Quote Originally Posted by Kavik View Post
This doesn't help at all. You'll still all hit hate cap and be on equal footing regardless of how long it takes to get there. It ends up looking like this (small numbers because they are easier to work with), 10+10+10+10+10+10+10+10+10+10=100
50+50 = 100 <-- currently how it basically breaks down.
90+10 = 100
100+20 = 100

Now if you were to make everything generate less enmity you get something like,
1 X 100 = 100 actions you would still cap out at 100. Meaning whoever preforms the most actions the fastest would indeed get capped enmity first, but as the battle wore on more people would hit cap and you'd still be in the same boat, the mob going everywhere and no control at all.
Assuming anyone in your party/alliance is still alive. In all events where "tanking" would seem useful, the monsters are so overpowered that you wouldn't be able to survive long enough to enjoy your time as tank.

Personally, and I know this makes it sound a lot simpler than it is, but I think that non-tanking classes (read as: non-PLD, NIN, RNK, WAR) should have a lower cap on enmity, in addition of course to dramatically reducing enmity gained through damage.