Since these are the latest mobs which never appeared before and weren't reused as the parts of the old texture (tigers, scorpions and such are reused models obviously) in the latest Campaign installment I've noticed that there is a problem with the modifier for the dinosaur aggro since they practically have double the amount of the aggro when compared to other creatures.
This is clearly a bug or a miscalculation of the development team who were managing the numbers for the given dinosaurs mobs. This is strictly connected to all the little dinosaur mobs. The big ones (tyrannosaurus type) have no this issue.
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It is intended to make Chult feel (and be) more dangerous. People were freaking out over it when Mod 12 arrived, but most have just gotten used to it. Personally, I never minded it and thought it was neat, but I understand others hating it. You just need to get a feel for where all the "homing Dinos" are and go WAY around them.
- If there is a specific enemy type never before seen in the whole of Neverwinter, which got introduced recently in the Campaign of Jungles of Chult, which possesses double the amount of aggro levels when compared to every other mob type in the game and attacks everything that pass far from them (including other mob types), then yes, it is a bug found at the dinosaur introduction which got overseen.
That means that one integral number for the aggro power is possibly missing a dot or a number. That makes it a bug. And that is the only logical thing. Someone made an oversight of an integral number. That's easy to fix.
The majority of people are not enthusiasts of the aggro thing and have a very bad opinion on the aggro levels of the dinosaur mobs found throughout the Jungles of Chult campaign. It is a small thing to fix, but makes every difference for everyone involved.
It being a "feature" serves no real purpose for the gameplay since it already takes way too much time to farm for the rare items which furthermore drop from the rare mobs whose respawning map points are as few as three to four locations all together.
There would be a purpose if the mounts would take more than five hits at a time at the legendary/mythical level so that those who invest time into building or getting a mount of that level do not get crushed by the mobs. Having to fight at each 100ft doesn't seem like a "feature", but rather a chore on top of the already huge chore for the equipment gathering options.
For the sake of the benefit of the doubt, the game does have many bugs and I see no reason why this isn't one since it's quite obvious.
But by all means, feel free to complain. You just might get further doing it in the right places.
I don't like it but I doubt it's a bug.
@pterias I'm sorry pterias, I'm just not buying into that. You may be correct, I've not seen the topic, however the whole thing does feel bugged. I hope you can see logic in what I say when dinosaurs type mobs are the only ones which possess such a thing around the entire Neverwinter game, the only exception being the dungeon mobs which are bound to follow you to the end of the dungeon, way ahead their localized spawn location.
I do feel that it's a bug and as such I've opened a topic here. The Dinosaurus type mobs are the only ones which exhibit such behavior.
As someone states, people do not like it and it doesn't really take away anything from the difficulty of the Chult (nor it's lurking dangers, whatever) if the mobs aggro gets fixed. People avoid them all the time since it's just a waste of time.
That's my guess. I do not think it's intended, but ok.
In a nutshell, this is not even an aggro issue. How many other monsters you have aggro'ed passing them by with your fast mount? How many times were you shot down by those aggro'ed monsters and that included those which have range attack?
Other than that, no.
It feels like Caverns of Karrundax mod2 all over again which means that the mobs are attracted to the Companion even more than the player himself. I've used Augment until recently, and the Dinosaur aggro is even greater now when I slot the active companion.
This is definitely broken since their aggro got at least three times more than before. This issue exists since the original Neverwinter and only occurs with the mobs which are from the Dungeon itself.
Dungeon-based mobs have a greater aggro which is completely understandable, which made people to turn off their pets at certain paths which could be skipped in fighting during the Dungeon Delves 1H free chest event long time ago.
The Dinosaur type mobs exhibit the same behavior without being the Dungeon-type mobs, which probably has to do with the way how they're defined as such, perhaps, since you may find them in the same way both in-the-dungeons as well as in the regular PvE areas such as the Chult itself.
It must be something internally, something integrally connecting the two.
Now, the easy workaround to this is to bind a certain button to summon/unsummon the Companion, however there's no easy way to do this.
> They did that intentionally. Hence, it is not a bug. You may not like their intention but they spend the effort to do way more than just expanding the aggro. The dino attack range is wider too. Their speed is faster. And, mod 12 is about dino.
> In a nutshell, this is not even an aggro issue. How many other monsters you have aggro'ed passing them by with your fast mount? How many times were you shot down by those aggro'ed monsters and that included those which have range attack?
>
> Only once or twice when I wasn't paying the attention or when it was lag/rubberbanding.
>
> Other than that, no.
>
> It feels like Caverns of Karrundax mod2 all over again which means that the mobs are attracted to the Companion even more than the player himself. I've used Augment until recently, and the Dinosaur aggro is even greater now when I slot the active companion.
>
> This is definitely broken since their aggro got at least three times more than before. This issue exists since the original Neverwinter and only occurs with the mobs which are from the Dungeon itself.
>
> Dungeon-based mobs have a greater aggro which is completely understandable, which made people to turn off their pets at certain paths which could be skipped in fighting during the Dungeon Delves 1H free chest event long time ago.
>
> The Dinosaur type mobs exhibit the same behavior without being the Dungeon-type mobs, which probably has to do with the way how they're defined as such, perhaps, since you may find them in the same way both in-the-dungeons as well as in the regular PvE areas such as the Chult itself.
>
> It must be something internally, something integrally connecting the two.
>
> Now, the easy workaround to this is to bind a certain button to summon/unsummon the Companion, however there's no easy way to do this.
There is an easy way to biND summon dismiss...
However, I do hate what the active companion does in jungle. It is not about they aggro more to attract the mob to come but about they went out to attack the mob. That was why I changed the active pet of my OP to an augment pet.
After I cleaned up the initial mob in the site (I supposed to clean up), the pet went to attack the 2nd mob. I cleaned up the 2nd mob. It went to attack the 3rd mob. I cleaned up the 3rd mob. The initial mob re-spawned. Sigh!
My OP would be happier if all 3 mobs came all at once.
(replace "numpad4" with whatever key combo you want)
You're welcome!
I often wish I could summon/dismiss companion quickly, 90% of the aggro is his fault, but if I fall off my mount I would like him there....unfortunately I don't think that /bind trick will work on console
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https://www.arcgames.com/en/games/neverwinter/news/detail/10571844-developer-blog:-new-foes-await!
Also teased earlier on that enemies would break the typical mold: https://www.arcgames.com/en/games/neverwinter/news/detail/10538713-developer-blog:-stronger-enemies,-stronger-equipment
It doesn't state, anywhere, that the Summoned Companion will be the one attracting at least 3x time the aggro, unless the dinosaur mobs are somewhat extremely fond of attacking the companions.
You see, the Aggro state tripples with the Companion.
Do you also believe that to be a "WAI"?
I did not see that for the companion of my characters. I have 5 characters completed that campaign. I don't have your experience. The only thing I complained about companion (as I mentioned) is they went out to attack non-dino group when my character was staying in a spot. May be it is the other way around. It is the mob which aggro my companion.
For what it's worth, I don't think you need to be so confrontational in your claims ("You see..." accusing question at the end, not to mention the tone of your first few posts). This game is a mess, and the devs are trying to be nuanced in sometimes ridiculous ways. If you don't spend a lot of time on the forums, they don't really make that nuance clear or easily accessible. But that's not the players fault.
If you can find the link that would be extremely helpfull.
As for the tone, I'm not going to eat you with my tone and I do want to thank you for your time and effort put into providing the information.
I don't have to agree with it, though. Nor should other players who see no point in the mobs aggro. It is as pointless as it can get.
I do not know developers, I do not know what they do in their free time, but I know my experiences and I know the mechanics of the video-game I've spent years playing since open-beta... Hopefully they will look into the problem and address it accordingly.
After all I'm also trying to help by offering my opinion and I can't dwell on the forum knowing every detail, following every action of the Developers to a letter, which is why Forum exists and ultimately offers information sharing.
On a side note, not everyone here is native English speaker so if my posts seem confrontational to you it's not really intentional.