Rifleman Archive
Thread: Concern about the Hate System affecting Rifleman
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GreenSean
Thu Apr 21, 2005 7:17 pm
#1
In the CU, the "Hate system" means that, among other things, mobs will aggro and attack whichever group member is doing the most damage to them. In other words, Lower damage dealing "tanks" will not be able to hold aggro.
This is a big issue for many professions (rifleman especially) that does not seem to be getting enough attention. With all of the hype made by the devs about "group roles", this system makes one role (true tanks) almost useless, while forcing damage dealers to assume two roles (damage dealer/tank). This basically makes some templates (CH/Rifles, TKM/Fencer, etc.) pretty much invalid in group PvE.
Tanks cannot hold aggro.
Pets cannot hold aggro.
Droids cannot hold aggro (Using mostly droids to tank for me, I used to give quite a few credits to the droid engineer community. If this problem doesn't get fixed, looks like I've bought my last combat droid
...)
So are we just supposed to hold back, to be careful not to outdamage the tanks?
If so then we are not fulfilling our own group role as damage dealers.
Are we supposed to hope that our tanks can constantly and successfully keep a mob "taunted"? (In my experience, this failsfar to often to be used as a standard tactic.) If so, then are droids and pets now completely useless for filling the tank role?
I like much of what the CU is doing, but I believe this needs to be addressed, or it will have a negative impact on PvE for the "damage dealing" professions such as Rifleman (as well as CH - if they can't use pets to tank, and Droid Engineers - who may lose sales of combat droids and droid repair kits).
Ackehece
Thu Apr 21, 2005 8:54 pm
#2
GreenSean wrote:
In the CU, the "Hate system" means that, among other things, mobs will aggro and attack whichever group member is doing the most damage to them. In other words, Lower damage dealing "tanks" will not be able to hold aggro.
This is a big issue for many professions (rifleman especially) that does not seem to be getting enough attention. With all of the hype made by the devs about "group roles", this system makes one role (true tanks) almost useless, while forcing damage dealers to assume two roles (damage dealer/tank). This basically makes some templates (CH/Rifles, TKM/Fencer, etc.) pretty much invalid in group PvE.
Tanks cannot hold aggro.
Pets cannot hold aggro.
Droids cannot hold aggro (Using mostly droids to tank for me, I used to give quite a few credits to the droid engineer community. If this problem doesn't get fixed, looks like I've bought my last combat droid...)
So are we just supposed to hold back, to be careful not to outdamage the tanks?
If so then we are not fulfilling our own group role as damage dealers.
Are we supposed to hope that our tanks can constantly and successfully keep a mob "taunted"? (In my experience, this failsfar to often to be used as a standard tactic.) If so, then are droids and pets now completely useless for filling the tank role?
I like much of what the CU is doing, but I believe this needs to be addressed, or it will have a negative impact on PvE for the "damage dealing" professions such as Rifleman (as well as CH - if they can't use pets to tank, and Droid Engineers - who may lose sales of combat droids and droid repair kits).
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