Combat Medic Archive
Thread: heal agro
heal agro is being redused by 50% with patch 19...
but to answer your question, yes it annoys me
NeoEcks wrote:heal agro is being redused by 50% with patch 19...
but to answer your question, yes it annoys me
Completly overdone, there was NO need at all to reduce the hate generated from heals, currently on live you only pull aggro onto you if your groups tanks have no clue how to manage aggro correctly (As you can see from my sig, I know both sides of that story, I very rarely lose aggro to a healer when playing my tank and also very rarely pull aggro on me with healing IF my groups tanks know how to play their role right OR at least start to do so after I give them hints how to keep aggro :-P).
Making things easier because many players are completly clueless about their chosen professions surely is not the way to go :/.
Message Edited by darmokVtS on 06-23-2005 10:05 AM
darmokVtS wrote:
Completly overdone, there was NO need at all to reduce the hate generated from heals, currently on live you only pull aggro onto you if your groups tanks have no clue how to manage aggro correctly (As you can see from my sig, I know both sides of that story, I very rarely lose aggro to a healer when playing my tank and also very rarely pull aggro on me with healing IF my groups tanks know how to play their role right OR at least start to do so after I give them hints how to keep aggro :-P).
Making things easier because many players are completly clueless about their chosen professions surely is not the way to go :/.
Message Edited by darmokVtS on 06-23-2005 10:05 AM
i have been a MCM for nearly two years, and i understand what it is you are saying...however i can assure you, under the current system with no changes were you and i on the same server, i could easily out aggro your tank with my MCM. i mean without even trying. when i put a little effort into it, i can out aggro every damage dealing profession. that is right, a medic can out aggro even the most powerful of damage dealing professions without ever having fired a shot.
that having been said, i know how to not out aggro them. i know how to keep the aggro off of myself and allow the tanks to do their jobs. but that is the very thing that bothers me. i have to ALLOW them to do thier jobs rather than me just doing my own.
no, i am going to have to disagree with you whole heartedly on this point. the 50% hate reduction was not overdone, it was over due.
NeoEcks wrote:
i know how to keep the aggro off of myself and allow the tanks to do their jobs. but that is the very thing that bothers me. i have to ALLOW them to do thier jobs rather than me just doing my own.
Well, technically this means, both the tank and the healer need to play their cards right to be successful in a group (this is btw not news to me, as you probably could guess from me being a cm on another char
Where exactly is the "bad thing" if a group is efficient and successful if all members play their cards right and goes to hell if someone screws it up big time? I prefer a game that is not on "easy mode" where people NEED to play their cards right, making it overly easy so those not able to put the five seconds of thought into "how to do it right" can handle it just makes it over-easy and boring for those who do :-/.
Personally, I think you are both right and think they could have done it a way to help you both. I think they should have reduced the aggro on MOBs like they did, but leave it for NPCs. To me, it is less immersive and more unrealistic, when an animal quits attacking the person causing him pain and goes after the healer. That is a tactical decision and not something an animal would do. A NPC would however, notice a player healing for a lot of health and realize that he is a bigger threat to his survival and try to eliminate him.
By allowing MOBs a reduced aggro rate and maintaining it for NPCs allow both the ones who don't like having to allow the others to hold aggro to be happy as well as those that want a more tactical game that everyone must play their "cards" right in order to survive.
I personally would like both options. Sometimes I'm helping a people on a boring xp grind and don't want to try all that hard, and other times I am in a high-level group doing high end stuff that I want to be as challenging as possible. The option to do both (from a healing stand point) would be nice.