Rifleman Archive
Thread: Rifleman and Tanking.
Some hours ago my lvl 23 brawler (gave up on ranged and went all out for melee) managed to steal the aggro from the other group members (lvl 60-80).
It just took me 1 taunt, and I was the new target of the mob.
And that was after 50% of the mob's health was taken.
The main problem with taunt/hate is that most players is still living in the pre CU where the battles were just chaos and wild fire, you have to think more strategic in the new system.
So I say the same as some of the others here, If you always steals the aggro...get into another group with a tank who knows how to play as a tank.
DDARK wrote:
Ive read alot about broken taunt/hate in the forums, but as far as i know the taunt skill is far from broken.
Some hours ago my lvl 23 brawler (gave up on ranged and went all out for melee) managed to steal the aggro from the other group members (lvl 60-80).
It just took me 1 taunt, and I was the new target of the mob.
And that was after 50% of the mob's health was taken.
The main problem with taunt/hate is that most players is still living in the pre CU where the battles were just chaos and wild fire, you have to think more strategic in the new system.
So I say the same as some of the others here, If you always steals the aggro...get into another group with a tank who knows how to play as a tank.
It might be because you are lower level that you attract more aggro. If you are lower level than the aggressive creature will attack you while they ignore players with higher cl than the creature (this might be a bug if you are grouped with a cl80 player for example cl60 creatures will attack a lower cl player while ignoring the cl 80 player). Not sure if cl80 creatures will ignore the cl80 player and go after a lower level player though, but I know for sure when I tried go down to the Myydril villaged with my cl7 crafter that the creatures would all attack me and completly ignore the cl80 player I was grouped with who was hitting them with heavy daamge (a lot more than my d18 pistol lol).
Taunt is only moderate effective IMO. My Pikeman/Mdoc will draw aggro a lot more by healing than using taunt lol
I think the hate system need some tweaking. Hate need to be reduced for healing (think this will be changed in pub20) and taunt should give a higher hate bonus.
It make sense that a creature is going after the player dealing the most damage but it does not make sense that the creature ignores 7 players in melee range hitting the creatures for 1k each and rush toward the rifleman 65 m away hitting for 1.5k. Range should also affect aggro in some ways.Ifit is not already so there should be some random factors as well. Sometimes the mob might ignore "the rules" and for exampleaggro and attack one person that is notgenerating most "hate". That would also limit abuse of the system (if we know that a creature will always go after the person who is delaing the most damage or whatever the rules are it can be taken advatantage of).I also think that AI should work different for different mobs. A stupid creature should make more "wrong" decisions than a high level NPC (which should also make more intelligent choices like "hmm this target is almost dead let finish him first".
However it seems that rnage to target has some affects on aggro. For example if you attack a NS in a group close to each other everyone will aggro you and follow you. If yo keep the distance and is only hitting the primary target, the other NS will retreat back when they are far enough from their spawn point while the target you are attacking will continue to follow you. This is if you are ranged and maybe hitting the target from 30-40m away. I have not been succesful with this strategy when using melee. The other NPCs will continue to follow you and not retreat.
That is why I never go anywhere without my Doctor pal.
I spam specials all day thanks to her speed buff and action buff, she heals me, rinse, and repeat.
I don't wear much armor as I take so much damage it wouldn't be worth it.
Omaplata
People need to get used to Crowd Control, tanking and general pacing. In PvP, action management is key, so we might get more used to pacing ourselves sooner or later in PvE. Crowd Control and tanking will get more prominent too, as soon as our non-taunting pre-cu melee fighters start to get used to those, and more people see what smuggler can do to control a fight.