#Anyone able to explain how Destiny 2 aggro mechanics work?

1 messages · Page 1 of 1 (latest)

valid copper
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I'm doing some testing to understand how aggro works for future reference, but I'm wondering if anyone else already knows and can explain it.

true jackal
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what aggro specifically or just all aggro?

valid copper
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PvE combatant aggro. So far it looks like a couple of criteria checked in sequence, but i'm not sure yet.

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The two factors I'm noticing so far for aggro are player distance from combatant, and "aggressive" actions such as weapon fire.

true jackal
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there is always variables, with enemy aggro distance, line of sight, wether or not you are using something to disrupt the aggro, other pve allies around, and your engagement with the eneimes in general

valid copper
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What I'm curious about is whether a rapid-fire weapon can be used to continuously "pull" threat from a tougher target and free up other players to get in close.

true jackal
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if they are closer than you, no. if they are behind you you can pull the aggro towards you, by just engaging the enemy or it happening kinda naturally

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there is bosses in the game where that is an actual mechanic and it works differently, but usually the closer you are the higher your aggro priority from the enemy

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if they disrup the aggro and disengage far enough you can easily take over the aggro though

valid copper
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Interesting. What started my investigation was how I was able to pull Savathun projection aggro with a primary from two others who were closer.

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I was also able to keep aggro without it being disrupted. The other two were using Synaptic Spears.

true jackal
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some enemies have that kind of reaggro, to whoever is attacking them

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but it usually all comes down to stuffs weird

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nobody has insight into every bit of code on how the game works

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there is always exceptions to all rules

valid copper
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Still, if I can get some more insight into it, then I can likely put together a theoretical "tank" build. I'd like to see if it is possible.

true jackal
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yeah, but its rare to have that kind of thing where you can pull aggro by shooting

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usually its keeping aggro while close to an enemy and then tanking the damage or avoiding it

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the only thing i would say though, is that subclass specific effects seem to pull aggro more, but thats just from my experience, not confirmed

candid sonnet
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generally there are 2 things that draw enemy fire, line of sight and shooting at the enemy

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you can break line of sight and the ai will target the wall you're behind and stop shooting after a sec or if you go invis they will shoot at where you were

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shooting an enemy, even if they have an immune shield will draw fire

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i would suggest against going for a tank build since if you're playing high end content you will die no matter how hard you try to face tank

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but stacking dr is never a bad idea

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i would suggest titan strand with infinite suspend and woven mail but thats about the extent i can suggest

copper umbra
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tank loadout is kinda a waste of time
99% of the time it's better to just kill it faster, or if it's too powerful spread out so it can't aoe the team then still all 3 shoot it (moon, glass gm)

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there are two cases where a bait helps (lightblade, mars gm) but only because the boss is smart and chases you, but that's more dodging than sitting tank.

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and you still benefit from 3 dumping dps on it