Quote Originally Posted by yukikaze_yanagi
I think it's a creepy idea. In a endgame environement you can't have a mob randomly attacking people. Your healers (and mostly dd) would get one shotted, with a good serving of wipe, since no one would be damaging the boss
Well then your healers and DD should kite more and melee guys should stay in the way of the mob long enough for him to switch targets.

Think about PvP, if the healer is the guy you gotta take down first, you are generally going to try to do so. Why? Because it's the smart thing to do and once the healer is down, the rest of the party goes down easier. Therefore a smarter mob should go after those guys first whenever possible.

Foes that can judge strength and weakness a little would probably go after a squishier char first but not necessarily a healer.



Quote Originally Posted by Abrial
Aggro management is one of those areas that make tanking a skill-based/tactical job.
I'm not talking about removing aggro management entirely, I'm talking about making it smarter and going about it smarter. Using skills instead of tactical positioning is lame and they only exist in the first place as a crutch for a type of game that didn't have a 2d environment to move around.

Take another fine product from SE: tactics ogre. If you want to protect your weaker chars from melee, you have to get in the other melee guys way (rampant aura is a bit of a cheat though). Against a ranged attacker you have to go and get kills so he can't snipe your chars from afar. That's what tactical combat is about.