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Thread: Enmity Cap

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  1. #1
    Player Llana_Virren's Avatar
    Join Date
    Apr 2012
    Location
    Okinawa, Japan!!
    Posts
    491
    Character
    Llana
    World
    Lakshmi
    Main Class
    WHM Lv 99
    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.
    (2)


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  2. #2
    Player Kavik's Avatar
    Join Date
    Mar 2011
    Location
    Sandy
    Posts
    254
    Character
    Kavik
    World
    Fenrir
    Main Class
    PLD Lv 99
    Quote Originally Posted by Llana_Virren View Post
    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.
    Unfortunately they have said already they will never do this because it amounts to the melee doing whatever the hell they want without any consequences, ie pulling hate.

    Also, as to my animus suggestion, they could make it either an incredibly long recast or make it so they have the normal effect unless you use a certain strategem to make it the 'enhanced' properties I listed above, so you could not always control the enmity of every single person in the party, since you already cannot cast those spells outside of alliance.
    (0)
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