Camate, is it possible for the devs to consider a job trait/ability for paladins so that when they cast cure on another party member some of that PC's enmity is transferred to the paladin based on the amount cured?
Camate, is it possible for the devs to consider a job trait/ability for paladins so that when they cast cure on another party member some of that PC's enmity is transferred to the paladin based on the amount cured?
I think this is a really good idea. I already heal other party members sometimes and if you aren't going to give all jobs hate reduction tools might as well give tanks (plds/runs/nin) the ability to reduce the total enmity that other party members have while adding it to the tanks own total value. Though if they do this can they please provide plds and nins the ability through gear to reach the fast cast cap.
Edit: Just read Camate's post and I have to say wow. I am very excited to see how these adjustments translate. Thank you.
Last edited by Aeron; 07-31-2014 at 06:17 AM.
Giving THF a way to shed enmity... after all these years... all the suggestions I have personally made, as well as others... I'm happy to see they're considering this.
If i may be as bold... Theres a few ways you can do this...
"Innocent" -Shed (25/50%) of your enmity.
"Accuse" - Plants 25% of your enmity on target player.
"Frame" - Plants 50% of your enmity on target player.
These kinds of abilities would be nice for THFs role in enmity control... or if you're thinking something like "Hide" Shedding enmity... I'm okay with that so long as it sheds enmity regardless of being spotted or not.
Camate, I love Rune Fencer, it's my current favorite job. That said, I am rather disappointed to see no current plans to deal with Rune Fencer's enmity issues. On my server, very few ls's even give Run the time of day, because mainly of their inability to maintain enmity. I often get passed over as a potential tank, even on NM's that use a lot of magic damage, which Run was made for.
I understand that your gonna wait and see what happens to Pld with the august adjustments, and I understand there's a lot of things the dev's need to take into consideration with enmity in general and Run in particular. But I would like to pass on my opinion that Run needs a innate enmity tool, like Provoke. In fact, I don't see the issue with giving a provoke-like ability for all the tank jobs, I.E. Pld, Nin, Run. If subbing those jobs is an issue, perhaps make it an over level 50 ability, or make it unable to be used as a sub, like Whm's Aflatus abilities or Nin's Yonin. If there is such an issue with giving us abilities like this, I would appreciate a reason why. Thank you for your consideration.
Will the SCH enmity spells ever get adjusted?
I think you guys are ignoring the glaring issue which is that the only things that people use a tank for are things that cannot be blink tanked. Even if ninja somehow became the king of emnity, you would just die as soon as anything that required a tank turned it's attention to you.Either that, or start spamming utsusemi and lose all damage output and emnity generation in the process. Ninja needs to have some form of magic / aoe / physical defense besides shadows. Otherwise it's just a crappy DD with a couple extra shadows. In other words only good for soloing old content.
Last edited by FrankReynolds; 07-31-2014 at 12:49 PM.
Speaking of this, while I understand why the devs wouldn't want to deal with adding those WS outside campaign is there a chance to be able to unlock them for use in Campaign with other weapons? I'm thinking something like 3 ammo items that had the latent to unlock each of the WS while in Campaign.
And as always, even better if there was a quest line to unlock them.
'Don't ever, ever try to lie to the internet. Because they will catch you. They will de-construct your spin. They will remember everything you ever say for eternity.'
- Lord Gaben
The reason for not giving RUN any additional Enmity actions, would most likely be because they don't need anymore. They've already got the single most ridiculous enmity arsenal in the game. And can sub a variety of actions from other jobs.
But since I've been over this before, I'm gonna quote/link a previous post. The post is mostly on topic for this thread as well.
This post was from before Crusade was added, so RUN is doing even better now. Although they do still have a painful lack of ilvl enmity+ gear. Still has higher enmity generation than PLD though.
If RUN has an enmity issue, it's the same one all tanks have. The enmity cap.
I think a modified version of Pile Pitch as a UL spell would be perfect. Enmity Down 50% or ~90% every 5 mins seems reasonable.
ok, well maybe I'm a bit slow on the uptake, but can you explain to me why even with these enmity tools, which I do use btw, a single mnk using 1 WS rips hate off of a Run, and the Run can't get it back? That have to do with the enmity cap as well? or are the mnks generating VE so fast that it overwelms the 1:30 minute, 3 minute and 5 minute timers of these enmity generating abilities?
© SQUARE ENIX FINAL FANTASY, SQUARE ENIX, and the SQUARE ENIX logo are registered trademarks of Square Enix Holdings Co., Ltd. Vana'diel , Tetra Master, PLAYONLINE, the PLAYONLINE logo, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, and Wings of the Goddess are registered trademarks of Square Enix Co., Ltd. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners. Online play requires internet connection. |