Do you mean like BLM SCH WHM RDM GEO? Are those the ones you're worried about? News flash, they already pull more then enough hate nuking and curing. Have you seen the enmity generated from debuffs? We don't stand a chance at pulling hate over any of those mages.
Assuming it was a long fight and Cumulative Enmity managed to cap, the way SMN currently stands there would be no way for it to build Volatile Enmity fast enough. 45 sec is too long between BPs and we do far too little damage. On top of that, if we let our avatars die instead of dismiss them it's likely the damage they take would wipe all the CE they'd have accumulated leaving us with only VE to deal with. Considering a SMN acting as a SMN (no healing and such) generates virtually no hate. There is little to no chance that we'd actually pull hate unless all the other mages were dead and the tank and all melee died.
I thought that your proposed hate transfer was supposed to accompany some sort of increase in avatar performance - likely with a focus in the areas of damage generating and defense. In light of this, I wasn't speaking of an "as SMN currently stands" scenario, but one in which our avatars are far more competitive in output.
Assuming an Avatar could actually keep up in damage with the top DD then yes they would eventually target the SMN. That said, we had issues like this in the past before Abyssea where everyone forgot how to play. Cure has a range of approximately 20 yalms (or 21 I forget) and there's no reason SMNs and other mages can't separate. Most AoE are in the 10-15 range however some do go to 20 or even 30. It is quite easy to have Healers in 1 area 20ish yalms from the DD and at the same time 20 yalms from the SMN (and I assume BLM and other DD mages who will take hate)
Healers can heal DD and mages as needed yet both stay out of the shorter range AoEs and it becomes quite easy to avoid the 20 yalm AoEs. 30+ depends on speed of attack and such. This isn't hard people, we did all of this in the past. Remember fighting dragons or KB?
absolutely horrible paint.net drawing in spoiler depicting such a situation.
Also yes SMN is going to die more often if they take hate, but honestly who cares? Is not dying worth sucking?
An interesting question, to be sure. Generally, players wish to perform at the highest level they can that doesn't end up with them taking a dirt nap. A dead or weakened player can't contribute as well as a healthy one, after all. Admittedly, this is less of an issue for Summoners and Beastmasters, as they can pull out a fresh, full powered pet at any time.
All the same, whatever other means by which we're contributing to the fight will be impacted, be it via meleeing or supporting via spells from our support jobs. Additionally, I still feel we'd find ourselves holding back while weakend, as Summoner's low HP compounded with being weakened will leave us open to being one-shot by a stray breeze.
Ultimately, the answer will entirely depend on how such a system would be implemented. I can envision scenarios in which it solves all our problems. I can, however, envision far more scenarios in which it makes more problems for us than it solves, as even our ability to solo/duo/trio NMs is smashed apart. SE's track record for drastic changes is fairly spotty, and I'm not sure they can get the balance right.
Well according to this:
http://forum.square-enix.com/ffxi/th...d=1#post432203
One of our fixes are grips with avatar stats on them.... These better be some Freakishly awesome stats.
My other car is a summoner.
Pup did get an animator that grants +70 to all of an automaton's stats. Something along those lines would make a good start at catching us up. I just hope they're not all from Delve only...
The Follow-up to Level 99 RME thread also mentions that WoE weapons will likely be used to unlock the weapon skills. Being able to use Myrkr with any staff would be fairly nifty.
Also: SE Dev/Rep guys? You gave us something more concrete to go on, as well as a reasonable time frame to expect these changes in. Thank You.
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