We need a higher aggro cap now.


Basilisk

 

Posted

Need a higher aggro cap to tank the trials. Make it at least 30.


 

Posted

Quote:
Originally Posted by Elfis_Presley View Post
Need a higher aggro cap to tank the trials. Make it at least 30.
... you.. do know that Aggro-Cap is not archtype-independent... right?

you do know that the Aggro-cap applies to all players... equally... right?

You do realize that raising the aggro-cap would cause everybody; and that means corrupters, controllers, dominators, defenders, masterminds, v.e.a.t.s, h.e.a.t.s, and blasters as well as tanks, brutes, scrappers, and stalkers; to be able to aggro higher numbers of enemies?

You do realize that the current aggro-cap, which is 17 enemies, is just one over the maximum number of enemies that can be targeted by any single attack: http://paragonwiki.com/wiki/Limits#Aggro http://paragonwiki.com/wiki/Limits#AoE_target_limits

So... then... you do realize that raising the aggro cap would also require significant changes to the number of enemies any single attack can hit?

I'm sorry, you might not like the aggro cap, but it's designed the way it is for a reason, and it isn't likely that the developers would ever consider changing that balance.


 

Posted

Quote:
Originally Posted by je_saist View Post
... you.. do know that Aggro-Cap is not archtype-independent... right?

you do know that the Aggro-cap applies to all players... equally... right?

You do realize that raising the aggro-cap would cause everybody; and that means corrupters, controllers, dominators, defenders, masterminds, v.e.a.t.s, h.e.a.t.s, and blasters as well as tanks, brutes, scrappers, and stalkers; to be able to aggro higher numbers of enemies?

You do realize that the current aggro-cap, which is 17 enemies, is just one over the maximum number of enemies that can be targeted by any single attack: http://paragonwiki.com/wiki/Limits#Aggro http://paragonwiki.com/wiki/Limits#AoE_target_limits

So... then... you do realize that raising the aggro cap would also require significant changes to the number of enemies any single attack can hit?

I'm sorry, you might not like the aggro cap, but it's designed the way it is for a reason, and it isn't likely that the developers would ever consider changing that balance.

Technically all that could be changed and ATs could have individual caps, so there is no need to be pretentious with a guy who does have a valid albeit understated concern.

Trying to come off like an internet badass just makes you look like a jerk who has nothing better to do but troll forums.


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Posted

Quote:
Originally Posted by je_saist View Post
You do realize that the current aggro-cap, which is 17 enemies, is just one over the maximum number of enemies that can be targeted by any single attack: http://paragonwiki.com/wiki/Limits#Aggro http://paragonwiki.com/wiki/Limits#AoE_target_limits

So... then... you do realize that raising the aggro cap would also require significant changes to the number of enemies any single attack can hit?
Not anymore! Ion Tier 4 hits up to 40(!) enemies. So those changes have already been made.

Other than that, spot on!


| dave | onion | @davejb |

 

Posted

Quote:
Originally Posted by Elfis_Presley View Post
Need a higher aggro cap to tank the trials. Make it at least 30.
The key thing being, one "Tank" should not be dealing with 30 mobs. They almost certainly won't survive doing so.

Get a few "tank" and share the responsibility out.

Aggro cap was lowered by the devs as it was trivialising content. I don't expect they'll be popping it back up again.

Edit: Sorry, I meant taunt cap, but I think that's what the OP was referring to in any event.


 

Posted

Quote:
Originally Posted by Elfis_Presley View Post
Need a higher aggro cap to tank the trials. Make it at least 30.
I'll assume you are talking about the new I20 Incarnate trials. If you are then they already allow more than 8 people to play them via the league system. What's wrong with the obvious solution of making sure you have several tanks in the league?

I'm fairly certain the Devs would see no justification for your suggestion.


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Posted

Quote:
Originally Posted by je_saist View Post
You do realize that raising the aggro-cap would cause everybody; and that means corrupters, controllers, dominators, defenders, masterminds, v.e.a.t.s, h.e.a.t.s, and blasters as well as tanks, brutes, scrappers, and stalkers; to be able to aggro higher numbers of enemies?
You do realize that before the aggro cap, tanks had no problem keeping aggro from multitudes of mobs off other ATs without any problem, right? So even if a blaster could grab the same amount of aggro, the tank could always use it's aura and taunt to keep him safe. (see Ninja Farms, Dumpster Diving)

Not that I agree with the OP, per sé, but you're typical behavior on these forums seems make it that much more fun to point out your logic-fail.

Now, could the aggro cap stand to be raised? Maybe. Considering the ability to survive has been greatly increased since the onset of IOs, it makes thematic sense that tanks should be allowed to grab as much aggro as they think they can survive. But I understand game-balance issues come into question and determining the appropriate amount of cap-raising would be difficult to judge.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Quote:
Originally Posted by Rylas View Post
You do realize that before the aggro cap, tanks had no problem keeping aggro from multitudes of mobs off other ATs without any problem, right? So even if a blaster could grab the same amount of aggro, the tank could always use it's aura and taunt to keep him safe. (see Ninja Farms, Dumpster Diving)
And this is exactly why the devs added the aggro cap in the first place. What was the point in making any other AT when a Tank could handle everything thrown at it.

The games called City of Heroes not City of Tanks.


 

Posted

I can get on board with Tanks getting a higher taunt limit. With IOs and alphas and such, scraps and brutes can be made nearly as tough as tanks. Giving tanks a higher taunt limit would keep them unique and viable.

Raising the aggro limit for all ATs would be less than desirable imho.


 

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Quote:
Originally Posted by Forbin_Project View Post
And this is exactly why the devs added the aggro cap in the first place. What was the point in making any other AT when a Tank could handle everything thrown at it.

The games called City of Heroes not City of Tanks.
Considering target caps are in effect, aggro caps being raised would do nothing towards bringing back the borkedness of the "good-ol' days." I'm pretty sure I mentioned something about balance needing to be considered if it were raised.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

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Originally Posted by Cold_X View Post
Trying to come off like an internet badass just makes you look like a jerk who has nothing better to do but troll forums.
..


 

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Quote:
Originally Posted by Master Zaprobo View Post
The key thing being, one "Tank" should not be dealing with 30 mobs. They almost certainly won't survive doing so.

Get a few "tank" and share the responsibility out.

Aggro cap was lowered by the devs as it was trivialising content. I don't expect they'll be popping it back up again.

Edit: Sorry, I meant taunt cap, but I think that's what the OP was referring to in any event.
The other thing to note, on these trials, is that a tanker handling all of those MOBs (even those with the indestructable Granite Armor), are being torn to shreds quickly.

The key to the trials is TEAMWORK, not "have the tank do everything."

So my question would be, instead of trying to aggro 30+ MOBs, what are your teammates (leaguemates?) doing?


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Originally Posted by Defenestrator View Post
So my question would be, instead of trying to aggro 30+ MOBs, what are your teammates (leaguemates?) doing?
Sitting by the door and /em dance. What else should we be doing?


 

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Quote:
Originally Posted by Cold_X View Post
...a jerk who has nothing better to do but troll forums.
I'm pretty sure that if you look up the term "je_saist" on Urban Dictionary, that's the exact definition you receive.


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Posted

Quote:
Originally Posted by Rylas View Post
Now, could the aggro cap stand to be raised? Maybe. Considering the ability to survive has been greatly increased since the onset of IOs
... stop right there.

Why should my tank, on SOs or even common IOs, be balanced around Joe Minmaxer running a multi-billion IO build? Or have anything to do with IOs to begin with?

The game is balanced around SOs. And that's where it should stay. They're easily available, affordable, usable and understandable to everyone. The "softcapped everywhere plus some, regen/recharge/etc" builds are not. Balancing saying "Well, IOs do XYZ!" is a *bad idea.*

(And yes, I'm aware of the massive difference in incarnate trials once people have things slotted, and the Tin Mage/Apex -4 penalty for not having an alpha slotted - and throw those quite deeply into the "bad idea" category as well.)