Ignitros Posted Sunday at 12:18 AM Posted Sunday at 12:18 AM 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?
Rudra Posted Sunday at 12:57 AM Posted Sunday at 12:57 AM (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 Sunday at 12:58 AM by Rudra Edited to change "zones" to "maps". 4 2 3
Glacier Peak Posted Sunday at 12:58 AM Posted Sunday at 12:58 AM 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. 2 I lead weekly Indom Badge Runs / A newer giant monster guide by Glacier Peak / A tour of Pocket D easter eggs! / Arena All-Star Accolade Guide! Best Post Ever....
DrRocket Posted Sunday at 03:17 AM Posted Sunday at 03:17 AM Also they were able to add challenge by leaving support classes exposed, since the taunter can't keep all the aggroe... 2
Ghost Posted Sunday at 12:17 PM Posted Sunday at 12:17 PM 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! 1 2
Uun Posted Sunday at 03:31 PM Posted Sunday at 03:31 PM Just to be clear, the aggro cap and target limits were implemented by the original devs in 2005 (I5). 1 1 Uuniverse
Snarky Posted Sunday at 05:03 PM Posted Sunday at 05:03 PM 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. 1 1
lemming Posted Sunday at 05:27 PM Posted Sunday at 05:27 PM 21 minutes ago, Snarky said: And I am sure you can still find these wizened creatures. I was there. It was boring AF for anyone not the tanker. 1
Greycat Posted Sunday at 09:06 PM Posted Sunday at 09:06 PM 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. 2 1 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
biostem Posted Sunday at 09:22 PM Posted Sunday at 09:22 PM They will remove the aggro caps once they implement AI intelligent enough to realize said tanker isn't the real threat... 2
Jacke Posted Monday at 08:59 AM Posted Monday at 08:59 AM 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. 2 1 Remember! Let's be careful out there! City Global @Jacke, @Jacke2 || Discord @jacke4913 @TheUnnamedOne's BadgeReporter Popmenu Commands Popmenu including Long Range Teleport Available Zones Finding Your City Install Root on Windows for HC Launcher, Tequila, Island Rum
Excraft Posted Monday at 03:59 PM Posted Monday at 03:59 PM 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. 1
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