Archived from groups: alt.games.coh (
More info?)
Shenanigunner <nsp@nitrosyncretic.kom> wrote in
news:Xns95F15C62D5C5Cnitropressatnitrosyn@216.168.3.44:
> Supposedly, now, the fear/runaway component is back, but you couldn't
> tell it by me. I've fired Burn in several situations since the new
> download and don't see any more propensity for foes to run than before.
>
> I don't have taunt or provoke to test it, but it seems unnecessary. I'm
> not exactly sure what the Devs have done, here...
All tanker attacks (once you hit L5, IIRC) automatically generate hate and
increase the aggro that you are receiving. The tanker secondary Taunt has
been changed from a single target to an AoE effect. And the Provoke (from
the Presence power pool) has been changed to a Single Target attack. They
might have changed the names as well (switched them around), but I don't
recall exactly. Also, I think that any power pool attack (air superiority,
drop kick, etc) that is used by a tanker automatically generates hate as
well. (Much like all scrapper attacks have a chance for a critical attack)
As for the fear changes, I think (and I may be mistaken), that they changed
the way that fear was working. It used to be that they would run. Now they
changed it so that they would cower in fear. If attacked, they would attack
back, but then cower in fear again.
(Note, I don't have a tanker, so can't confirm this)
I think the problem was that the mobs were running from the fire like they
would Rain of Fire or something like that (to escape the damage) and not
reacting to the fear component.
--
Marcel