AikijinX- [Mada] [MILF] [HUNT] 7.3k Thief Hours
Defend Your Back
*How would you feel about reverting the aggro table in WvW/Pve?
*Do you feel like it makes sense to be in down state half way across the map, and still get potential aggro from mobs?
*Should we or should we not take in to consideration that if aggro table is reverted rangers primarily and necromancers(minion mancers) will have a hard time trailing us?
I will try to make contact with another staff, depending on feedback.
depends how you mean reverting the aggro table and such.
Stealth not dropping aggro at all is silly but stealth instantly dropping aggro can be equally silly.
Ideally you want a bit of both, going stealth doesn’t instantly drop aggro but staying stealth does.
If the aggro table is anything like other games threat tables its a list, upon stealthing a thief could drop down 1 level on the list (so if they had the aggro they’d now be second and the person in second place would now have the aggro) and drop 1 place every second with the third second of stealth removing you from the list all together.
If your the only person on the table then you don’t move position until the third second which then clears you off it.
putting shadowrefuge on you and 2 ppl, and the rest dead …. boss reset ?
i would better keep my aggro, 10x
Yeah my apologies. I was abit unclear.
What was silly was no one taking into consideration how bad the down state skills are then doing this change with aggro table.
If our blink (2) increased by 50-100ft it wouldn’t be as bad.
Then our (3) skill which in (my belief) is a useless mechanic, due to the fact that the stealth is 2 seconds, 3 when traited. But by then you’d half way be dead, while the user is no where in sight, but their pet is there to finish you off.
Well with my way the boss would only reset if you both stayed stealth for 3 seconds or longer and such.
Though could amend it to only remove you from the list if your the bottom of the list or such, but really if your down to 2 people against a boss and you decide to hide in shadow refuge for a long time the boss SHOULD reset.
putting shadowrefuge on you and 2 ppl, and the rest dead …. boss reset ?
i would better keep my aggro, 10x
I am mainly talking in terms of WvW. But you did bring up a good point.
Well with my way the boss would only reset if you both stayed stealth for 3 seconds or longer and such.
Though could amend it to only remove you from the list if your the bottom of the list or such, but really if your down to 2 people against a boss and you decide to hide in shadow refuge for a long time the boss SHOULD reset.
Very much agreed. Because that is just a simple exploitable luxary for Thieves to have.
How about this. When you stealth mobs have the “aggro range” the same as if they weren’t attacked. That way if you run away the mob will not chase you FOREVER AWAY. And if you stay close, which is the ideal when you want not to break aggro, then it doesn’t break. It’s the most logical thing I could think of.
How about this. When you stealth mobs have the “aggro range” the same as if they weren’t attacked. That way if you run away the mob will not chase you FOREVER AWAY. And if you stay close, which is the ideal when you want not to break aggro, then it doesn’t break. It’s the most logical thing I could think of.
That means smokebomb is still essentially useless :P
How about this. When you stealth mobs have the “aggro range” the same as if they weren’t attacked. That way if you run away the mob will not chase you FOREVER AWAY. And if you stay close, which is the ideal when you want not to break aggro, then it doesn’t break. It’s the most logical thing I could think of.
That means smokebomb is still essentially useless :P
With 4 secs stealth (traited) and 50% movespeed it’s pretty neat still! But yeah, it’s not very good on pve, but in pvp it makes wonders since it can be used while stunned.
smokebomb is the 2 second stealth downed state skill.
you cannot move while in it other than the 1 teleport you get so unless that takes you far enough out of range its not going to do anything.
Oh that. Well, it was very similar back then. If you popped smokebomb + teleport you had to pray mobs didn’t reaggro you, which is quite similar (and you watched how the slow-mo walked back to there places and then just dashed towards you) It was a matter of luck and with this change it would work very similar since the aggro range in stealth being the same as non CB aggro and back then it was the non-CB aggro decided whether you were ganked again or not.
It would be nice to have a decreasing aggro table, as Dasorine suggested. It’s beyond annoying to me when I stealth specifically to reset a mob, and the instant I pop out of stealth, it aggroes on me again…from a distance that far surpasses its aggro range.
The first time it happened, I went lolwat. Now when it happens, my poor computer gets to hear some pretty creative insults for Vampire Bats, Cave Spiders, and (motherless) Ettins.
For PvE, I am a strongly in favor of reverting the change in stealth aggro mechanic. With the previous system, you could largely control and manage enemy aggro. If you stayed in stealth for the full duration (3-4 seconds, depending you your traits), they would regen HP and run away. If you revealed more quickly, they didn’t. This added a level of finesse that complemented our traits and skill sets and helped to make up for our poor defense and HP pool.
Previously, the player had control over steath aggro and it worked well for me. With the current system, the player has lost this control. Enemies wait for you to emerge and attack immediately, making using stealth for defense (ie, I need to get some space to regen HP) more problematic. Now for this purpose, you steath and run as far as you can while stealthed to hope you break aggro (and often you don’t). It does make using steath for offense easier (ie, enemies stand and wait for your attack #1 out of stealth so you don’t have to chase them and you don’t have to worry about HP regen if you sit in stealth too long), but if you understood how the mechanic worked in PvE this wasn’t an issue in the first place.
The change really has made our downed skill #3 useless as well.
So with the change in my opinion, the Thief lost control over aggro and lost a large part of our defense, in order to make some offense easier. I don’t think it was the right move for the class and would like to see it reverted.
Two points…
#1, people are assuming all creatures/players have to respond the same. They do not. Champion mobs could be programmed to take longer to drop aggro than trash mobs and player pets, etc.
#2, people are assuming that aggro drop has to simultaneously occur with mob reset. It does not. There can be a time delay between reset and aggro drop.
*How would you feel about reverting the aggro table in WvW/Pve?
In WvW, the aggro table don’t matter.
In PvE, I like how it is now. I never like the fact that mob resets when I go into stealth.
*Do you feel like it makes sense to be in down state half way across the map, and still get potential aggro from mobs?
No it doesn’t. The Dev needs to break the leash and drop all aggro after certain time/distance.
*Should we or should we not take in to consideration that if aggro table is reverted rangers primarily and necromancers(minion mancers) will have a hard time trailing us?
Pets are squishy and buggy, I never really consider this since giving them a hard time is a good thing — but I’m not for reveting back, I like the way it is now — just fix the leashing.
In WvW, the aggro table don’t matter.
The stealth mechanics change had a huge effect on WvW play.
In a sense, your statement is true…people typically don’t care which character has active aggro if they were teaming up to attack mobs in WvW, but practically speaking the mechanics still matter quite a lot.
It’s a big deal in WvW when mobs continue to chase or stand on top of stealthed characters. Mobs tip off players which way a thief went. Downed #3… Ambient mobs often play a significant role in the outcome of fights.
Personally, I would happily revert the changes to improve WvW experiences and find the PvE effects largely inconsequential to my game play.
Better yet, I would take advantage of the two points I made earlier to have an “in-between” system that would largely provide the best of both worlds.
It’s a big deal in WvW when mobs continue to chase or stand on top of stealthed characters. Mobs tip off players which way a thief went. Downed #3… Ambient mobs often play a significant role in the outcome of fights.
I’m somewhat split about this one. I do agree that the mobs tip off players but you can also have the same effect with a single-target channeled skill.
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