This thread is for discussing positive ways that the version 95.1 aggro changes have impacted the game. As one of the most-requested changes, this update shows that the developers truly take player feedback to heart. (as a reminder, this change made it so monsters will randomly move towards players even when in range of their long distance attacks) I'll start. 1:
I think that about covers everything... request to vacuum seal and sticky this rarely seen and fully resolved thread
To share some anecdotes of how this change made my life even more miserable as a marksman main Shao: I typically bring a hs mule, my mm as main attacker, and a second attacker I'm trying to leech xp on. My mm will split the clones and use frostprey to keep them frozen behind me, and bs would chill in the corner. This worked great before. Now, the clones will sometimes aggressively rush into me in between my bird hitting them and mess me up. Other times, one of them will just decide to wander towards my bishop and start attacking her instead. Eventually I give up and decide to push them all to the bishop to tank them. But that's also bad, because now the clones will randomly get behind the bs and push her back towards us. So I have to juggle clients every 5 seconds to walk the bs back to the corner. NMM/V2: Before I would solo these on mm by having my back to the corner, and they'd basically just stand there attacking without moving. That doesn't work at all anymore. Now they just run into you and there's nothing you can do about it. Dunas basically can't be knocked back by archers, and NMM only for strong MM on apple+. Puppet doesn't work too well either because they will walk back and forth over top of the puppet and kill it in a couple hits, and you have to puppet so far away now to account for their unpredictable wandering. The repositioning you have to do now is constant and tedious and it's just not even worth doing this content anymore on this class unless you have a melee to pin. Also, the robots in V2 have the same issue as the shao clones, where if you try to have a mule tank them in the corner they push the mule back towards you. CWK: I haven't tried this since aggro changes. I'm afraid to. I assume pirate boss has probably somehow gotten worse than it already is. For my sanity, I'm just pretending this content doesn't exist anymore. I think staff realized this change was harmful to ranged attackers and tried to give a way for NLs to somewhat deal with it by having the ability to knockback boss mobs. That's great for NLs, that would help them in a few cases. But what about archers? What are we supposed to do? It really feels like the class balancing came early, just like everyone in shoutbox was saying. Pogdog got banned and archers got nerfed. Maybe delete hero next? .... EDIT: in case I came off a bit too snarky at the end there (sorry, I just had to make that joke!), I want to reiterate that I appreciate all the work the staff puts into the game, even if I don't always agree with the decisions. I share my frustrations not to attack staff but to provide perspective into my experiences playing the game, since I think SE mains are rare and if no one speaks up on our behalf our concerns might not be heard. Thank you if you take the time to read all my rants
I can't as comfortable to solo NMM/Dunas V2 on BM, although it is still doable, but it would take extra 5 mins. I believe their KB are 50k, so archers are still able to knock back Dunas.
Maybe this is wrong, but this guide says it's 50k for NMM but 75k for V2: https://royals.ms/forum/threads/zancks-bossing-guide.196246/ I've always preferred to just gizer these if I'm soloing, so I wasn't able to KB either of them last I tried
I was reading from https://www.hidden-street.net/ems/search?key=Dunas, but I believe in Zancks' guide.
Well, it was a buff for bosses not for players so... I have to play a little more than just press and hold now.
You have it backwards. Many genuinely interesting strategies are no longer viable due to the aggro changes. For example: My corsair used to fight Chao by standing at the left side of the map, with Chao at the range where he would only use the knockback attack, and jump to dodge each attack while using cannon. This intricate strategy is no longer possible. My (weak) NL can KB papulatus with stopper, but otherwise cannot. I take advantage of this by using one stopper to knock him slightly to the left of the starting position, then FJ to the left of the map and cancel the stopper. At this range, TT reaches him, and it will reach him no matter how much he knocks me to the left. This clever niche strategy no longer works, and pap devolves into a stupid tom and jerry ahh chase sequence where he pins you and you have to just hope he doesn't dp you when you try to get some distance again. Puppet, in general, has been heavily reduced in effectiveness, notably no longer stopping Chao from doing his stupid invincible jump attack because he walks towards the puppet even when he could use the knockback attack. One of the most unique tools in the kit of an underperforming class, gutted for no reason. Characters without 12k HP used to have strategies to deal with Bigfoot. Now that he just tramples you instead of using his magic attack, most of these characters have learned not to bother with this boss anymore.
Aren’t those strategies just all “how to avoid most of this boss’s abilities and turn it into a hold and yawn”, but now you gotta actually deal with everything the boss has on its plate, and notice if your character is too weak to kill a boss in an effective, timely manner for the profits. Don’t get me wrong, im chaoing on archers and has to deal with boss going into puppet, but that’s like… how it’s suppose to be. You gotta actually play.
I guarantee you that what I do right here is far, far sweatier than whatever the optimal strategy is now that it no longer works. you can see it with your own eyes
Yes, but the old boss also allows you to just let your ship get hit and press and hold cannon, or just rapid fire instead for the whole hp. The only factor in your gif is you not wanting your ship get hit at all, no other class will have this problem and will be okay to get hit by the boss, it can still be done but now you will need to maneuver around. Heck I was able to duo mage RG by making one mage farm bee and another mage just spam ulti at top left corner but now the boss teleports regardless of distance. Bosses will now just everything they offer to the fight regardless of our old gimmicks unless you’re strong enough to pin them.
Literally nothing was gained with this. And now I'm forced to make a bucc just for frag C to not be complete torture.