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Game Mechanics Dynamic Aggro Ranges

Discussion in 'General Suggestions' started by Sable, Jul 23, 2026 at 6:34 AM.

  1. Sable

    Sable Skilled Adventurer

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    One of the most annoying things about doing professions in lower level zones is the sheer amount of annoyance you recieve from surrounding mobs.

    Dynamic aggro ranges depending on level would greatly smooth out not only professions, but the completion of other lower level content if you've made it to level 120.
    I think the aggro range for mobs should reduce the higher level you are above the surrounding enemies. This may interfere with quest mobs so it should not be enabled inside quests or quest zones, however should be enabled in the open world.
     
    Melkor and Spaghetti Man like this.
  2. Elytry

    Elytry Not Passive Only Aggressive

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    I mean, if the tech for this works, then sure. But I do not know enough about how Wynn handles aggro to guess whether or not this is actually possible (though I'm leaning no.)
     
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  3. Deusphage

    Deusphage but a beast Modeler Builder

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    Would require a lot of changes to how aggro works currently
     
  4. Spaghetti Man

    Spaghetti Man The Spaghetti Man

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    I for one think it would definitely be worth it. Wynncraft's aggro system is pretty ancient by today's standards and modernizing it to be extremely flexible could add a lot of possibilities into the mix, not only for the things the OP described, but also for things like making enemies that could focus on someone based on their amount of health, or how much they heal or otherwise support teammates, or making them defend certain mobs and aggro to whoever is dealing the most damage to them, etc etc. Perhaps you could make this into entire central raid mechanics. It could add a lot more dynamism to not only the world but to raids and spice up the adds or even bosses.
     
    Melkor and JaydonTheWarrior like this.