Digimonk wrote on Jan 6
th, 2017 at 12:34pm:
Based on past experience, I expect that about two weeks from now you'll find out that this past week SSG acknowledged there are issues with the current aggro coding due to the recent changes and are working to fix them.
Source?
Because here are the dev posts I've seen on the subject:
https://www.ddo.com/forums/showthread.php/481789-U33-2-aggro-mechanic?p=5915808&... Quote:Could you quote me what I said that has you doubting any of the above, because outside of some edge cases were trying to run down, isn't the system doing all of the above?
This referring to, well, nothing that is relevant.
https://www.ddo.com/forums/showthread.php/481789-U33-2-aggro-mechanic?p=5915795&... Quote:Bluff difficulty does not increase with each attempt. The wiki appears to be incorrect. I couldn't find evidence of it working this way for a long time either, though it's possible it may of many years back.
Character skills that have bluff like effects do not solo pull currently. Ranger distracting shot, etc, feature the sneak attack vul and turn around distract elements, but the solo pull is exclusive to the skill proper. These enhancement skills don't overtly say they allow for solo pulling but do refer to themselves as "bluff" effects which is naturally confusing. We'll likely touch up their text soon.
Bluff skill has little to do with anything, either.
https://www.ddo.com/forums/showthread.php/481789-U33-2-aggro-mechanic?p=5915515&... Quote:0> That is the plan. There is still a bit to do here and we'll actively be making changes until we feel both systems are working well.
1> So I was hoping to get feedback on bluff difficulty. I can easily believe bluff resistant may be a little to aggressive, but we are trying account for itemization and encourage players to many throw a few enhancement points bluffs way. Madness... I know... given this has been free beer for so long. The formula for bluff resistant is the creatures level + (1 * quest level). Hard multiplies this # by 1.25, and elite 1.5. This may seem a bit much but our thinking is currently that "solo pulling" is a pretty powerful ability so we're trying to calibrate how much of a commitment a player needs to give to do it reliably.
2> All the stuff that exposed creatures to sneak attack damage should still work the same. If that's not the case please post or pm me an example of it failing to do so and we'll try to get it fixed ASAP.
3> Rogue traps haven't been touched in to long. /agreed. Can't give you a time frame on this yet, to busy with stealth/aggro stuff plus reaper and unannounced "stuff", but it's on my list.
4> We are currently testing monsters ignoring aggro share if their friend was "quick" killed by a stealth-ed player while their not facing them. It's looking good so far.
5> So I'd love some more details here. Is this dungeon alert you have an issue with or monster perception in general even when no alert is present? The issue I've currently been investigating is outside the dungeon alert system, and it seems that sometimes monsters looking for me while I'm stealth-ed will sometimes get a position update on me that seems....illogically accurate. Seems to happen more often if I actually move far away to which is counter intuitive as well. I'll figure it out eventually but if you know a location that this happens 100% let me know.
6> Assassinate was original designed for unaggro'd monsters. Still, looking at this from two situations....
A> Using assassinate in active combat with my party: Might be a big power boost? Shrug. Assassinate was originally meant to be a reward for sneaking up on a monster clean. Using it as a general combat skill is worth looking at but would have to be reviewed in the general combat dps track, so it's a bit muddier. Still worth a look.
B> Monsters are hunting me in stealth but aren't actively on me (red eye) or anyone else: This might be more what your hoping to see addressed and effects solo stealth play more. I think part of the problem is the bug, finger of god thing mentioned above?
Some General Comments:
-The aggro assist radius will be shrinking soon to cut down on some "interesting" monster chain reactions. Other steps may be taken, we'll see how it goes.
-We will be taking a look at stealth character game play and trying to find a balance. This will take time (sorry), but it's a complex system, and globally effects content. This will probably take a few iterations to nail it down over several patches, but we intent to steadily punch away at it. I hope to get the "clean kills on monsters if their friends not looking" in pretty soon. We got a lot more know how back on the team since the new company, so expect things to change, even if little by little.
- Please post feedback on bluff difficulty, what's you think a fair bluff score vs target is... hows the duration, etc.
-Torc
And here only 0 addresses the issue, answering the question:
Quote:0) Keep the pack aggro mechanic but continue tweaks to make assassins/stealth playable again.
So please, if I'm "two weeks behind the curve" then feel free to enlighten me. I'm sure you'd love nothing better than to be able to point out a "failing" of mine. Not being able to be or even interested in keeping up with all the disjointed news from
Turbine SSG about how they have fucked up yet again being the top of the list of these "failings."
So again, source? Put up or shut up, Mookie. Either way I win. You either give me information which I lack or you admit failure and slink off to do whatever it is you do when you slink off.