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  1. #1
    Player Natenn's Avatar
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    Mar 2011
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    Bastok
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    325
    Character
    Natenn
    World
    Asura
    Main Class
    PLD Lv 99

    Enmity System Patch

    I honestly hope something is being worked on to update this, the current enmity system was desinged for Lv75 players and content. All content added after abyssea suffered because of this, its all zerged stuff. PLD is reduced to holding adds, NIN is all but useless bar being a solo job or used for procs, and DDs cap hate/spike past the cap. So my question is basically this; will there a new enmity system designed for Lv99 players/content before or at the launch of seekers Andoulin? Id like to see tank jobs be able to actually tank again, BLMs have a role DMG wise, DD not being supposed to face tank full time, and fights that dont or cant be PD/Embrava zerged down.
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  2. #2
    Player
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    Mar 2011
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    Ru'Lude Gardens!
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    Quote Originally Posted by Natenn View Post
    I honestly hope something is being worked on to update this, the current enmity system was desinged for Lv75 players and content. All content added after abyssea suffered because of this(A), its all zerged stuff. PLD is reduced to holding adds, NIN is all but useless bar being a solo job or used for procs, and DDs cap hate/spike past the cap. So my question is basically this; will there a new enmity system designed for Lv99 players/content before or at the launch of seekers Andoulin? Id like to see tank jobs be able to actually tank again, BLMs have a role DMG wise(B), DD not being supposed to face tank full time, and fights that dont or cant be PD/Embrava zerged down.
    A:This was really a problem as the level cap went up, abyssea simply had so much power it gave you that a tank was no longer truly needed as anything could basically tank with the right atma.

    B:This will never happen so long as Embrava exists unless there is a magic version of it, because spells are to slow, MP runs out, and over all WS damage easily adds up to being above the damage of spells.

    I agree with you however, the problem with enmity needs fixed and they have said they are looking into it. The question is when they have said this they talk of lowering damage enmity & raising enmity by another form, my question is how will this exactly work? Because as it stands actions by PLDs & RNFs would need to create alot of hate, while damage would need to be cut down by 80% or more so they do not cap it in the 1st 30 seconds.
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  3. #3
    Player Natenn's Avatar
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    Mar 2011
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    Bastok
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    Character
    Natenn
    World
    Asura
    Main Class
    PLD Lv 99
    They'll probable add stuff with higher melee resist, not super high but mobs you DONT want to feed TP that you cant stun and have terror AoE just to screw ppl who try and PD it. PD zergs are getting old, i miss the old 15m DI, 10m Cerbs, 15-20 Khims, 35-45m Tias :/ fights where all hell broke loose should a tank die/missed stun/enfeebs not kept up/stuff to that affect.
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  4. #4
    Player saevel's Avatar
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    Apr 2011
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    The enmity system was balanced for level 50~60, at 75 damage was by far the best way to hold hate. People only used PLD tanks because they could survive standing in-front of the HNMs, eventually you had MNKs, WARs and SAMs tanking. As long as the NM in question doesn't have a one shot move then a DD could tank it perfectly fine. This became more and more obvious as the level cap increased, now it's at the point where any DD can cap hate in less then 30s and it's not even feasible to use PLD's to tank anymore.
    (1)
    Quote Originally Posted by Raelix
    Ragnarok's aftermath is only 5% crit rate, even with lv99, so there's almost no point in using Scourge, you just spam Resolution. Even then you become just a boring meathead DD.

    Apoc with both Catastrophe and Entropy gives you crazy sustain of both HP and MP. With the Haste aftermath you can wear a ton of -PDT and solo almost any 75 content.
    Doing damage is for WAR's, DRK is about soloing 75 content yo.....

  5. #5
    Player Natenn's Avatar
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    Mar 2011
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    Character
    Natenn
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    Asura
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    PLD Lv 99
    Thats what im saying? lol, Tank jobs are supposed to hold hate over DD, DD supposed to DD not tank hence thats why their called DD and not tank.
    (0)

  6. #6
    Player Natenn's Avatar
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    Mar 2011
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    Bastok
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    Character
    Natenn
    World
    Asura
    Main Class
    PLD Lv 99
    Hoping seekers just turns the game upside down.
    (1)

  7. #7
    Player wish12oz's Avatar
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    Mar 2011
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    I miss tanking Fafhoggers on DRK at 75 =/
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    http://www.twitch.tv/wish12oz
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  8. #8
    Player Koren's Avatar
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    Mar 2011
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    Character
    Koren
    World
    Sylph
    Main Class
    MNK Lv 99
    We need a solution that will give an advantage to dedicated tanks without destroying current tactics. Just raising the cap will leave us with the same problem we have now, so we have to deal with the enmity system itself. Nerfing enmity though melee would just cause problems in events we have now.

    A solution I came up with is to further split the enmity values. As an extremely simplified example, enmity gained through melee and enmity gained through magic and the total of the values would determine the monster's target. As a DD hits an enemy their melee enmity would increase normally and decrease normally as it does now. Once they reach the melee enmity cap they begin to gain magic enmity at a severely reduced rate. If we could get the game to recognize that magic enmity is gained through melee, it could reduce at a faster rate as well. The same could happen with magic, once they hit the magic enmity cap, the melee enmity will begin to increase at a reduced rate.

    A tank such as PLD, which can gain enmity through healing (magic enmity) and attack rounds (melee enmity) should have an advantage over jobs which only gain through melee or magic. Other jobs that can gain both magic and melee enmity would also have tanking advantages such as NIN, BLU, RDM, DRK and possibly RNF. Granted, those previously mentioned jobs could cause problems, but anyone who is able to cause that much enmity should know how to handle it. Or die. Jobs with a single type of enmity, say WAR, could still exceed a PLD's enmity through constant attacks so the danger of losing hate is still possible.

    This should preserve most current strategies and cause tanking to become viable should we choose to use it.

    Additionally, this could open up new monster tactics such as casting Silence on players with the highest magic enmity and Blind on the highest melee enmity while attacking the player with the highest total enmity.

    Of course, this would all be more or less pointless unless we start getting events which would require tanking jobs, so no overpowered atmas, no constant stream of temp items (an initial set for the whole event could still work), and fights that last longer than 3 minutes.
    (0)

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