Why not to add DVC and Partisans CH? 1 hour more of fun on CH siedges every 2 weeks. I even know some clans who has a policy on all the servers not to buy CH to have more fun with CH siedges. It partly solves the issue. CH is a property. You cannot just take it away. In most of the cases it's tradable but for epics and oe equp.The reason it's not belong to some active clan - it's no agreement on the price. As I remember you have to pay a monthly fee for the CH, if CL has no adena - it will go to auc automatically. So somebody at least drop money there. The only solution is to have these accs banned for attempts to sell a CH for real money. Really strong clan have epics. For epics you can buy a CH. It was this way all the time till c4.
From my experience (is not something i am sure about it, is something i just think it could be like, from my programming experience and player experience. I think agresion mechanics working like this (from what i have in mind, i will say something, i even could forget somethings now, while i write, so dont take me like this is 100% what i have in mind) When people attacks raid or use some skill on it, game keep 1 number for each player hitting or generating agro on raid. Player1agro = X ammount, Player2agro = Y ammount, Player3agro = Z ammount, ... Something important we can say is, each some period of time, these ammounts are decreased, so maybe each 1 sec, ammount are decreased for some other ammount.
Lets say one example: 1st tank use agro, archer still didnt hit, Player1agro(tank) = 1000 Player2agro(archer) = 0 Raid on tank 2nd Tank has agro on reuse so can not agro, Archer start hitting. Player1agro(tank) = 1000 - 100 = 900 (because agro is decreased 100 per sec for example) Player2agro(archer) = 120 ( agro amount is calculated from a game formula what ofc, i dont know, and yes, more damage, more agro, so bigger ammount ) Raid on tank 3rt Tank has agro on reuse so can not agro, Archer keep hitting. Player1agro(tank) = 900 - 100 = 800 (because agro is decreased 100 per sec for example) Player2agro(archer) = 120 - 100 (because agro is decreased 100 per sec for example) + 400 ( critical hit from archer so bigger ammount of agro ) = 420 Raid on tank 4th Tank has agro on reuse so can not agro, Archer keep hitting. Player1agro(tank) = 800 - 100 = 700 (because agro is decreased 100 per sec for example) Player2agro(archer) = 420 + 0 ( because missed hit ) - 100 (because agro is decreased 100 per sec for example) = 320 5th Tank has agro on reuse so can not agro, Archer keep hitting. Player1agro(tank) = 700 - 100 = 600 Player2agro(archer) = 320 - 100 + 420 = 640 Raid on archer cause he generated more agro. 640 > 600. 6th Tank use agro, Archer start run because got agro Player1agro(tank) = 600 - 100 + 1000 ( agresoin skill used )= 1500 . Player2agro(archer) = 640 - 100 + 0 ( because archer just running ).= 540 . Raid back to tank. 7th ..
This is only an example to try explain my point of view of how it works. There are many other possible examples. so i am not saying it works always like this, i dont say that when tank use agro, he is taking agro from raid 100%. Only in this example happen that, but we can say other examples where it would not happen, if for example archer is generating more agresion becuase bigger damage.
I have to add that there are any other things on agresion mechanics, because some times after 20 minuts or 30, raid boss jump to prophet(or wc, the buffer of the party) and keep running on him like mad. So there is another more mechanics on agresoin mechanics. or it is a bit diferent like i said, or just complete diferent.
I just wanted to give my point of view.
________________________ And will add 1 more thing about this, going for all bad players that say that they dont get the agro of the raid, and they are using agresion, just agresion dont work, are their argues. When they are spamming agresion 1 time each 10-12-14 secs, and they keep saying agresion doesnt work. ofc it works, but not the way u think. From what i explained up. if u use agresion 1 time each 10 secs after 9 secs u will have => Player1agro(tank) = 1000 - 9 x 100 ( 9 secs x 100 decreased agresion ) = 100 if u use agresion 1 time each 6 secs after 9 secs u will have => Player1agro(tank) = 1000 ( from 1st agresoin) + 1000 (from 2nd agresion at 6th sec ) - 9 x 100 ( 10 secs x 100 decreased agresion ) = 1100 In first case, after 9 secs tank agresssoin ammount is 100, and in 2nd case, tank agression ammount is 1100.
So yes, spam agresion so quick as possible is better. and is not that it is not working, point is it works in a diferent idea some guys think.
Thrashtalker attack again, pls San0 just remove rights Soil on create new topics!!! 1. We r clan without CH, its suck, we know it. We r not crying. Classic is bit.h and we love it. 2.Clan has max 40people is awesome, ally has max 3 clans is perfect. Only one reason why u need biggers clans and biggers ally is crying low lvls from Pride/WildatHeart coming to help from high lvls. U cant hold your VIGAZERK, i give max 2 months and broke up. Dont be kid, just make in your prime time 3 clans(120activ) of ally and killing everything/everytime. Every 14days u can stop fight with some ally from america/asia and create some contract on CS. !!Spot taken!!
video from EU off classic, looks like it works same that boss at some moment decides to go frenzy and attacks random target (once sws, once DE archer, once dwarf, etc.), so i suppose it works just fine here
yes, ofc with no mental shield/resist shock pretty much everything lands, thats why they introduced the debuff talismans, which give u some chance to outplay enemy, but its bullsh1t when someone can fear lock u with 90% chance (and nothing could lower it), when there are aggresive mobs everywhere, that just smells like dropping items, thats what was really big problem
are you serious modoy?? i was talking about skills, specially FC, but tnks for quote Discord conversation... so what about to invite next 50 ppl to clan, and work together to get it?? L2 is made for Team/Group objetives, why you guys so emo about the things going smoothly??
Can anyone explain me how aggression works here was killing rb, tanker loses rb from time to time, aggression and hate aura are used on cooldown
sws/bd can reagro rb from tanker with his aggression skill tanker can't take rb from party members even if they don't hit rb for ~2 minutes when tanker uses aggression for ~5min before party starts to kill rb - nothing changes
i guess gms did something with mechanics, like drop of aggression counter after some period of time,am i wrong? should it be fixed?