Display Name Posted April 10, 2020 Posted April 10, 2020 Please remove the aggro cap for Tankers (only.) @Super Whatsit Superbase passcode (Excelsior) is "passcode-6475" It's all a Nemesis plot. But not everything is a Nemesis plot!
Razor Cure Posted April 10, 2020 Posted April 10, 2020 Let's not. There are already way too many tanks with no concept of aggro control and position, who try to aggro too much, then act all shocked when a squishy dies. 2
AerialAssault Posted April 10, 2020 Posted April 10, 2020 There's literally already a thread asking this on the first page Oh? You like City of Heroes? Name every player character. I'll be waiting in my PMs.
Haijinx Posted April 10, 2020 Posted April 10, 2020 Just now, AerialAssault said: There's literally already a thread asking this on the first page That's about Star Blazers 1 2
Greycat Posted April 10, 2020 Posted April 10, 2020 I didn't enjoy "Stand at the door and wait for the tank to herd the map here for a nuke" play in I3, I wouldn't enjoy it coming back. No thanks. Kheldian Lore and Backstory Guide 2.0: HC edition Out to EAT : A look at Epic ATs - what is, could have been, and never was Want 20 merits? Got a couple of minutes? Mini guide to the Combat Attributes window
MunkiLord Posted April 10, 2020 Posted April 10, 2020 (edited) 7 hours ago, Display Name said: Please remove the aggro cap for Tankers (only.) No. Removing the Tanker AT completely would be better for the game compared to removing the aggro cap for them. Edited April 10, 2020 by MunkiLord 1 1 The Trevor Project
Yomo Kimyata Posted April 10, 2020 Posted April 10, 2020 You spelled Argo wrong. 1 3 Who run Bartertown?
Burnt Toast Posted April 10, 2020 Posted April 10, 2020 7 hours ago, Display Name said: Please remove the aggro cap for Tankers (only.) No. (Sorry that's all your suggestion warrants)
Redlynne Posted April 10, 2020 Posted April 10, 2020 /jranger Spin the Wheel. BUY A CLUE! 1 1 Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.
Display Name Posted April 10, 2020 Author Posted April 10, 2020 The We Have Cake server has no aggro cap at all, so that demonstrates that it works. 1 @Super Whatsit Superbase passcode (Excelsior) is "passcode-6475" It's all a Nemesis plot. But not everything is a Nemesis plot!
Apparition Posted April 10, 2020 Posted April 10, 2020 (edited) 6 minutes ago, Display Name said: The We Have Cake server has no aggro cap at all, so that demonstrates that it works. Working and being a good idea are two different things. As someone that remembers the days of tank herding and is glad that that is dead and buried, no thank you. Edited April 10, 2020 by Apparition 2 1
Burnt Toast Posted April 10, 2020 Posted April 10, 2020 6 minutes ago, Display Name said: The We Have Cake server has no aggro cap at all, so that demonstrates that it works. No... what that demonstrates is that it is possible (which we all knew). It doesn't mean it is something people enjoy, something people want, or something that would benefit the game/players. Seeing as that server has a very low population compared to HC... I would not use them as an example of what "works."
Oubliette_Red Posted April 10, 2020 Posted April 10, 2020 No. Dislike certain sounds? Silence/Modify specific sounds. Looking for modified whole powerset sfx? Check out Michiyo's modder or Solerverse's thread. Got a punny character? You should share it.
Yomo Kimyata Posted April 10, 2020 Posted April 10, 2020 1 hour ago, Display Name said: The We Have Cake server has no aggro cap at all, so that demonstrates that it works. I am certainly not suggesting you leave Homecoming, but I am suggesting that if you want no aggro cap, you play on Cake. Win win! 1 Who run Bartertown?
Rathulfr Posted April 10, 2020 Posted April 10, 2020 No, thank you. 🙂 @Rathstar Energy/Energy Blaster (50+3) on Everlasting Energy/Temporal Blaster (50+3) on Excelsior Energy/Willpower Sentinel (50+3) on Indomitable Energy/Energy Sentinel (50+1) on Torchbearer
Parabola Posted April 10, 2020 Posted April 10, 2020 I'm going to ask the question why? The OP is missing any explanation of what you think would be achieved by removing the argo cap (as it will henceforth forever be known). How do you think it might improve gameplay? How do you see it affecting team dynamics for the better?
SwitchFade Posted April 10, 2020 Posted April 10, 2020 11 hours ago, Display Name said: Please remove the aggro cap for Tankers (only.) /Jwalker 1
MunkiLord Posted April 10, 2020 Posted April 10, 2020 23 minutes ago, SwitchFade said: /Jwalker Blue, Red, or Black? 1 The Trevor Project
Ukase Posted April 10, 2020 Posted April 10, 2020 This doesn't make sense to me. Your average team (not talking about above average teams) can barely handle the mobs now. Most tanks can barely handle what they aggro because the players behind them aren't very good at tanking. I'm not saying that they stink..but there are nuances to tanking that a tanker should know before they gather a large mob. It takes some experience and some common sense. Not everyone has a good supply of both. If the team is that fast at killing, then it's nothing for the tank to leave before the mob is completely dead and move on. The only way removing the aggro cap makes sense is if the AoE target cap is also removed for blasters/brutes/scrappers, etc. That would bring about even more power creep. Unless there are some reasons why..I say no.
justicebeliever Posted April 10, 2020 Posted April 10, 2020 22 minutes ago, MunkiLord said: Blue, Red, or Black? Who's buying is the question that needs answering before I can answer that... 1 "The opposite of a fact is falsehood, but the opposite of one profound truth may very well be another profound truth." - Niels Bohr Global Handle: @JusticeBeliever ... Home servers on Live: Guardian ... Playing on: Everlasting
MunkiLord Posted April 10, 2020 Posted April 10, 2020 (edited) 11 minutes ago, justicebeliever said: Who's buying is the question that needs answering before I can answer that... Touché Edit: not it! Edited April 10, 2020 by MunkiLord The Trevor Project
Solarverse Posted April 10, 2020 Posted April 10, 2020 I honestly wish there were a way to implement this and everyone be okay with it, and I am sure there is a way, however, nobody has thought it up yet. And since so many people seem to take issue with it, I would advise rather than asking for a taunt increase for Tanks, think up of a way to make it actually work and different than it was before. Unless a new type of idea that revolves around the aggro cap increase comes along, these guys and gals on these boards are pretty much always going to have the same answers. I'm with you, OP....I don't feel like it was as big an issue as what people make it out to be on these forums, but until a new way of implementing an aggro cap idea is created, their answer will always remain the same. 1 SFX and Music Mods by Solarverse (Consolidated) WP/EM God Mode Tank Guide and Build Help Support the Return of Missing Code for Sound Files!
ArchVileTerror Posted April 10, 2020 Posted April 10, 2020 I mean, -IF- we wanted to increase the aggro cap JUST for Tankers, I have a workaround solution. Reverse Bodyguard Pets Add a mechanic where Tankers periodically spawn invisible Super-Taunt Pets, which reflect any Damage they suffer back to the Tanker. If the code for Mastermind Bodyguard Damage Shares can't be co-opted to work in this scenario, then just have it that any time one of these Tanker Taunt Pets die, they drain X amount of health from the Tanker, where "X" is the HP of the Taunt Pet. BAM! Tanker gets another 17 Aggro for each of these Pets. Make it part of their Inherent Power. Give 'em 1 at Level 1, and have them respawn every 15 seconds. I am not saying this is a good idea, mind you. There is a LOT that could go wrong. Just that, technically, a solution exists if we want it to. 1
Haijinx Posted April 10, 2020 Posted April 10, 2020 There is a server actually called "we have cake?" Seriously?
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