Having gotten fed up trying to do T1 dungeons since I not only wind up dying constantly but get yelled out for getting all the agro, I decided to check out some normal dungeons. I started with Cragmire since I hadn't done that one. I could not (at 60 mind you) solo the boss. Okay, so take a step back and try Cloak Tower. Level 60 should be piece of cake. Here's what I discovered. Aggro in dungeons does -not- work the same way it does outside. I don't know if it's because they're using some variation of challenge rating or what.
Level 60 cleric walks into a room with mobs on the other side and instantly gets agro.
Level 24 CW walks into same room and is able to note the mobs and their number and type before they aggro.
Normal MMOs and the outside area work on the premise of the size of your aggro bubble. The higher your level vs the mob's, the smaller the bubble and less likely to draw aggro. Neither of those characters got aggro on the way to CT even if they walked through them
So today, I brought a 24 GF friend to test this. He was able to see first-hand that my aggro is way out of proportion. Most of the time he could get most of them off me, but it was a lot of work and not always successful. Then there was the boss. Every time a boss summoned mobs, they went straight for me, even without casting a single spell. I'm level 60, and they're 17.
I've played a lot of different MMOs - EQ, DAoC, FF, WoW, GW, GW2, Zuu, Grand Fantasia, Mabinogi, and SWTOR. I was a god on a FR-base MUD and created zones. Aggro is not supposed to work the way it's working now in dungeons. Even if you say the mobs should attack the healer, look at the level difference. If you want to think in terms of rp, are you going to attack someone 3 times your size? No.
Devs, save yourself some time. It's the dungeon aggro more than anything else. Take a look at how it'd being figured in there. Something is most definitely wrong.
I'm a lvl60 DC and I mostly like the way cleric aggro works. To me it makes more sense from a rp perspective. If you are attacking a healer, the best approach is group pile-on and take them down as quick as possible - there's no point being half hearted about it.
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hobieoneMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
well, the issue with aggro is compounded by the fact that threat reduction isn't working. plus tanks the guardian fighters cannot keep aggro no matter what. so a dc in group will die almost instantly no matter what they do.
i been in a 5 man group with two tanks on normal lvl 60 dungeons and seen the mobs and bosses ignore the tanks and go straight for the dc. and this is the reason a lot of players that play dc wont play these dungeons. and there is a lot of posts here in this forum if you search for them. and so far as i know not a single one of the reports have been acknowledged as being looked into yet.
a lot of players that play gf's or dc's are upset that their tanking and healing skills are useless in group.
Dungeons, still no end loots (big chest) from Idris (4 manned) bit of an anti-climax, didnt even get an end stat sheet, (ie immovable object, ect ect). submitted bug report.
Dungeons, still no end loots (big chest) from Idris (4 manned) bit of an anti-climax, didnt even get an end stat sheet, (ie immovable object, ect ect). submitted bug report.
Weird, I did Idris earlier (though, the level 34 one). I got a blue shirt from the chest and some other item i don't remember the name of. Though, the chest didn't say I was going to receive an item.
as DC, you WANT the agro - so thank the devs for helping you, all the end game strats are about DC's pulling the agro so the TR can solo a boss and the CW's can start controlling the mobs that are attacking the DC's. this is spellplague, this is dread vault, this is spider temple, this is karrundax, this is Castle Never.
as DC, you WANT the agro - so thank the devs for helping you, all the end game strats are about DC's pulling the agro so the TR can solo a boss and the CW's can start controlling the mobs that are attacking the DC's. this is spellplague, this is dread vault, this is spider temple, this is karrundax, this is Castle Never.
Dc's have a -40% debuff to heals to self. why would you want the agro? the healer is there to keep the party alive that is doing and receiving all the damage. the tank should be able to hold "most" of the agro. if the dps pile more agro on than the tank, they receive the threat. heals should be last in line for mobs to chase. Dungeons are a mess, everyone's always in a scramble, the dc is at the top of damage taken even in a well geared group. People are running epics without tanks, yuuuup, sounds like this isn't broken.
as DC, you WANT the agro - so thank the devs for helping you, all the end game strats are about DC's pulling the agro so the TR can solo a boss and the CW's can start controlling the mobs that are attacking the DC's. this is spellplague, this is dread vault, this is spider temple, this is karrundax, this is Castle Never.
The end games strats are that way because the current system is broken. DCs are HEALERS not tanks.
well, the issue with aggro is compounded by the fact that threat reduction isn't working. plus tanks the guardian fighters cannot keep aggro no matter what. so a dc in group will die almost instantly no matter what they do.
i been in a 5 man group with two tanks on normal lvl 60 dungeons and seen the mobs and bosses ignore the tanks and go straight for the dc. and this is the reason a lot of players that play dc wont play these dungeons. and there is a lot of posts here in this forum if you search for them. and so far as i know not a single one of the reports have been acknowledged as being looked into yet.
a lot of players that play gf's or dc's are upset that their tanking and healing skills are useless in group.
That's the point I was trying to make. When a 60 DC can walk into a level 17-ish dungeon and draw aggro from across the room without doing a thing, something is wrong, especially when a 24 CW can walk into the same room and have plenty of time to react before getting aggro. Even if you're talking from an rp perspective as cinnick suggests, a couple of grunts are not likely to take on someone 4 times their size.
I will grant you that some of the mechanics for GFs are broken, but remember they are not meant to be strikers, they are meat shields. With that being their primary function they will not pull aggro as much as you think they should. The problem is the block mechanic for them is broken which means they can't perform what they are meant to do. It is the GWF that is supposed to be the damage dealer and pull that aggro, again this is another mechanic that doesn't function correctly. The TR is not supposed to be the primary striker/boss killer, he is supposed to take out the back benchers, and weaken the opponents to make it easier for the GWF and CW to take down the boss. One last thing, clerics do not function in D&D as they do in normal MMOs. Healing is only a part of their job. They are supposed to be able to moderately defend themselves. All that being said the DC does pull more aggro than they should, once the CW starts spamming spells he should draw a good chunk of the mob. The GF is supposed to stand in front of the casters and block the mob/boss from getting to them. This is where the poor boss fight design works against you, the mob spamming by the bosses makes this unworkable, which is exacerbated by the broken class mechanics.
I will grant you that some of the mechanics for GFs are broken, but remember they are not meant to be strikers, they are meat shields. With that being their primary function they will not pull aggro as much as you think they should. The problem is the block mechanic for them is broken which means they can't perform what they are meant to do. It is the GWF that is supposed to be the damage dealer and pull that aggro, again this is another mechanic that doesn't function correctly. The TR is not supposed to be the primary striker/boss killer, he is supposed to take out the back benchers, and weaken the opponents to make it easier for the GWF and CW to take down the boss. One last thing, clerics do not function in D&D as they do in normal MMOs. Healing is only a part of their job. They are supposed to be able to moderately defend themselves. All that being said the DC does pull more aggro than they should, once the CW starts spamming spells he should draw a good chunk of the mob. The GF is supposed to stand in front of the casters and block the mob/boss from getting to them. This is where the poor boss fight design works against you, the mob spamming by the bosses makes this unworkable, which is exacerbated by the broken class mechanics.
Very well put. You are exactly right about the roles. I would add that in D&D, clerics normally wield a weapon, such as a mace. Instead, we get a holy symbol and an icon. In D&D terms, the radiant damage on some of the DC spells also should do extra damage to some creatures (undead, among others, if I'm remembering right). (I'll also point out that in 4th ed, everyone can take a second wind and spend a healing surge).
Even if we're talking about mechanics, though, that still doesn't explain the crazy size of a cleric's aggro in dungeons. Even without casting a spell and being substantially higher level than the mobs, I can draw aggro from across a room. Normally, in MMOs there a couple of things taken into account for agro - the difference in level vs mobs, the armor class/health, the damage/healing, and taunts. I haven't gotten this much aggro since EQ, and that was when I was low-level (or naked getting my corpse back) and running through a higher level zone. I can go past level 52 mobs outside without getting any agro whatsoever, but I walk into a 17 dungeon and get it immediately.
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i been in a 5 man group with two tanks on normal lvl 60 dungeons and seen the mobs and bosses ignore the tanks and go straight for the dc. and this is the reason a lot of players that play dc wont play these dungeons. and there is a lot of posts here in this forum if you search for them. and so far as i know not a single one of the reports have been acknowledged as being looked into yet.
a lot of players that play gf's or dc's are upset that their tanking and healing skills are useless in group.
Weird, I did Idris earlier (though, the level 34 one). I got a blue shirt from the chest and some other item i don't remember the name of. Though, the chest didn't say I was going to receive an item.
Dc's have a -40% debuff to heals to self. why would you want the agro? the healer is there to keep the party alive that is doing and receiving all the damage. the tank should be able to hold "most" of the agro. if the dps pile more agro on than the tank, they receive the threat. heals should be last in line for mobs to chase. Dungeons are a mess, everyone's always in a scramble, the dc is at the top of damage taken even in a well geared group. People are running epics without tanks, yuuuup, sounds like this isn't broken.
The end games strats are that way because the current system is broken. DCs are HEALERS not tanks.
That's the point I was trying to make. When a 60 DC can walk into a level 17-ish dungeon and draw aggro from across the room without doing a thing, something is wrong, especially when a 24 CW can walk into the same room and have plenty of time to react before getting aggro. Even if you're talking from an rp perspective as cinnick suggests, a couple of grunts are not likely to take on someone 4 times their size.
Very well put. You are exactly right about the roles. I would add that in D&D, clerics normally wield a weapon, such as a mace. Instead, we get a holy symbol and an icon. In D&D terms, the radiant damage on some of the DC spells also should do extra damage to some creatures (undead, among others, if I'm remembering right). (I'll also point out that in 4th ed, everyone can take a second wind and spend a healing surge).
Even if we're talking about mechanics, though, that still doesn't explain the crazy size of a cleric's aggro in dungeons. Even without casting a spell and being substantially higher level than the mobs, I can draw aggro from across a room. Normally, in MMOs there a couple of things taken into account for agro - the difference in level vs mobs, the armor class/health, the damage/healing, and taunts. I haven't gotten this much aggro since EQ, and that was when I was low-level (or naked getting my corpse back) and running through a higher level zone. I can go past level 52 mobs outside without getting any agro whatsoever, but I walk into a 17 dungeon and get it immediately.