Snap Aggresive KS & mob stealing

Imported from legacy Flarum.
Original author: hoegenaamd (Flarum #1246)

Snap should trigger KS warning if used to target ground near other people’s mob. Because I have incidents of these inquis doing their snap near me, and sometimes successfully sometimes not successfully stealing the mob aggro. This behavior is trash and these inquis can’t even be whispered screenshooted nor reported because they move so fast around your character you cannot right click them. Also I suggest nerfing snap to add 0.1 seconds or more cooldown or something so that they stop being annoying other people that happens to be in the same map as them. Thanks

Imported from legacy Flarum.
Original author: Eneru (Flarum #1119)

@hoegenaamd As a only inquisitor player that snaps around, i didn’t know of such mechanic.
What i do is if i see someone in the zone, just snap out of their vision asap.
Or sometimes if i snap a bit of mob towards a player (or the player moves towards me) i stay completely still, see which mob attacks who and kill the according mob.

Most of the time though, players just hit whatever they see on screen and obvisously get KS warnings. It’s getting tiring on my end too.

+1 for modifying aggro behaviour. -1 for the CD.

Imported from legacy Flarum.
Original author: jinbou (Flarum #618)

I don’t see how someone snapping to a cell near you before you get the aggro on mobs and killing the mobs there, is any different than someone using a range skills from afar to kill the mobs next to you. Sounds to me like its working as intended. If you moved a cell before they do, or used any skills, the mobs will aggro to you, and they would get the ks warning instead, but they were faster.

Accidental warnings happen, but it shouldn’t happen often enough to get the debuff as long as people are paying attention to where they use their skills. overall -1 from me

and obviously nerfing skills is out of question

Imported from legacy Flarum.
Original author: cruro (Flarum #223)

As far as I’m aware, there are two ways to secure a monster: Getting aggro, and attacking it

Inquisitors have to move close to be able to damage it, moving close gets them aggro, so they secure a monster by pressing a button and clicking near the monster.
This is very much the same as a ranged character attacking a monster from a far: they press a button and click on/near the monster (depending if it’s a ground targeted attack).

The only point of friction I see here is the following:
When the ranged attacker goes first, the monster is usually gone, so the other party won’t receive a ks warning. When an inquisitor goes first, there’s a small window between having snapped and attacking where another party will receive a warning if they can’t react fast enough.

I’m not sure if there can be a good solution for this (maybe clearing noks protection on snap, but unsure if that doesn’t cause more issues than it even addresses), but ruining the arguably most defining skill of that class for everyone that plays it, just because of a few bad actors who can’t snap responsibly.. that’s a huge -1 for me.
I am obviously biased, but I’d immediately make the same argument for backslide or high jump (which at least for the latter, I did meet some rather unpleasant players too, but fortunately it’s been rare).

I’m curious if it happens on specific maps the most for you, e.g. in the new HoL dungeons, I actually tend to disable noks completely since it’s really cramped there (at least the one on the left) and I don’t wanna take any ownership just by moving.
On such a map I wouldn’t even mind seeing noks disabled to begin with, considering how most are anyway one shotting.
But yeah, I’m actually oblivious how often this really happens and where.

Imported from legacy Flarum.
Original author: Choi (Flarum #323)

I totally feel what snkenkenk is saying. Anecdotally, I’ve had problems with it in forgotten time where I put a ground skill down and an inquisitor snaps through it and I’m the one who gets a bunch of KS penalty. This particularly happens when I put down skills like All bloom or violent quake that don’t always hit in the field of AOE immediately. In this scenario, it was annoying getting multiple ks warnings but I can’t fault the inquisitor because he had no intention of trying to kill or ks my mobs. He was just body relocating through.

The main problems here are:

  • What cruro mentioned where “when the ranged attacker goes first, the monster is usually gone, so the other party won’t receive a ks warning.”
  • Body relocating through mobs doesn’t trigger ks warning (which it shouldn’t), so he’s just drawing aggro and trigger ks penalties
  • Since body relocating covers ground so quickly, it draws a lot of aggro very quickly even if the inquisitor has no intention of killing the mobs.

-1 to nerfing body relocation or adding some custom cooldown to it.

But I think a better change here (if a change should be added) might be to add X amount of time when drawing aggro before it actually triggers noks ownership. Like .2-.5 seconds of aggro before it starts triggering the noks.

On the flip side for me, I generally move a short bit after teleporting. Sometimes, I teleport in the area of someone with no intention of killing their mobs, but since I move, I draw aggro, and they get a ks penalty. Adding a short time makes it so that the aggro ks ownership is more deliberate.

Imported from legacy Flarum.
Original author: hoegenaamd (Flarum #1246)

@Eneru yea generally I appreciate the good behavior inquis that snap/tele out when they see other people. But recently I just have this one dude (won’t namedrop) that is very competitive on farming (mjol) and keeps snapping into my face. I wouldn’t like customization to skills either but can’t do anything otherwise. My point is that snapping directly to someone’s else cell/cell next to it doesn’t give any risk into inqui and I think it is a problem. The risk-reward calculation is too imbalanced between the offending inqui and the other party who can only resign to their fate with the noKS mechanism implemented, which either try to hit with risk getting KS warning, or just tele away: while the snapping inqui can wait until the other party tele away, or can instantly cast their EB after the other party got the KS warning.

Might be different story for default scenario of which noKS mechanism doesn’t exist, that we can just hit everything regardless if there’s snapping inqui around or not (and thus things are less complicated on decision making scenarios).

Other solutions that I’m thinking of is adding 0.1 second unremovable cooldown for all skills for every KS stack (so we can have up to 0.4 second before the big KS punishment debuff kicks in), making people “slower” and less aggressive. But this idea will need more evaluation and discussions (and maybe should split the thread)

Imported from legacy Flarum.
Original author: hoegenaamd (Flarum #1246)

@cruro “When an inquisitor goes first, there’s a small window between having snapped and attacking where another party will receive a warning if they can’t react fast enough”

Yea this is not a problem usually when the other inqui is good behavior this rarely happen even, and when it indeed happen it is understandable. But I’d like to recommend you to test and exploit this phenomenon as much as possible as a “bad inqui” by snapping into someone (ranged char) as close as possible when they’re trying to hit a mob near them. Also you don’t even need to take risk by trying to cast EB, simply by the snapping, timing, and positioning

Imported from legacy Flarum.
Original author: hoegenaamd (Flarum #1246)

@jinbou mmmm no that’s not the heart of the problem. With ranged attacks you know whose mobs are whose.

With these snapping inquis you don’t know whose mobs are whose, but there are imbalanced advantages that favours the inquis too much of which I think is unfair

Imported from legacy Flarum.
Original author: hoegenaamd (Flarum #1246)

@Choi thank choi

Imported from legacy Flarum.
Original author: hoegenaamd (Flarum #1246)

@Choi “On the flip side for me, I generally move a short bit after teleporting. Sometimes, I teleport in the area of someone with no intention of killing their mobs, but since I move, I draw aggro, and they get a ks penalty. Adding a short time makes it so that the aggro ks ownership is more deliberate.”

Same. Actually this might be the true solution that is most elegant

Imported from legacy Flarum.
Original author: Meatbaals (Flarum #155)

“for your info, im not ksing u. you are just moving to my spot”