I did some researches in 3 different dungeons:
Citadel of Flame:
Path 1 – average aggro
Path 2 – aggro from the final boss the most of time
Path 3 – aggro from the final boss a bit more often than other party members
I had rampager/weapon armor (all CoF runes) and cleric trinkets, using dual pistols (piercing shots), traits 0/30/30/10/0Sorrow’s Embrace:
Path 1 – grabbing aggro from singularities almost all the time, golems in minefield are always pulling me first, final boss is focusing me all the time, unless I’m not attacking anymore
Path 2 – grabbing aggro from trash mobs the most of time, minor bosses tend to focus me a little more than the others, final golem bosses are targeting me over everyone else until I’m dying
Path 3 – same as above, on final boss stage the most of destroyers are chasing me, hard to take their aggro off me
I had rampager armor (3 CoF runes/3 SE runes) and cleric trinkets, dual pistols (piercing shots) and flamethrower, traits 0/30/30/10/0Crucible of Eternity:
Path 2 – average aggro on trash mobs, subject alpha tends to imprison me in crystal more often than the others. The final boss (not counting 3rd subject fight) is poisoning and bleeding me much more than anyone else
I had rampager armor (3 CoF runes/3 SE runes) and cleric trinkets, dual pistols (piercing shots) and flamethrower through the first half of dungeon, traits 0/30/30/10/0
At least you’re being pretty specific here but this isn’t helpful if you guys really wanna figure out the aggro system. This might work a bit better:
Have a player, one that isn’t even involved in the dungeon, grab a couple stop watches. That player just watches the fights and starts and stops the stop watches whenever someone has aggro. They have to record how much time for each mob, not for whole encounters or whole dungeons, because we don’t know if the mechanics are the same for every mob. Then you run through the same exact dungeon in the same way again, recording the times again. Do this maybe 10-20 times (the more the better). At this point you probably have enough data to determine which class in the group pulls aggro on which mobs the most. But, this will not tell you anything about why.
The next step would be to go through the same exact process changing one variable (and only one) with whoever is getting the most aggro. The easiest would be a skill being used or a stat. This might also include changing general placement of that player (which would be difficult to be consistent with). Afterward, you’d have enough data to figure out if that particular variable made any difference in the level of aggro and on which mobs.
This is how you’d really get to the bottom of what’s going on. Until one of you decides to go through this, all you’re doing is tossing around subjective perceptions of what you think is going on. Even if you go into encounters with the idea of doing “research,” meaning you’re gonna pay extra attention to how much aggro you get, you have no measurements. It’s still a subjective impression from a test subject which is highly likely to be misleading.
Even at that, the only way you can label your discoveries as a problem is if you went through every single variable in this test (probably through hundreds of meticulously observed dungeon runs) and found that none of them changed the aggro level and that the engineer was always getting more aggro. Your conclusion at that point could be: “Engineers receive an inappropriate amount of aggro from all mobs based solely on the profession.” [Edit: Come to think of it. You still wouldn’t know if it’s the profession or the race at this point.] For all we know, some mobs might actually target particular professions more due to design even, so this has to happen across all mobs.
If no one is willing to do this, then all you can do is send in a bug report and let ANet figure out if you’re crazy or there’s something wrong with the code. A thread that tries to get consensus on subjective perceptions is not gonna help.
(edited by joshisanonymous.5270)