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Old Jul 26, 2005, 09:44 PM // 21:44   #1
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Default Skill/Spell Effect: Aggro Circle

I think, perhaps, that aggro circles could be taken into account when it comes to skill/spell effects.

- Perhaps a skill to reduce the size of the aggressive circle. (Possible for one of the new classes?)

- Perhaps have some skills expand the circle in return for boosts, etc.


I think it'd be a neat concept to consider.

I found myself wondering why all classes have the same size circle. Perhaps, at the expense of aesthetic diversity, aggro circles could be linked to character size. Yes, you may be small and meak looking, but you have a smaller aggro circle because you're harder to see? Tall, grand, and strong? Well, that's fine, but you're easier to spot, IE, a larger circle. Just some thoughts.

(This would also factor in for class specific aggro circles, seeing as Warriors can get the tallest/biggest, and even the smallest Warrior is about the size of the biggest Monk, who could benefit from a smaller aggro circle, and to some degree, it's thematically inclined as well.)
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Old Jul 26, 2005, 09:57 PM // 21:57   #2
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well changing the size of it may make the game less balanced.. depending on how its used... however i like the spell effects idea, id like to see a necro skill where all corpes within that range become minions... or explode.. either one, who knows, maybe Anet will think of something..
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Old Sep 10, 2006, 08:37 PM // 20:37   #3
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Default more on the aggro circle

I had a similar idea--and I don't think it will unbalance the game nearly so much as you suggest.

Here's how I imagine it:

1. Aggro circle size first depends on class. Warrior and ele could have larger aggro circles (1.4 current aggro?). Warrior is in big noisy armor, warrior's job is to collect aggro...etc... Ele's circle should be larger because he affects/is affected by elements. this could change if environmental effects change, too. 'Sin and Ranger should have smallest aggro circle (.65 current circle).
Other casters, current circle is fine.

2. For ALL classes, one attribute line could be tied to circle size. For instance, tactics line could shrink aggro to 1.0 current size. Strenght could increase it. This might not work, as nothing seems logically tied to it for all the classes...but warrior, ranger, and 'sin have good possibilities.

3. Skills, stances, or even armor could affect circle size. Warrior could buy...something called warden's armor, or something. This could be designed to shrink aggro circle a bit. Stances could reduce aggro circle size.

Now, regarding balance.

Currently, only one mission really rewards you for stealth..that's Riverside, in Kryta. Certain PARTS of missions should be MORE doable with smaller circle...i.e. runs to cutscenes, etc...

Now, we've seen that monsters and other baddies share similar properties to human characters...in spellcasting, vulnerability to certain damage, and so on. so monsters would get corresponding changes to aggro circle. Now, your warrior monsters have larger circle. So...your ranger with a small circle might STILL pull aggro if he/she isn't careful...as he/she passes a warrior monster outside the RANGER aggro, but INSIDE the monster aggro. SURPRISE!!!!!

The notable problem this causes? Much harder to sneak around. Hmm.. that may take some work. I do think players should be rewarded for stealth, too....maybe normal aggro for monsters? small circle players would be forced to estimate the aggro...

Second, traps away from mobs, in random locations, could trigger aggro on a group with small circle. so a widely dispersed set of enemies, with lots of sneaking room...could trigger 1 trap in random location (not guaranteed...)...if trap triggers, one group of monsters aggros. If that happens... you could have 1 baddie run away to "raise alarm..."...now, a crippling shot, pin down, or a fast warrior is needed to take him out. This could suddenly get interesting...



Well, It's a thought....
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Old Sep 10, 2006, 09:06 PM // 21:06   #4
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Aggro isn't determined by the player itself... it's the closest you can be to a foe before it gets agitated in PvE, so it's basically the monster that has his own aggro circle, but the one on the radar is there for your ease (so you'd know when you're getting too close)...

And skills to reduce aggro circles... err... no. What'd be the use of them in PvP? All skills are supposed to be usable in both facets of the game...
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Old Sep 11, 2006, 12:07 AM // 00:07   #5
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Quote:
Originally Posted by Saphatorael
And skills to reduce aggro circles... err... no. What'd be the use of them in PvP? All skills are supposed to be usable in both facets of the game...
I'm sorry but thats BS not all skills now are feasable(nope didnt spell it right,build a bridge)in both aspects. and i dont think they need to be.what 90 skills and only 8 can be used at once. im sure youll be able to make PLENTY of combos even if a few of them arent usable.
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Old Sep 11, 2006, 12:26 AM // 00:26   #6
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Quote:
Originally Posted by Monk Mystic
I'm sorry but thats BS not all skills now are feasable(nope didnt spell it right,build a bridge)in both aspects. and i dont think they need to be.what 90 skills and only 8 can be used at once. im sure youll be able to make PLENTY of combos even if a few of them arent usable.
I'm not going to say i'm sorry, that really is total BS. There's a difference between skills that aren't feasable in PvP and skills that cannot possibly be used in PvP (which are non-existant... stupid gimmick builds...). Skills that affect agro circles fit into the second.
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Old Sep 11, 2006, 12:27 AM // 00:27   #7
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I was thinking about Aggro circle reduction and was surprised they did not implement and skills / spells for the Assasin or Ranger for stealth.

I support this.
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Old Sep 11, 2006, 12:37 AM // 00:37   #8
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Quote:
I'm not going to say i'm sorry, that really is total BS. There's a difference between skills that aren't feasable in PvP and skills that cannot
possibly be used in PvP (which are non-existant... stupid gimmick builds...). Skills that affect agro circles fit into the second.
Otyugh's Cry. Give me one example of where this can be used in PvP.

Anyways, I was thinking a radar shrinking spell would have been great for the assassin. It may even have given it a use for PvE
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Old Sep 11, 2006, 01:29 AM // 01:29   #9
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Quote:
Otyugh's Cry. Give me one example of where this can be used in PvP.
before I answer that, let me requote and highlight:

Quote:
There's a difference between skills that aren't feasable in PvP and skills that cannot possibly be used in PvP (which are non-existant... stupid gimmick builds...). Skills that affect agro circles fit into the second.
Otyughs Cry can be used in a 4 man beastmaster group (with 4 others in support) where only 1 person would need to carry the skill. The purpose of the skill is small on its own, but it does have a place in the build as a whole. (Yes I have used a 4 man beastmastery group, no, it's not feasible, but it can still be used.)
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Old Sep 11, 2006, 02:00 AM // 02:00   #10
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Ah I misread the part that gave armor to all pets, not just the ones you acquired through the skill.

Ok then, fair enough. Give the radar shrinking skill another use. Maybe +15% speed for 5 seconds. Or maybe add a +5 armor bonus. Its still crap in PvP, but its status is now "not feasable" crap as Terra puts it .
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Old Sep 11, 2006, 03:08 AM // 03:08   #11
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I don't think they would ever allow the aggro circle to change size. What about AoE size? Something like 'Glyph of Devastation: You next skill's area of effect is increased by 25%' or whatever.
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Old Sep 11, 2006, 06:35 AM // 06:35   #12
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hmm... changing aggro size?! due to size of character?!

doesn't that make the game doesn't make sense?! because in real life, a human should be able to see an other enemy in about a radar range... (about 2.5 aggro circle) and by the virtue WE can see enemies out side THEIR aggro circle, shouldn't THEY be able to do the same?! (thinking back to MGS2, where the genome soldiers doesnt even see me when i am like RIGHT infront of them)

and won't be visibility influenced by obstacles (hedges, trees, tall grass, water, hills etc?!) also, gamers who designed their character in the early games had no bearin that size/classes can entail different size of aggro circle... they might have spent 2000 hrs on the characters already, and it shouldn't be making sense to force them delete it and restart it in order to suit the tactics/play style?!
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Old Sep 11, 2006, 04:52 PM // 16:52   #13
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sorry i must have missed the part about the size of a character changing things. I dont think that should make a difference for 2 reasons.1 that would make the whole thing a hell of a lot harder to code im pretty sure. and 2, we would have to change the name of the game to "Midget Wars" cause NOONE would ever create a tall character,it would just be retarded. however i understand the classes thing because it would be according to what they should be doing in battle. you shouldnt be playing that profession if you dont want to worry about aggro. if you want to do something different, make anothert character class.
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Old Sep 13, 2006, 03:33 PM // 15:33   #14
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I always felt that Assassins in particular should have creeping skills to reduce their agro circle and sneak past enemies, obviously this could be bad in a balance snce, but it certainly sticks with their line.

Also Warriors should porably have stances or shouts to agro onto them alot of enmies and not just those in range.
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Old Sep 13, 2006, 03:48 PM // 15:48   #15
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I think reduced agro circle could have it's benefits in pvp(mianly gvg). Often time sins are by themselves taking down npcs and such, and having a smaller agro circle at times could let them fight one npc without agroin another one that is close by, making thier life easier. This si really the only thing i can think of that reduced agro circle in pvp would have an effect. I also thought that assasains should get a skill that does something to reduce agro size. Just seems to go with the hole stealth concept of being an assasain.
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Old Sep 13, 2006, 04:31 PM // 16:31   #16
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I don't see aggro circle tied to character size as a good thing even for PvE. As stated I don't even see how this has any bearing as it is the distance that the monsters see you, even if your "circle" were small theirs remains "large". If this option were in effect the enemy rangers should have larger circles yet.

For one thing there are all the existing characters that didn't have this option so may have chose height differently if it existed a year ago.

Then there is the role: I'm playing my warrior and want to draw aggro so have one character of max height to do so. Now I wanna do running so need the smallest warrior possible. That means 2 warriors to develop and have character slots for.

Lastly as stated, every character would be as short as possible and thus all aggro circles would be the same again, nothing gained.
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Old Sep 13, 2006, 05:13 PM // 17:13   #17
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/notsigned

All classes / skills / weapons were designed around the aggro circle, so Anet would have to resdesign every skill / weapon in the game.

Why do you want to change a sucessful feature totally to make the game unballanced?

This is not a nessecery change at all. Think about second classes and such.
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