Originally Posted by jesh
Think about it this way. The aggro bubble is the monsters aggro range, agreed, but think about it like this. If your bubble is reduced by even 95%, it won't make a difference for one reason. If you run through a monsters bubble, (which is still the same!), then you'll still get aggro, regardless of how small it appears on your screen. The only way to implement this would be to reduce EVERYTHING'S aggro range, which seems like a pain in the @ss.
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What we have is a representation of how close to us a monster has to be in order to see/sense/hear us. Now, if you reduce that range partially, or increase it, the cylinder should adjust accordingly, to give a rough representation of how close you can get without alerting a monster of your presence. Suggested assassin skill's if approved could allow sneaking, possibly at a slower pace, which would ideally shrink the cylinder for that specific player.
Aggro Cylinder is also a misnomer, Think of it as Output Cylinder. You reflect light only that far, or emit sound only that far.(as far as monster Ai is concerned).
Say if you're running up, and an enemy is approaching from the left, running to the right, and passes right behind your Output Cylinder, 90% of the time He won't aggro on henchies or on you, even though, by accounts of the radar, he just ran right through the group of them. That's happened to me countless times, so many as to be the ultimate majority.
That leads me to believe that no AI has an actual aggro range, anything stepping X close(aside from us) gets attacked. And for us, it's defined by the Circle on our mini-map. Those occurances where you find monsters fighting, or NPC's fighing monsters, I believe that's all staged triggers 90% of the time.
Though there are the NPC's on occasion you have to rush to defend to aquire quests because sometimes, they are dead before you get there.
We'll only know for sure if some Dev offers expert input on how the Cylinder(formerly referred to as "bubble") is used, in laymans terms of course.
From what I've seen, monsters may aggro on eachother through accident, or it's staged, or it's a glitch. I could be wrong, I was ....once, but I believe your post is faulty for the reasons explained above, and if it's not, that the game needs some major re-working to become more flexible for future classes and skills.
To Phades for the above post.
I can't recall at the moment what you posted before, and at the moment I am unwilling to read the thread backwards. Eh.
I haven't played with a spell that causes exhaustion, so I've got limited knowledge of it's mechanics.
I was attempting to scratch up a plain example of how to deal with it. If I unwittingly posted a mechanic that is currently used in the game, I put my foot half way in my mouth. There's always that risk of stepping out from one's experience.
In relation to that, and about the Output Cylinder, it would be nice for an actual GW dev/programmer, whatever you call them, that is knowledgable on the topic, to step in and explain the mechanics as they are, so that some of the more innovative ideas can be typed in so they're atleast within the realm of possibility as far as programming for them. Or if they would offer a vote of confidence for a type of skill/set/attribute, players could focus on those, a little bit of direction so we atleast know if we're on a good track.
Back to assassins, you could make thier one hitter skills, that people want to use adrenaline for or whatever, in the primary, so that it's not abused by other classes.
I agree that not working out the cost of using something with grand damage could throw off balance.
But with proper costs, it could be a great tool for highly organized skilled guilds to use.
An assassin uses something dangerous, that could very well get him killed with one or two hits after he's done I believe is within the realm of possibility. A properly coordinated guild could utilize it well, and a less experienced player with high hopes wanting that insta gratification would find himself sorely lacking as his corpse hits the ground time after time.
IE, The pre-patch AoE fire elementalist who played PvE all the way to lvl 20/game completion, then stepped into the PvP arena with all AoE and AoE support spells. They moved out of it? That's not fair!!!!
A team with an assassin would have to sweep up, AND guard the debilitated Assassin, or the score for The assassins kill would equalize with his own death and nothing more.
Also, A team of all assassins, would be no different than a team with all AoE fire ele's, in mass numbers and good strategy they could very well rule any given place and time, as could any class with great skilled players, even the rangers alot of people complain about being underpowered.