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  1. #1
    Player
    ApolloGenX's Avatar
    Join Date
    Aug 2013
    Posts
    1,396
    Character
    Galen Amaranthe
    World
    Leviathan
    Main Class
    Gladiator Lv 90

    Idea : Summoning Mobs

    Apologize if this already exists in game.

    One thing I really like in Everquest was mobs that summon players. Mobs would do this when a player that was too far away got aggro (such as a manaburn happy wizard).

    The reason I liked this -even though once in a while I didn't control my aggro... is because it meant that one person that either couldn't or didn't control aggro didn't result in bosses running all over the place and wiping people, causing the tank to feel like a big failure.

    Instead, the tank would position the boss... and if someone overstepped aggro boundaries, the boss would hit them if they were nearby.. or if they were too far would say "You will not evade me, <name of player> !!" Summon that player and smack them... if they kept aggro, they would keep getting summoned back and smacked until dead.

    This was nice, because it identified players that were having aggro issues... but it also allowed that player to be killed without wiping the raid from a boss running all over the place. It really encouraged accountability by dps to control aggro, instead of punishing an entire raid or tanks. Also, the tank could continue taunting the boss, instead of chasing it, so if that player did get killed, then the tank was again next on the aggro list.

    Just a thought. It is something that I think really helped.
    (3)
    Last edited by ApolloGenX; 03-02-2017 at 11:13 PM.

  2. #2
    Player
    Aylis's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    801
    Character
    Aylis Tessier
    World
    Balmung
    Main Class
    Scholar Lv 80
    I could see it working if it was limited to boss fights. Since as far as I know the game offers no way to reset a boss fight without a full wipe anyway since the group is locked in a no escape arena. Just...please keep it away from trash monsters >_> the novelty of it ran verrrry thin in situations where you were out running and a monster smacked you, triggered a damage shield and would just chain summon you. Or if an add or two agroed when fighting something, you wanted to run to reset and would be chain summoned to death.

    Now if they gave Monks and Dark Knights Feign Death, Ninjas Escape and casters Exodus thaaat would be a different story lol
    (1)

  3. #3
    Player
    ApolloGenX's Avatar
    Join Date
    Aug 2013
    Posts
    1,396
    Character
    Galen Amaranthe
    World
    Leviathan
    Main Class
    Gladiator Lv 90
    Yes, I was just referring to bosses.
    (0)

  4. #4
    Player
    Saccharin's Avatar
    Join Date
    Aug 2013
    Posts
    1,128
    Character
    Blue Kitty
    World
    Moogle
    Main Class
    Conjurer Lv 84
    I dont see how this is needed. If a player is too far away then the boss should just lose any enmity and contribution that player has and then the boss focuses on the next person on the enmity table. Un escqpable mobs is just frustrating especially if you accidentally pass though one and can't run away from it. That can also be abused by griefers.

    If a tank loses hate from a dps then they either need to learn to tank or SE need to fix enmity from tanks.
    (0)

  5. #5
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,136
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    I think would be an interesting mechanic for one or two bosses, but I don't think it would work as well in practice as it does on paper.
    While it would take some pressure off tanks, dps shouldn't be taking hate anyway, so even if they implemented this as a standarized mechanic for bosses, we'd rarely see it in effect.
    (0)

  6. #6
    Player
    ApolloGenX's Avatar
    Join Date
    Aug 2013
    Posts
    1,396
    Character
    Galen Amaranthe
    World
    Leviathan
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Connor View Post
    I think would be an interesting mechanic for one or two bosses, but I don't think it would work as well in practice as it does on paper.
    While it would take some pressure off tanks, dps shouldn't be taking hate anyway, so even if they implemented this as a standarized mechanic for bosses, we'd rarely see it in effect.
    That is the idea... it shouldn't be any more common that bosses running all over raids. It certainly wouldn't be something that would be good to have on regular mobs.... that was annoying.

    Although, I don't deny the feign death skill was fun! I wouldn't mind getting that skill... with or without this mechanic!
    (0)

  7. #7
    Player
    Gokuhan's Avatar
    Join Date
    Sep 2013
    Posts
    358
    Character
    Gokuhan Kai
    World
    Siren
    Main Class
    Lancer Lv 80
    The way the jobs abilities and enmity combos are built, there is ZERO reason why appropriately geared tanks should lose hate.
    I played FFXI and I remember well having to control my aggro on certain jobs, but the way this game is designed, that isn't necessary (with the exception of the first few opening seconds).
    If a tank loses hate it's on them, probably because they are trying to focus on DPS rather than securing enmity.

    I do like the idea of penalizing one person instead of an entire raid group for mistakes, but depending on the fight deaths have a way of snowballing.
    (0)

  8. #8
    Player
    Avin00's Avatar
    Join Date
    Oct 2013
    Posts
    79
    Character
    Aven Pathfinder
    World
    Phoenix
    Main Class
    Paladin Lv 60
    Giant Toad type monsters already do this actually on a cool down so it's in the game just not used all that much.
    (0)