Sovera Posted March 24 Posted March 24 It can be a weak agro aura that any Brute or Tanker can rip apart by breathing on it. But if we can't have a fix on the flee code then being able to keep agro would be great. Constant complaint from soloers is how mobs run away all the time. Yes, yes, there will be roleplay explanations. Don't care. The roleplay explanations fall apart when mobs will roll around in a field of napalm just because we used a Taunt skill. The best way would still remove the flee code altogether. Mobs shoot, mobs CAN run away from fields of napalm but only as far as to step out of and then continue shooting, but mobs will be in the fight until the end. Agro auras and skills have a motive to exist as tools to redirect the agro to the Brute/Tanker who is a lot sturdier and can take it. Yesterday I was soloing Yin and had a couple Freaks who jumped into the water, then ran up the dock, then jumped into a building and kept going. Normally I'd say screw 'em, but it was a kill all. This repeats itself ad nauseum for soloing 1 - Simple guide for newcomers. - Money making included among other things. - Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. - Tanker Stone Armor: beginner friendly (near) immortal Tanker for leveling/end-game and Stone Armor framework. - Brute Rad/Stone and compilation of Brute Stone Armor builds.
nihilii Posted March 24 Posted March 24 Strangely enough I've started liking runners, but it's hard to disagree with an option to sacrifice 1 slot for convenience. Similar to the KB->KD situation, in a sense. Although it begs the question, are there interactions where this could turn OP for non-melee characters? I suppose the aura could be set to be comically short duration, like 1 second, so you'd have to be in melee consistently for the effect to keep working. Anyway, given that powersets that get aggro auras get it for free, proliferating a more expensive yet much weaker option should be fine? 1
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