Doctor Archive

Thread: Aggro Changes

AqualungMonAmi
Mon Oct 27, 2003 9:09 am
#1

I have read on the CH lists that there will be a chance that docs can get aggroed if healing pets. So, not only can's a doc with mid to upper levelch skillsbe effective any longer, but there is apparently no change to how group xp is shared...a non-fighting doc still gets no faction points. The upcoming nerf to ch's is also a nerf for docs.
Cruseydr
Mon Oct 27, 2003 7:04 pm
#2

Yeah, finally the combat will work correctly. Why should you be able to heal your pet with impunity? (Or anyone's pet for that matter). I never liked that healing generated no aggro. Management of mob aggro was a great group dynamic in other games, but has thus far been lacking in SWG.




__________cruseydr________________________________________
Blademaster - 1433 Doctor on Chilastra (Currently Active)
3143 Dancer - Aspiring Smugger on Intrepid (When I'm Bored)
Combat Medic - Pistoleer on Bria (Retired since July)
IlyaMasool
Mon Oct 27, 2003 7:36 pm
#3






Cruseydr wrote:

Yeah, finally the combat will work correctly. Why should you be able to heal your pet with impunity? (Or anyone's pet for that matter). I never liked that healing generated no aggro. Management of mob aggro was a great group dynamic in other games, but has thus far been lacking in SWG.







Well other games have way for tank to control agro.


And as for doctor, we sorta have to run upto pet/tank to heal so when we get agro, we are right there to get hit.


I guess this sort of reinforce the fact that Dev think doctors aren't supposed to be the field healer huh?


All right, all right, we can take a hint.

Baracous
Mon Oct 27, 2003 9:02 pm
#4

Oh for the love of Pete! PLEASE do not make this EQ! (neither the Devs NOR the players...)



Let's focus on making this Star Wars, shall we?




Sincerely,

Bria toons - Zharik (ex-12pt MD&MCM), Atio (12pt Weaponsmith, Architect)
Vendors at -245 -5600 Corellia (Weapons, Deeds, Power/Resources, Loots/Uniques, more!)

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MegaMako
Mon Oct 27, 2003 10:50 pm
#5

This has the potential to make it impossible to heal with a doc in combat. There is no "aggro" generation or controll present in "tanks" in this game (there is a ranger trapping ability but I dont know if it works). If "aggro" generation/transfer takes proximity into account this means that getting anywhere near a mob and healing will mean you are going to be in trouble. This could make the only viable healing either CM (ranged stims) or Self healing. Going to have to keep a close eye on this.
Nematocyzed
Mon Oct 27, 2003 11:31 pm
#6

I don't know about you guys, but healing in combat is alrady risky for me... but then again I have a stim in one hand, and a gun in the other.

Cruseydr
Tue Oct 28, 2003 12:04 am
#7






Oh for the love of Pete! PLEASE do not make this EQ! (neither the Devs NOR the players...)

Let's focus on making this Star Wars, shall we?





No one said "make it EQ". I've never played EQ, only DAoC. Personally, I would rather have to worry about my heal peeving the creatures rather than it going off without any risk to me.



And brawlers already get a move called "taunt" which one would assume is to make a creature pay attention to them. Rangers also get the rescue ability, used to save a group member from attacks. If the changes to brawlers that are on TC go live, we should actually be able to tank!




__________cruseydr________________________________________
Blademaster - 1433 Doctor on Chilastra (Currently Active)
3143 Dancer - Aspiring Smugger on Intrepid (When I'm Bored)
Combat Medic - Pistoleer on Bria (Retired since July)
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