Originally Posted by
ValariusK
Sustained aggro isn't in that bad of a place presently---that is, the aggro that a boss has during prolonged beatdowns. But presently initial aggro really needs some work.
Right now, what typically happens is that mobs tend to aggro very heavily on the person with the fewest HP. For instance, I was doing a run of kobold assault with one other multiple TR and a very poorly geared first lifer with like 60ish hit points. Kill counts were something like 90-something/90-something/5 or so. Clearly the 2 multi-trs were killing almost everything. Nevertheless, he got killed like 5-10 times. It wasn't that he was wading in and cleaving, or even that he was getting especially close (he was a shuriken build). It was that he was getting way more than 1/3 of the initial aggro.
Now, if we consider what would be intelligent tactics, one might formulate a rule:
Kill stuff that has the highest ratio of DPS to crunchiness first. If something is obviously massively increasing the crunchiness of your targets (like a cleric that is actually doing a lot of healing---but this is largely obsolete in the current meta), raise its target priority.
To implement this, I suggest making initial aggro work like this:
Take the fraction of kills done by a character, call that THREAT. You might also factor in level and class here if you want to get fancy.
Take the estimated crunchiness of the character (I suggest factoring in class and HP for a rough and ready estimate) call that RESIST.
Take the range/time to engage the character (ignore this for mostly ranged mobs and reduce it accordingly for really fast/teleporting mobs), call that DISTANCE
Adjust for each character's aggro bonus or penalty (enhancements, incite/diversion gear, etc).
So the initial aggro for each person would be (THREAT - RESIST - DISTANCE) * (1 + aggro modifier).
If you did something like this, you might see aggro that focuses on who the real threats are and less on 'let's smear the first lifer in a group of multi-TRs, over and over again. You might also see people actually taking threat bonus and malus gear and enhancements, since they'd affect your initial aggro share. (Hidden pro tip, for rogues/sneak attackers, make you HP as high as possible since you'll be able to sneak attack more things if your initial aggro is lower under the existing system). You'd also see less of hundreds of mobs running past the people who are killing them to chase the guys they haven't even had Line of sight on yet (who are probably first lifers with poor firepower and worse defense).