When grabbed or interacted with via a weakened monstrosity, you will still be hit by a flamer, bomber,ranged gunfire, and other monstrous specialists. This has been the case since monstrous specialists were introduced and has yet to be fixed.
Conversely, if a disabler like mutant or dog grabs you, the monstrous specialist will continuously attack until you are dead, as the recovery animation is simply too long to make it out with health unless you’re a health maxxed ogryn or have applied yellow toughness from sources like VoC (neither will save you if there is fire nearby or multiple active monstrous specialists).
Steps to Reproduce (Required):
play any monstrous specialist modifier
get grabbed by any monstrous specialist or disabler (or any real monstrosity when monstrous specialists are nearby)
get taken to pound town by roaming plague ogryns or chaos spawns, or enjoy a nice warm bile bath from a beast of nurgle.
Possibly dumb and clueless solution to this, but if aggro is really such an impossible task to resolve, why not just apply a damage resistance buff to chaos spawn and beast of nurgle that prevents alternative sources of damage from applying? The beast of nurgle has easy justification, being inside its belly and all, but if it’s hard to justify it for chaos spawn, you could disjoint the player hitbox significantly above the chaos spawn and give the spawn a barrier (similar to psyker’s shield ability) completely around it as it chomps on the player. If high enough, it would prevent players from being hit by other monsters, protect against nurgle vomit spam, prevent the annoying ground fire damage that hits the player’s toes and therefore kills them, and prevent flamers or other ranged enemies from attacking.
You are correct, all monstrosities have this issue, obviously weakened are a bigger issue because in Auric on average its about 15 you see per mission.
It depends. Normally, in the right circumstances, if grabbed by a regular chaos spawn things that are aggro’d will shift elsewhere or deplete. This doesn’t mean that a flamer that is shooting at you will stop, or that a gunner will stop its volley if it had just started, just that if they aren’t doing anything then they will stop in the meantime waiting for the disabler to stop. If you’re grabbed by a hound depending on circumstances, a plague ogryn that is swinging will continue its swing onto the hound, freeing you from the hound and then sometimes wait patiently for you to stand up as you still count as disabled. In my experience, it rarely continues to swing on the player while in this transition state.
With monstrous specialists they will still maintain that aggro indefinitely. So, if grabbed by a monstrous specialist, flamers will continuously shoot you, bombers will still throw bombs at you, etc. If grabbed by a mutant or hound, flamers that are not shooting at you will wait, but a monstrous specialist will continue to attack you.
Trapper nets are the weirdest of the disable options but I assume they have some internal mechanics for how they work. Sometimes things near you will maintain aggro, other times everything will actively ignore you while you’re on the ground stuck in some place. Snipers sometimes won’t shoot you and other times they will prioritize you in the net over other people. I assume it’s based on distance between the player and entities around them but I’m not someone who reads code or thoroughly investigates this stuff, just notice things quite often.