Different aggro tactics for monsters

7 respuestas [Último envío]
Imagen de The-Avvesome-Hero
The-Avvesome-Hero

Harummph. As of now monsters attack and aggro towards whomever
A: attacked them the greatest number of times
And if A doesn't apply
B: whomever is closest.

Right now a knight can just run around with an antigua and do insignificant damage yet hold the attention of every creature under the sun.
I propose a few more tactics that can be applied to monsters;
1: Attack whomever has inflicted the most damage to the creature (will mostly apply to bosses and other such cretin)
2: Attack the weakest player:
----Weakest being defined in one of two ways;
-------A: Least health.
-------B: Most inconvenient armour type (a wolver attacking a skelly instead of a cobolt)
3: Attack whomever is nearest regardless of damage.

These should be randomly applied to monsters so that one may never know what tactic is being used.

4: Being applied to all monsters, that they lead on knights as par their movement at the time of attacking.

Imagen de Quotefanboy
Quotefanboy
Actually.

If these were to be put onto random monsters that would be cool. Imagine during a fight those gremlin assassins were just swarming that guy with the lowest health / 4 star armor in tier 3.

Mite b cool

Imagen de Arctifice
Arctifice
Reminds me of something

In another wonderful RPG game I played, Dungeon Siege 2 (I love you forever) there was a system of "Anger". In DS2, enemies would usually swarm whatever was dealing the most damage, which was usually the extremely squishy sorcerers. To alleviate that, the tankiest class, the Shieldbearer warrior, had a power that would essentially force aggro around him/her. At the cost of taking more damage to the party (Angry monsters attack faster and dealt more damage) your damage dealers stayed alive.

This would be an interesting implementation, and would greatly add a depth of complexity to encounters.

Imagen de The-Avvesome-Hero
The-Avvesome-Hero
Cough

Cough. I may be sick. Or maybe someone bumped a bell near me.

Imagen de Blandaxt
Blandaxt
yeah,

yeah this is a pretty cool idea. players who run around just watching the battle will have to get involved now. it would also be cool if all monsters had 2 secondary attack patterns, cause the same attack pattern for every monster is getting old.

Imagen de Iapnez
Iapnez
The first post is incorrect.

The first post is incorrect. Currently, it matters who has damaged the creature the most. If someone hits a T3 slag walker with a voltedge once and I hit it twice with a proto sword, it's going to stay aggro on the one with a voltedge until he's out of aggro range. The way monsters currently aggro is okay, but monsters that haven't been damaged should aggro on the person who's causing the most damage, period. It'd help bring teamwork into holding aggro over monsters.

Imagen de Qwez
Qwez
Dis-A-Gree

Ex: Trojans follow the status bombers and disregard the Blitzers (sometimes)
Through this, it shows that there seems to be 3 categories: hits, damage, closeness

Trojans could be blocking the haze status effect with the shield and continually accumulating points of "damage" that stack over time. These are hypothetical points of "damage" because there is no real damage being dealt, but the hazy stuff deals 0 damage which aggros them.
These 0 damage hits clearly cause aggro, which shows that #hits clearly is important, thus proving the 3 categories previously mentioned.

I'm got kinda lost in my explanation at some point ._. Hope someone understood it.

EDIT:
Ohhh yeah... +1

Imagen de Irthan
Irthan
I think time should be

I think time should be factored into it. I can kite an entire arena with a Driver while my teammates beat up the rearmost enemy without them even taking aggro, which doesn't make sense since I'm not even close to hitting that enemy anymore. But at the same time the amount of aggro generated by each knight should drop at a linear rate so that they come back to chasing me a bit of time after my teammate stops attacking them (assuming I've pounded on them enough beforehand).

Also, healers. Everyone knows "kill the healers first", so why don't the enemies know "defend the healers"? If they see (for a certain definition of "see") a knight attacking a healer and are not otherwise occupied by, say, being sliced to ribbons, then they should aggro on the knight that attacked the healer. I can understand the animal(istic) enemies not realizing this, but the more intelligent enemies (gremlins, devilites, retrodes, etc.) should be able to figure this out.