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Posted (edited)

Aggro caps were added to the game to stop Tankers from herding entire maps and hit caps were added to stop Blasters from obliterating those herded mobs. So they aren't going to be removed or made optional.

 

Edited by Rudra
Edited to change "zones" to "maps".
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Posted
39 minutes ago, Ignitros said:

Is there a way to remove the aggro and hit caps? Maybe make it something you toggle on and off by selection or choice in game menu?

There is not. The Homecoming team has indicated they do not support changing the aggro cap beyond what they've already done.

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Posted
8 hours ago, DrRocket said:

Also they were able to add challenge by leaving support classes exposed, since the taunter can't keep all the aggroe...

Oh no.

How DARE there be any type of possible challenge in this game!


 

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Posted
16 hours ago, Ignitros said:

Is there a way to remove the aggro and hit caps? Maybe make it something you toggle on and off by selection or choice in game menu?

I came into the game on live late.  2? Years in.  I bought the “Good vs Evil” edition at a local game store and started a villain on Liberty.  Fing ghost town lol.  And yet….

 

Even then you could find an “old timer” dying to tell you stories of Tankers herding all of Perez Park in a parade or herding countless mobs to a dumpster where a Blaster would melt the trash.  And I am sure you can still find these wizened creatures.  
 

as stated above the OG devs quickly realized the game was unbalanced without agro caps and hit caps. The random? Number they selected has now become the basis for balancing mob placement in every mission TF SF and Trial created since then. What you are asking is like requesting if driving through parks could be optional.  The city is just not designed for it.  

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Posted
2 hours ago, lemming said:

I was there.   It was boring AF for anyone not the tanker.

 

Seconded. I remember many, many times having the rest of the team just be told "wait here" while the tanker and maybe an emp ran off, herded the level and brought them to a point (for one blaster to nuke.)

 

Aggro caps are a *good* thing. If they hadn't introduced them, I'm pretty sure we'd have been seeing a shutdown much earlier than 2012, and nobody'd have bothered trying to bring it back.

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Posted
On 11/24/2024 at 12:18 AM, Ignitros said:

Is there a way to remove the aggro and hit caps? Maybe make it something you toggle on and off by selection or choice in game menu?

 

Besides what @Rudra and @Snarky have said, if the Aggro Caps were removed, there would be a whole lot more Tanker defeats.  Those halcyon times in the past were also before things like the Global Defense Nerf and Enhancement Diversification.  Just allowing mobs above the Aggro limit to attack in Issue 27 Page 5 made Farming more complex as the Farming Build had to be exacting not to fall to more attacks.  Removing the Aggro Caps on Tankers would be brutal, especially for less than optimal builds.

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Posted
18 hours ago, Greycat said:

Seconded. I remember many, many times having the rest of the team just be told "wait here" while the tanker and maybe an emp ran off, herded the level and brought them to a point (for one blaster to nuke.)

 

This was fun for a while, but did get old quickly and I'm glad they did add the aggro caps.  The game is much more interesting with aggro caps than without.

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