Results 1 to 10 of 19

Hybrid View

  1. #1
    Player JeremyCarbuncle's Avatar
    Join Date
    Feb 2012
    Posts
    6
    Character
    Jeremy
    World
    Carbuncle
    Main Class
    WAR Lv 99
    Raising the emnity cap would help a little, is why i mentioned it. I was leaning more toward making hate decay for people not making any sort of emnity gaining actions though. When i play THF I usualy only run in on a boss for SA and TA because it is realy easy for me to pull hate, no matter who is tanking. So i tay away.. Problem with that is, the monster eventualy comes running after me because my hate does not go down when i stay away from the monster. it just keeps building untill the monster eventualy leaves the tank. and That, in my opinion is a broken system.
    (0)

  2. #2
    Player Duelle's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    658
    Quote Originally Posted by JeremyCarbuncle View Post
    Raising the emnity cap would help a little, is why i mentioned it. I was leaning more toward making hate decay for people not making any sort of emnity gaining actions though. When i play THF I usualy only run in on a boss for SA and TA because it is realy easy for me to pull hate, no matter who is tanking. So i tay away.. Problem with that is, the monster eventualy comes running after me because my hate does not go down when i stay away from the monster. it just keeps building untill the monster eventualy leaves the tank. and That, in my opinion is a broken system.
    Raising the cap creates a situation where it either takes a little longer to get the same result we get now, or the tank never loses hate (if the cap raise affects only the person tanking). That's why I suggested removing the cap, fiddling with enmity decay, make enmity bonuses inherent to the tank (as in, built in without the gear hooplah) and instead use gear and possibly damage mitigation as the way the tank ensures both survivability and slower hate decay over time. I know it sounds complicated, but the hate system is farked to the degree that big changes are needed, IMO.

    Edit: Not to mention, I feel it would lead to better interaction between the tank and classes that deal in spike damage, which is where the hate system's issues are most evident. I do play a DRK, so I've seen that side as well.
    (1)
    Last edited by Duelle; 03-06-2012 at 06:17 PM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.