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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Mobs should be attracted to larger threats
Diamaht
Member, Braver of Worlds, Alpha One, Alpha Two, Early Alpha Two
At one point in the stream Steven thought the mobs agro'd him because he's a priest, the devs then said they don't think that's the case.
It should be the case. You gain an advantage by bringing a direct counter into an area. You are doing less work to kill the mobs, which is great. That's just smart, engaging gameplay, but I think you should also do a little more work to protect that advantage. The enemy should, on a basic level, recognize the increased threat and work the eliminate it.
More specifically agro radius from a direct counter (like a priest in a crypt, or a water mage in a volcano) should be slightly larger and when all agro math is equal the counter should draw agro by default.
Finding and bringing a perfect matchup into an encounter should be rewarded by an smoother encounter, but it also should be the parties job (mostly the tank) to protect their advantage. The mobs should be smart enough to recognize the largest threat and work to eliminate it.
It should be the case. You gain an advantage by bringing a direct counter into an area. You are doing less work to kill the mobs, which is great. That's just smart, engaging gameplay, but I think you should also do a little more work to protect that advantage. The enemy should, on a basic level, recognize the increased threat and work the eliminate it.
More specifically agro radius from a direct counter (like a priest in a crypt, or a water mage in a volcano) should be slightly larger and when all agro math is equal the counter should draw agro by default.
Finding and bringing a perfect matchup into an encounter should be rewarded by an smoother encounter, but it also should be the parties job (mostly the tank) to protect their advantage. The mobs should be smart enough to recognize the largest threat and work to eliminate it.
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Comments
I disagree with this because having a harder-set 'Larger Threat' on engage or similar things often leads to 'cheesing'.
Whereas a standard 'hate mechanic' can be built around with some consistency, anything beyond 'Oh hey this aggros to healers first because they are healers' or 'this builds extra enmity against healers when they take actions' leads to overpredictability.
The reason I disagree is because at least with MOST of the things a Tank needs to do, there is SOME skill involved. It isn't automatic. Anything 'automatic' I disagree with.
I'm not sure I understand. Wouldn't a variety of agro scenarios based on party build and location add more advanced mechanics to plan for and account for? This would in turn require more knowledge and skill I would think.
Also, what would be example of a cheese that usually happens?
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I could see that. Maybe if the tank isn't high enough on the priority list yet they will favor proximity instead. The further away the tank is the more he needs to do to claim their attention. That would be a good way to reward good positioning and punish reckless movement.