What would be nice is a point scale of some sort. For example, a monster's hate is divisible across party members. Imagine a mob has an enmity pool of 1000 points (or 10,000 or whatever). You generate enmity as you do now, but only up to the maximum of that pool. When all the enmity is claimed, it begins to shift between people based on who is doing what.

Numbers are just for demonstration, not meant to represent actual numbers in game.

Party Member A (Tank: 500 Enmity): Uses Provoke (Enmity+180, others equally lose 60 each (or drop to 0 and the rest is split))
Party Member B (DD: 200 Enmiy): Keeps swinging (Enmity+30, everyone else loses 10 each (or drop to 0 and the rest is split))
Party Member C (Mage: 250 Enmity): Nukes the mob (Enmity+90, everyone else loses 30 each (or drop to 0 and the rest is split))
Party Member D (Healer: 50 Enmity): Heals the tank (Enmity+30, everyone else loses 10 (or drop to 0 and the rest is split))
*You performed an action, so you need to remain on the hate list, but you can be even with 0 of the monster's enmity.
*In the event of a death, the collected enmity would shift back into the monsters pool to be gained normally.

So after that round of actions, enmity would look like this: A(620), B(120), C(260), D(0). Since D would have been at -20, when C had cast their nuke, they are instead at 0 and other 20 lost enmity is split between A and B. Imagine now, the tank dies due to some crazy hit from the mob (Remember, death drops you from the hate list and now you are below someone with even 0 enmity). The enmity board will look like this: A(X), B(120), C(260), D(0).

Enmity erasing moves would apply similarly to death and the enmity lost would be put back on the mob to be gained normally. A thief's abilities (Accomplice, Collaborator, and Trick Attack) would become even more useful in a setup like this as they could readily shift hate wherever they want by first cutting one party members hate and then dropping a large hit onto another person.


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I think this is the basis for a system that will allow enmity to be better maintained instead of a capping system that we have now. However, I have really never seen the problem myself. My tank tends to hold hate, even over my blue spam casting unless I'm crazy about it and even then, they can usually manage very well.