Page 1 of 3 1 2 3 LastLast
Results 1 to 10 of 30

Dev. Posts

Hybrid View

  1. #1
    Player Jile's Avatar
    Join Date
    Mar 2011
    Posts
    390

    DEV Suggestion to make adjustments to CE and VE - Quality of Life

    This post is around the premise that you desire to see a traditional 'tank' in FFXI. If you do not agree with that premise, this post will just annoy you and it's best to just move on and ignore it. lol

    Back in the day the -60VE/sec decay functioned much more effectively than today and a significant adjustment needs put into place to regain the 'function' of a tank role if SE still finds importance in such a role?

    Enmity as it stands, as I understand it (and paraphrased from the bg-wiki):

    Cumulative Enmity (CE) is generated when doing damage or using almost any spell or ability until a player has reached the cap of 10,000CE.

    Volatile Enmity (VE) is generated when doing damage or using some spells and abilities to a cap of 10,000VE

    Total Enmity (TE) is simply a sum of the player's Cumulative Enmity and Volatile Enmity. The cap on total enmity is 20,000. A monster with hate will target the player on the hate list with the highest total enmity.

    Adjustment suggestions:

    1) Change the current -60VE/second decay to -1000VE/second for all jobs except PLD, RUN and NIN.

    2) Add a decay (currently there isn't a decay) to CE matching the level of adjustment on VE. -1000CE/second.

    3) Perhaps most critically: Adjust the CE and VE caps on PLD and NIN to 15,000 each where these two tanking jobs could increase their odds of maintaining enmity control over the tanked mob in question.

    4) I would also like a JA to be created for PLD and RUN that works in the complete opposite of Enmity Douse, perhaps called Enmity Engulf, which would max TE at my suggested 30,000 so a PLD or RUN could initiate a fight with maximum CE/VE, perhaps as a new 1-hour ability to be used on higher tier fights.

    There's no question to the fact this old topic has stirred heated debates for years but no effective adjustments have been made to really rectify these issues.

    --

    Camate - Thank you for being so active in the forums so I ask you specifically - Are there any thoughts on the future of tanking/enmity that the DEV team are looking into that you can share or even hint at?

    --

    Thoughts?
    (4)
    Last edited by Jile; 11-16-2014 at 09:36 AM. Reason: Included RUN instead of just PLD and NIN.

  2. #2
    Player Kuroganashi's Avatar
    Join Date
    Mar 2011
    Location
    Bismark
    Posts
    154
    Character
    Kuroganashi
    World
    Bismarck
    Main Class
    BLU Lv 99
    Agreed !

    Could also make new Spells for Enmity last longer >.> Among others ?

    as a NIN PLD RUN spells keep running out too quick >< Mid-battle even , Recasting them not only impairs my DPS but also makes me Vunerable to enemy for a few short seconds (1~3 seconds) But still annoying........... when I have to focus on the Fight I gotta keep Recasting shit.
    (1)

  3. #3
    Community Rep Grekumah's Avatar
    Join Date
    Jul 2014
    Posts
    349
    Enmity control is not only something that is crucial for a tank; it’s also something that the entire party needs to be concerned with. Due to this, we do not have any plans to make adjustments so that only tanks are able to completely control enmity. It’s for this same reason that we are not thinking about increasing the enmity cap on tanks.

    In a future version update we are planning to make enmity adjustments by adding methods to certain jobs to reduce a set amount of enmity. We’d like players to hang in there for a while until these adjustments are made.
    (5)
    Colby "Grekumah" Casaccia - Community Team

  4. #4
    Player Zhronne's Avatar
    Join Date
    Mar 2011
    Location
    Italy
    Posts
    1,052
    Character
    Sechs
    World
    Asura
    Main Class
    MNK Lv 99
    Quote Originally Posted by Grekumah View Post
    Due to this, we do not have any plans to make adjustments so that only tanks are able to completely control enmity.
    Then may I ask in which situations exactely do the devs see us using a Tank job? Why should player bring tanks to a particular event instead than a group of Damage dealers that will produce more damage, faster, without having to worry about "holding up" their damage but allowing them to go all out?

    Not sure if anybody of you devs played the game or any other game over the last years. Holding up a bit is okayish I guess, but the amount of holding back that would be necessary to make tank jobs work is beyond that. Are you at least aware or are you pretending not to see the elephant in the room?

    Thanks for your time.
    (9)
    And the autumn of life has finally come
    with the promise of winter thaw.

  5. #5
    Player Mefuki's Avatar
    Join Date
    Aug 2011
    Posts
    224
    Character
    Mefuki
    World
    Fenrir
    Main Class
    BLU Lv 99
    Quote Originally Posted by Grekumah View Post
    In a future version update we are planning to make enmity adjustments by adding methods to certain jobs to reduce a set amount of enmity.
    I see. Would you like to take this opportunity to finally fix Hydro Shot to do what it was suppose to in the first place?
    (2)
    https://www.youtube.com/channel/UC5cfpeJGwi2KhQjNvCkk5Cg

  6. #6
    Player Jile's Avatar
    Join Date
    Mar 2011
    Posts
    390
    Quote Originally Posted by Grekumah View Post
    Enmity control is not only something that is crucial for a tank; it’s also something that the entire party needs to be concerned with. Due to this, we do not have any plans to make adjustments so that only tanks are able to completely control enmity. It’s for this same reason that we are not thinking about increasing the enmity cap on tanks.

    In a future version update we are planning to make enmity adjustments by adding methods to certain jobs to reduce a set amount of enmity. We’d like players to hang in there for a while until these adjustments are made.
    Grekumah, again thank you for taking the time to review/discuss this.

    When this game was new, damage approaching 1,000 was outstanding. In 2014 critical hits break 1,000! Yet, enmity caps are left in the olden days.

    There is a break in logic here Grekumah, the dev's need to appreciate that. If the dev's don't want to change enmity to where any one specific job has a higher amount of CAP then I propose the enmity CAP be removed completely. Without a cap there might be a chance that a long battle could be worked with more maintainable order - yes this still requires some holding back on the DD's part but it would allow someone like a THF to plant hate back on the tank when needed with far greater effect.
    (0)

  7. #7
    Player Akivatoo's Avatar
    Join Date
    Mar 2011
    Posts
    61
    Character
    Akivatoo
    World
    Asura
    Main Class
    PLD Lv 99
    lol
    /delete PLD item
    /reroll Brainless DD
    /bow SE
    (0)

  8. #8
    Player Malthar's Avatar
    Join Date
    Mar 2011
    Posts
    674
    Character
    Malthar
    World
    Shiva
    Main Class
    BST Lv 99
    I think Dale hijacked Grekumah's mind. lol
    Brainjack! You can have this.
    (0)

  9. #9
    Player Draylo's Avatar
    Join Date
    Mar 2011
    Posts
    778
    They are probably referring to THF using enmity reducing tactics, SCH can too. I can see those being more beneficial instead of a tank holding hate 24/7 with no penalty.
    (4)

  10. #10
    Player Zhronne's Avatar
    Join Date
    Mar 2011
    Location
    Italy
    Posts
    1,052
    Character
    Sechs
    World
    Asura
    Main Class
    MNK Lv 99
    I concur with that Draylo, but there's a long way between the current situation and a Tank holding hate 24/7 afk.
    A whole new world of shades in between those extremes.
    (7)
    And the autumn of life has finally come
    with the promise of winter thaw.

Page 1 of 3 1 2 3 LastLast