If they were to make enmity static on a single player it would have negative impacts on the over-all gameplay. Considerations for survival (such as strategy, sub jobs or gear etc.) need to be a decisive factor else the game devolves into tedious wow-style gameplay.
Assuming you are correct: this is not the case through-out the game and isn't reflective of the enmity situation as a whole. Generally the system works well and better than most other games. The more likely reason you are pulling hate with just your auto attacks (which I agree should not happen) is because the tank isn't generating enough enmity to effectively compete with you. That would still be the case rather the enmity caps were raised or not. Though I can't be sure because I wasn't there: it is more likely your problem occurs because you were consistently hitting the archangel with your auto attacks and your tank was consistently missing with his.
The obvious solution is for you to un-equip your daggers and miss too. I'm kidding of course. But the real problem here is that to reliably survive higher level battlefields Paladins must neglect their melee stats and focus almost entirely on mitigation which severely hampers their offense. A constraint the other more damage oriented melee jobs feel no need to oblige as evidenced by the OP: I should not have to have a full -pdt set because I'm a DD.
This approach creates an imbalance in the group and the tank suffers. Why should only the Paladin or the tank generally have to take the extra time and effort to defend their character against higher level attacks?


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