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.