsman. Reichsman isn't hard, Reichsman is TEDIOUS, almost painfully so. I didn't feel heroic in that fight, I felt nerve damage setting into my hand wrist and shoulder. With only a kin on the team for heals, not once was I in any real danger of dieing, and holding the aggro between him and the other AVs was stupidly simple.

As for army sized crowds not fitting the genre, that is such crap. Go read some old Hulk comics when he was fighting, I dunno, the ARMY!?!?!? there are plenty of other examples of comic heroes mowing through tons of minions to get to the Boss.

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Originally Posted by Black_Marrow View Post
Wow. This went from a simple idea into a hate-fest. Do not remove the aggro cap. Increase tanker aggro cap to like 23 or something.

The aggro cap is there for a reason. If you want your team to pull more than 17 enemies, add more tanks.
Yeah, I think that is a fairer number than 17. I still would prefer no aggro cap at all, but I can live with it being at least a bit bigger.

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Originally Posted by Kruunch View Post
Kinda the point of all this ... you can pull multiple packs now and not even HAVE a Tanker in the group. Specifically because of an artificial agro cap.
Yep

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Originally Posted by Starsman_NA View Post
I would say thats based on how SHE feels, not on whoever cared but it's not my place to guess her position. I can talk about mine, though. In my eyes:

3-7 minnion/lts? nah, not heroic.
3-7 bosses? Depends on AT.
3-7 EBs? Now thats heroic.
3-7 AVs? Now THATS SUPER-Heroic
100 minnions/lts with occasional boss, not heroic, just bullying and farming. Nothing heroic about it in MY book.

But for each his own.

Edit to add: all this aside, the main reason to kill herding was NOT powergaming. Making the team feel useless in the face of a herding tank may had definitively helped, but the true reason behind it is the servers were not able to handle it. People that herded enough may remember occasionally causing zone crashes with their herds and this was in a time where the server handled less than it does now. The server just can't handle every tank going out there herding full maps and having them all active at once. Heck, it can barely handle the AE as it is.
Personally, in the day to day, grinding levels or farming to increase my buying power, I do like to have a challenge, and pulling a huge volume of mobs allows for that. Pulling 100 minions/lts is fun in that I CAN ACTUALLY DIE IF I STOP PAYING ATTENTION. Pulling 3-7 AVs is actually not as big of a challenge as you make it out to be, especially if you are IO'd pretty well. There is a vid out there of a WP tank holding 10. I can hold 8 on my DA, which isn't quite to the def cap, will try 10 again when I get there. Can't kill em, but I can tank em all day. Back in the day before the aggro cap, I would intentionally see just how much I could get away with, and I died a lot.

And saying they killed herding simply due to server stress is crap. If they had done it for that reason, they would have put the population cap on the hive sooner. They added the aggro cap at the same time they added the AoE cap. They were constantly screwing with every mechanic they could trying to fight farming. First the adjustment to the wolves, then putting a timer on the mish, then the timer on Dreck, then taking xp off of summoned mobs.


Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.

 

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Originally Posted by Kruunch View Post
The agro cap (17) was originally put in place back in the day to keep players from being able to pull entire mission maps at once.

Along with this change we had ED, GDN and max target limitations put into place.

When considering the current game, the agro cap is a relic and is actually debilitating the role of the Tanker. IO builds allow Scrappers to easily reach the point where they can replace a tank for a group of 17 mobs or less. In the past two weeks, I've built three Scrappers, two of which could replace a Tanker in the STF and the other which (a farming toon no less) could replace a Tanker for virtually any other content.

The agro cap hides the true differences between Tankers and Scrappers in todays game. My proposal is to remove the agro cap while retaining max targets per power. The idea is to allow Tankers to flex their tanking muscles again.

Let us be Tankers, not short bus Scrappers.

RHAR!
I agree. They implemented 3 fixes to herding, ED, GDN, and the aggro cap. Any one of those would have been fine.


 

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Originally Posted by _Deth_ View Post
Man, that would actually suck, hard. The most annoying thing about WoW was having to kill things one or two at a time. Here we are, supposedly these heroes of legend, and a spider is about to whoop our *****, yeah, that's heroic. When they changed prot warriors in 3.0, it was fun to actually feel like a tank, and be able to herd up 10 mobs or so at a time. It took a lot of the tedium out of the grind.
I haven't the foggiest clue where you get the idea that I'm in favor of fighting only one or two mobs at a time.

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As for army sized crowds not fitting the genre, that is such crap. Go read some old Hulk comics when he was fighting, I dunno, the ARMY!?!?!? there are plenty of other examples of comic heroes mowing through tons of minions to get to the Boss.
Similarly, nowhere did I say that a superhero fighting army-sized crowds doesn't happen, just that (in general) it isn't a good fit for the genre. Just because there are occasional examples of it doesn't mean that it's typical. More generally, it happens for a specific narrative purpose and isn't done too often (simply because comic books, unlike MMORPGs, would have to stretch the already suffering limits of their credibility even further to explain where all the thousands of villains come from).


 

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<QR>
One thing people need to remember is that when there was no aggro cap, when mobs were aggro'd they were always aggro'd.

It doesn't work like that now. Mobs get bored easily and it would be very difficult to do the things you used to be able to do. Herding a full map would not really be the ideal thing to do because it would take far to much time to make sure EVERY mob on the map is interested in you.

I say remove the aggro cap for tanks. With the way farming is with AE and other reset/repeat missions, I doubt you will see herding moving to the front of the pack.


 

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Originally Posted by EmpYou View Post
<QR>
One thing people need to remember is that when there was no aggro cap, when mobs were aggro'd they were always aggro'd.

It doesn't work like that now. Mobs get bored easily and it would be very difficult to do the things you used to be able to do. Herding a full map would not really be the ideal thing to do because it would take far to much time to make sure EVERY mob on the map is interested in you.

I say remove the aggro cap for tanks. With the way farming is with AE and other reset/repeat missions, I doubt you will see herding moving to the front of the pack.
The aggro mechanics haven't changed much over the years, just our knowledge of them.

Even back in the herding days, mobs could get bored and wander back to their starting points. That's why you had to chain them often, and stop every once in a while to prevent them from wandering away.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

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Originally Posted by Sorciere_NA View Post
I haven't the foggiest clue where you get the idea that I'm in favor of fighting only one or two mobs at a time.



Similarly, nowhere did I say that a superhero fighting army-sized crowds doesn't happen, just that (in general) it isn't a good fit for the genre. Just because there are occasional examples of it doesn't mean that it's typical. More generally, it happens for a specific narrative purpose and isn't done too often (simply because comic books, unlike MMORPGs, would have to stretch the already suffering limits of their credibility even further to explain where all the thousands of villains come from).
That's the problem with playing devil's advocate ... it looks like you're actually advocating what you're just making a comment on.

A fairly normal human reaction.

I understood the points that you made (and happen to agree with them) but I don't believe they're applicable to the focus of this thread within the scope of the current game. In other words, raising or eliminating the agro cap is a lot more likely then the CoH devs devoting the time and resources to totally revamping their current encounters.

In my opinion.


 

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Originally Posted by Profit View Post
I agree. They implemented 3 fixes to herding, ED, GDN, and the aggro cap. Any one of those would have been fine.
Welcome back man


 

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Originally Posted by Profit View Post
I agree. They implemented 3 fixes to herding, ED, GDN, and the aggro cap. Any one of those would have been fine.

Well, ED and the GDN weren't done to specifically limit the ability to herd. They were done to weaken the characters, and bring the power levels closer together, to allow for more balanced content in the future. Basically, the Devs, without the GDN and ED couldn't have created content that challenged Tankers without it being nearly impossible for someone else to do.

Now, those did have an impact on the feasibility of herding, since your power levels weren't up to snuff to herd whole maps anymore, but they were not done to specifically limit herding. The aggro cap and the AoE target caps were specifically done to limit herding activities.

The aggro cap has a completely different purpose from ED and the GDN, though they are corrolary.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

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Originally Posted by Kruunch View Post
That's the problem with playing devil's advocate ... it looks like you're actually advocating what you're just making a comment on.
I hadn't been playing devil's advocate, though, but expressing an actually held preference. The poster had just been wildly exaggerating what I said.

I was suggesting smaller spawns with individually more dangerous mobs. From that he went on to claiming that I wanted to fight mobs one or two at a time.


 

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yeah, while we're making the game even more easy...we should also have a button that automatically lvl's us to 50..


perma jump is ---> /up 1

 

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Originally Posted by Aett_Thorn View Post
Well, ED and the GDN weren't done to specifically limit the ability to herd. They were done to weaken the characters, and bring the power levels closer together, to allow for more balanced content in the future. Basically, the Devs, without the GDN and ED couldn't have created content that challenged Tankers without it being nearly impossible for someone else to do.

Now, those did have an impact on the feasibility of herding, since your power levels weren't up to snuff to herd whole maps anymore, but they were not done to specifically limit herding. The aggro cap and the AoE target caps were specifically done to limit herding activities.

The aggro cap has a completely different purpose from ED and the GDN, though they are corrolary.
Very true, but all had a large impact on herding. Anyone of those (and certainly ED and GDN) by itself really took care of that issue by and large.

Adding the target limits (which I agreed with) really put the kabosh on herding altogether. Adding in the agro cap was overkill imo.

Even considerring that IOs sort of repealed the effects ED and GDN had on the game (at least partially).

The sad truth is that the game doesn't have content that fullfils a fully developed character and fully developing your character is too easy (made moreso by the MA system).


 

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Originally Posted by Sorciere_NA View Post
I hadn't been playing devil's advocate, though, but expressing an actually held preference. The poster had just been wildly exaggerating what I said.

I was suggesting smaller spawns with individually more dangerous mobs. From that he went on to claiming that I wanted to fight mobs one or two at a time.
That would be a normal implication of what you posted. Whether that was your intent or not.


 

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Originally Posted by Hindenburg View Post
yeah, while we're making the game even more easy...we should also have a button that automatically lvl's us to 50..
We have that .... its the MA console.


 

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Originally Posted by Kruunch View Post
That would be a normal implication of what you posted. Whether that was your intent or not.
No, it wouldn't be. For example, from "let n be a number less than 10", it doesn't follow that "n must be equal to 1 or 2". That's elementary logic.


 

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Sorciere, you're disagreeing with them, which means you want to only fight 1-2 mobs. Somehow my discussing the aggro cap as being okay where it is meant I wanted to fight only 7 mobs at once, a few pages back. If you're against raising the aggro cap, you're against having fun in the game and being heroic, that's clear.

It has nothing to do with the fact that some are arguing this idea won't really help things out for the game or tanks. Nope, anyone against it is just plain not fun. Nasty, not fun people, get out of this thread!


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Originally Posted by Kruunch View Post
Very true, but all had a large impact on herding. Anyone of those (and certainly ED and GDN) by itself really took care of that issue by and large.

Adding the target limits (which I agreed with) really put the kabosh on herding altogether. Adding in the agro cap was overkill imo.

Even considerring that IOs sort of repealed the effects ED and GDN had on the game (at least partially).

The sad truth is that the game doesn't have content that fullfils a fully developed character and fully developing your character is too easy (made moreso by the MA system).
I agree with most of this, even though I think that your first point and third kind of point out the problem with just ED and the GDN having this effect. If IOs partially repealed the effects of ED and the GDN (which I think they were at least kind of designed to [allowing you to remove the effects of some, but not all, of the ED and GDN nerfs]), then if the aggro cap was removed, people could herd again without much worry.

So, if we can partially get back to pre-GDN days with IOs (and when it comes to Defense values, you can), then a well-built Tanker could herd again, and the only thing stopping him is the aggro cap. If the Devs felt that herding was a problem (and I'm not saying that they do, only if), then the aggro cap is really the only thing left preventing it from happening.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

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Originally Posted by Aett_Thorn View Post
I agree with most of this, even though I think that your first point and third kind of point out the problem with just ED and the GDN having this effect. If IOs partially repealed the effects of ED and the GDN (which I think they were at least kind of designed to [allowing you to remove the effects of some, but not all, of the ED and GDN nerfs]), then if the aggro cap was removed, people could herd again without much worry.

So, if we can partially get back to pre-GDN days with IOs (and when it comes to Defense values, you can), then a well-built Tanker could herd again, and the only thing stopping him is the aggro cap. If the Devs felt that herding was a problem (and I'm not saying that they do, only if), then the aggro cap is really the only thing left preventing it from happening.
Target caps prevent the "problem" which is ascribed to herding ... which is killing en masse and quickly.

I don't think the devs care if a Tanker can pull 1000 mobs ... its the speed with which it takes a team to kill those 1000 mobs that becomes the issue.

Assumably this is an issue for XP and influence reasons (and drops). Seeing as how the MA system currently allows you to abuse this well past what herding ever allowed, I don't see the issue in giving back (at least partially) the benefits of herding, which was (for me at least) the sheer thrill of tanking that many mobs while at the same time, doing something that the team *needed* me for. That's in addition to it being wildly popular back in the day (despite the opinions of a few on this thread).

And while IO's partially repeal ED/GDN they don't totally negate it ... especially for Tankers (i.e. a fully IO built Inv Tanker still couldn't out pull my I1 Invuln Tanker ... not by a longshot) so I'm not sure where the harm is.

*EDIT* This is not to mention that this game is far along and removed today from the intended levelling curve and general play of I1-4 as well, which the agro cap was originally instituted for.


 

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Originally Posted by Sorciere_NA View Post
No, it wouldn't be. For example, from "let n be a number less than 10", it doesn't follow that "n must be equal to 1 or 2". That's elementary logic.
I think the numbers "1 or 2" was figurative for a low number of mobs.

Again, something easily inferred from the post for most human beings.

Seriously?


 

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Originally Posted by Grey_Pilgrim View Post
Sorciere, you're disagreeing with them, which means you want to only fight 1-2 mobs. Somehow my discussing the aggro cap as being okay where it is meant I wanted to fight only 7 mobs at once, a few pages back. If you're against raising the aggro cap, you're against having fun in the game and being heroic, that's clear.

It has nothing to do with the fact that some are arguing this idea won't really help things out for the game or tanks. Nope, anyone against it is just plain not fun. Nasty, not fun people, get out of this thread!
As long as you understand where you stand.

And if 7 mobs is your idea of tanking, I feel sorry for your groups.