I have played ch longer then most people. Stonevale expansion i believe, maybe before (dont really remember).
This was not a problem at all before the update, if you died you could still get the kill and drop. Otm has fixed a problem, but they created many more then they fixed. Target lock needs to be at a set percentage the lock is awarded and only taken away if the boss resets.
I dont know what game you play, but 5 seconds is more then enough time to get aggro. If you have played this game for any length of time you would know that it is very easy and extremely possible for a string of skills to be avoided time and time again causing someone who can kill the boss to die simply because of terrible luck.
I am looking at the broader picture, and target lock fixed part of one problem: keeping higher levels from hogging all the lower level bosses. And keep in mind that that problem was not a server-wide problem, just on select worlds.
Now the problems that it has caused: taken advantage of to take drops for doing essentially nothing, using lower levels as a strategy to get lock earlier on higher level bosses, skewed percentage for lock making it almost impossible for a higher level to get the lock over someone thats slightly lower in level (the only change is the people hogging the lower level bosses are a slightly lower level), took alot of the fun out of bosses as there is very little competition once lock is up, and it really didnt stop ksing because the percentage at which you get lock is so skewed depending on your level.
Re: The mob lock is really infuriating me now
#61Enjoy the little things in life...
One day you'll look back and realize they were the big things.
One day you'll look back and realize they were the big things.