True. It's just nice to let out a wail of lament that nobody felt the need to dedicate time to adjusting the enmity system along with the level cap increase and the release of Abyssea - Places.
The therapeutic benefit of wailing in lament is not to be underestimated. It's the singular reason for most songs written between 1980 and 1990, after all. Well, that and guys with big hair needing more cocaine.
To certain extent, I thought losing the enmity of a certain target was all right, but at some point it became really annoying, the more I encountered it.
I think only thing I am more disgruntled about are the cheating NMs using Death (I hate Xibalba, with a passion) or abilities that have the same effect (for example Sobek, which does not always have the effect but it's still nothing fun, and far from adding to the game as challenging).
Often the 'hate-reset' is not a big issue for me, if I can re-gain the attention of the monster quickly enough via Provoke and or physical hits. But sometimes it simply takes a while, and/or the monster likes to do it all the frickin' time, which again is not fun, nor adding to the game as a challenge.
I don't think even Paladins get much more, if at all, pleasure from these moments as any other job does due to how enmity works...
In short: I don't think it's a needed feature ('hate-reset'), at all.
Just my thoughts. ^^
Edit:
Forgot to add that it's in the same category of annoying things to me as monster immunities go, e.g., why give us silencing and stunning abilities if the monsters just resist it. Though this is far less annoying, but sort of in the same place as it essentially seems like cheating.
I agree to certain enemies being resistant to certain spells for example, but it has become nearly a rule now which is just disappointing...
Last edited by Dragoy; 08-15-2011 at 02:19 AM.
...or so the legend says.
I think there is two ideas that could be implemented. 1st is when enemies hate reset, it effects the whole party or alliance. This makes more sense to me. Which would still require enmity building-up time.
And the 2nd is an alteration of the first idea, where all mobs/NM's have a time limit and then hate reset everyone. If they cant change the enmity cap, then make the cap reset itself after a minute or two. At least this way, PLD's have a chance to "keep" agro, by establishing "new" hate, and again capping it before everyone else. But that goes for any tank really, but would increasingly help PLD do their job. Or everyone can be a jerk and race to the cap to see who dies first. Whatever you want. I like Option 2. If you cant raise cap hate, then make cap hate reset itself at certain intervals.
And if they cant "raise" the hate cap, then they almost have no choice but to start practicing the 2nd option.
Last edited by Mordanthos; 08-14-2011 at 09:26 PM.
If I recall SE didn't want NINs to be tanks in the first place and wanted PLDs to be tanks, which is why they added enmity reduction each time a shadow was absorbed. Unfortunately PLDs are far from effective tanks in Abyssea. Some do manage to make good tanks, but most just don't have the gear or the skills. PLD damage is very weak and their hate is something that has to build up over time. In mid-fight if a mob resets hate that means everyone has to stop what they're doing so the PLD can generate threat again, which requires a lot of cooperation and luck. It's not a great idea, as the OP has stated if you want to make the game harder then introduce more devastating attacks that could make or break an alliance, like requires people to cooperate and be on their toes and utilising all their abilities.
Last edited by geekgirl101; 08-14-2011 at 11:53 PM.
Hello my party fellows, sorry I'm late!
My chocobo passed out because I'm overweight.
If the NM in question is really doing hate resets back to back (which sounds like too much TP feed), wouldn't it be possible to force it to do that TP move enough times to reset everyone in your group? Then it would be a simple matter of the tank(s) establishing hate again.
Last edited by Orlind; 08-15-2011 at 05:21 AM.
Hate reset moves are usually pretty solid damage as well, AoE ones I'm thinking of have negative effects, eg being slept.
Would be nice if you would share the NMs you're thinking of. No idea why you think it needs to be secret.
If you're thinking of NMs that get a complete alliance-wide enmity reset move, then they are even easier. One VE move (eg. Provoke for Nin, Flash for Pld) and they have hate again.
If there are mobs that have AoE hate reset that is a fixed AoE range and not alliance wide, then it's still pretty simple to counter for good players.
1) Everyone will be watching their own hate to make sure it's not getting too high. A 2nd tank will be standing with backlines, but generating CE at a rate where he's 2nd on the hate list. Thus when the mob does his enmity-reset move on the first tank, he goes for the 2nd. Then the first one slowly builds up to try and be 2nd on the list again. Hard for some I guess, but good groups dont have trouble with this.
Last edited by noodles355; 08-15-2011 at 07:54 AM.
|
© 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. |