I reported it on the beta forums a long time ago. It’s a cool hole so check it out while you can.
It was sealed up once with a rock. Not sure what happened to the fix.
You are correct something was changed. Maybe two updates back. I only ever solo this so it was a surprise to me also. I figured it was changed to bring the run time in check with the reward bonus.
I didn’t mind this and always figured it was changed on purpose.
It has nothing to do with “harder time pathing” and everything to do with the changes made to Voltic Sentinel in the last major update. It was somehow broken. Pathing worked prior to the changes.
Been crying about this since it was changed. I’ve posted here and on Beta forums multiple times until I just gave up.
The problem is that it isn’t a widely used power so the chances of the Devs going back to it again are pretty low.
I asked this last year in the Suggestions Forum.
I specifically collect temp powers in game. I never use them. The temp power list comes before the Epic Power list. I have to scroll and scroll if I am looking something up. It’s annoying.
Fascinating. So what is it if it not Taunt that causes Recluse to follow a Tank up a pole and stay there, as he tries to reach the Tank who is generally out of Range?
The map is working properly removing fog of war as you move around the zone. What stands out in the photo you linked is how black your blacks are set at. This must be a contrast or opaqueness setting in the game or your monitor.
Your experience is not mine. I’ve had toons with not enough recharge in Taunt, specifically I’m thinking of Recluse, where the AV breaks aggro before the Taunt is recharged. I’ve gone back and slotted my Tank with Recharge and that seemed to do the Trick.
My post still stands as a suggestion for the OP.
To the OP, what everyone is saying is you need to take a look at how your Taunt is slotted. How many slots do you have in Taunt? What Set or IOs do you have in Taunt?
You may need to get some ACC or Recharge or maybe even bump up to 50+++.
It’s not the Power that is the problem it’s how you are slotting it that is most likely the problem.
As was suggested earlier, Taunt is Not an override aggro power. It works like almost all other powers in the game. It can miss. It can have zero effect. It can be too slow to be useful. The trick is slotting Taunt in such a way as to overcome all of those potential problems.
The first time I ran a Sara Moore TF it took two days and it was never finished.
All the other players on the TF smoked. Overly so apparently. So there was a Smoke Break after every mish completion that lasted at least 15 minutes. Keep in mind that at that time every mish was between 40 minutes and an hour to complete. We started mid afternoon and it was coming up on midnight. The team which was totally pick up agreed to log out and come back at 3:00pm the next day to complete the Task Force. Myself and one other player were the only ones to return. We ran maybe three other mishes by ourselves but couldn’t begin to make any headway on the AV. We both ended up agreeing to quit the TF.
It was so disappointing.