The game checks things in certain intervals. Aggro on monsters can be a bit funky because of it.
Just try to be quicker on the adds, I guess.
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The game checks things in certain intervals. Aggro on monsters can be a bit funky because of it.
Just try to be quicker on the adds, I guess.
I guess you never played Turn 7 before they patched it then. But yes they did, and its the same concept. The bird or add does not move, BB goes off, then it goes halfway across the map and comes back. Don't worry, I understand how this all works. But once hate is established the monster should be on you and not going anywhere. In T7 now you can do the same thing with a preloaded halone or BB and the add never moves. They just somehow overlooked it for 12 and 13.
Don't preload Halone or BB. Preload Savage Blade or Skull Sunder.
And I have already beaten 12 and we are 50% on 13, I've spent enough time in there it is not a "forgot" or "to slow" issue.
I'm aware of that problem in t7 but I don't remember reading that they patched it (I do still see tanks having trouble on the pick-up, but that's tank problem not a bug)
It's the same thing on say, death sentence from t5, twin starts casting DS on the MT, if you provoke off while it's casting it still hits the MT. The add spawns, readies an auto-attack or whatever on it's initial target, and performs it before the next action is q'd on you. Pretty sure there's no bug in that.
If that was the case your healers would be getting wrecked because they would be first on hate list every time. I'm trying to get an answer on this compared to turn 7 because it used to be the same way. Our PLD said the same thing, it is exactly how 7 used to be until it was patched. Once you have hate established on you a mob may travel a very small distance if you were late. These take it to extremes.