I know there was an attempt at a fix, but for me it's still happening very often. I don't think it's related to dodges: it happened to me several times tonight and none of them involved a recent dodge on my part. Each time, I defeated the group of enemies I was fighting, left combat mode, yet [Sergeant Knox] would then run out to engage enemies that were nearby. They weren't near enough to me to aggro, yet my companion would still go after them. If enemies are far enough away he wouldn't do it, but if they were within a certain distance he would.
- Perhaps it's due to a separate radius applied to my companion? Such a radius would have to be significantly larger than mine from what I've seen.
- Perhaps it's due to a delay between when I lose aggro and when my companion does? Even so, the enemies I've seen him go after should have been out of aggro range for him as well.
- Some other root cause?
It's driving me batty.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel:
https://www.youtube.com/user/Ruskaga/featured 0
Comments
I have a DC (who has better DPS) that uses Alchemist Experimenter (another leader). He also picks fight.
What zones are you guys experiencing this in?
It could be that the Leader Companions are attacking those that notice(d) you instead of just the ones that agroed you.
I've opened this topic > https://www.arcgames.com/en/forums/neverwinter#/discussion/1236491/dinosaur-type-enemies-aggro-is-broken
I've stated my reasons and assumptions there.
I cannot express the magnitude of the cussing I've experienced on Discord from various players when we go to Chult.
If the effect was to annoy more than 100 people, effect is a success.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
i.e. you and your companion were in a "safe" distance from another mob. Then, suddenly, your companion walks 'slowly' to the mob to pick fight.
I've noticed in RD it's 1% gain per mob unless another ally has attracted the attention of the mob. This includes people riding through on their mounts and NPC engagements. That signifies that the mobs' agro lists aren't being cleared properly when the anti-kite (or end of combat) kicks in - similar behavior can be seen by the dragons in WoD.
If Companions have a trigger to attack anything that has an ally on its agro list - the combination would explain the behavior.
Obviously I don't know how this stuff is actually coded in the game, but it might be something to check on.
i fully understand some of this is coded in, but if it's a fighter type and offensive i'd agree on it, but a purely defensive one then no i don't
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Regardless of the Companion type, the Dinnosaur mobs in Chult will emit an unusual behavior and will venture to great lengths in order to pursue the unwary traveler (you).
The Augment doesn't emit any aggro, whatsoever (this is known for years now and augments were used in certain dungeons in order to skip a certain part of the fight without pulling everything that needn't be pulled (such as the enemies which usually guard a treasure chest which nobody really needed at the time).
Using the Augments doesn't solve the issue of the extensive attack behavior which happens with the Dinosaur mobs.
The enemies and specifically the dinosaur enemies will show this unusual behavior. I'm talking about the Dinosaur mobs specifically which constantly emit the same behavior.
- Compy
- Deinonychus
- Allosaur
- Velociraptor
- Eotyrannus
(Please note : I'm purposefully excluding the bigger dinosaur mobs since their aggro doesn't seem to be broken to any degree, those are Tyrannosaur and T-rex)
Furthermore, if you are alone without the summoned companion, they will still pursue you even if you pass further away from them. The range diminishes, however, as they are not as willing to pursue the traveler.
This systematically changes once you summon an Active companion. So, if you are with a companion, the chances of them pursuing you triples. It is irrelevant whether the companion is in the state of attack or just stationary.
(Please note : The tripling is an assumption based on the common distance to which the enemies will be aggro-ed on the map. So, with Companion summoned it's 3/3, but without the companion it's 1/3 the distance. For the sake of portraying how long that is think of it as if regular mobs would attack at 0.1-0.3 / 3 distance).
As it was stated prior in the topic I've mentioned, the developers made the dinosaur mobs to be a bit more aggressive, however their aggression tripling when the companion is summoned is not the part of the plan according to the posts I've received from various people who replied to the topic I've started.
If it is to believe the poster the dinosaur behavior is not WAI and companion's behavior in relation to the dinosaur behavior is most definitely not WAI. according to the post, the fix to this is currently being worked on.
My opinion : On a side note this has to do with the way that the Dinosaur mobs were made due to their recent addition in the game. Their mechanics/powers/skills are not fine-tuned to accompany the rest of the Creatures in the Neverwinter who can be found on various map locations. As a developer myself I'm pretty sure that this has to do with the integral distance relation of the monster type itself, rather than the entire monster array in the Chult (Tigers and Spiders dwell on the one monster tree, Dinosaur dwell on another, and they all get their variables from a master tree). If I am correct, it's a minor issue and it can be fixed rather fast giving the playerbase some relief and a fun time hunting.
Thanks,
N.
The link below shows the details.
https://sto.gamepedia.com/Away_team#Control
To comment on your opinion, indeed most people do know where dinosaur mobs are situated at, but that doesn't negate the fact that their aggro is way higher if you do have a companion slotted active.
If you ran tests to check this at various distances from the mob types, you'd find this to be true. On a side note I'd welcome your cooperation and agreement rather than constant undermining on the issues that affect all of us in terms of the gameplay. Thank you.