
Originally Posted by
Motenten
Took most the weekend to re-read the thread and rate stuff. Didn't actually have much time to put together my own ideas, but there's enough good stuff in the thread that the devs should be busy for a very long time.
Still managed a bit on one item, though. So, here:
Enmity mechanics, particularly as they relate to Pld. Since you want specific suggestions rather than just "fix it"....
AOE hate tool. At present, when dealing with multiple enemy mobs, there's generally one major and many minor mobs, and the secondary mobs are usually tanked using 'supertanking'. That is, the 'tank' (generally pld) gets agro on the mobs, but not hate. Having agro means you're the one the mob attacks, but not having hate means there's no contention of hate should a healer heal you, or something similar. The healer healing you does not register as something that adds hate for the healer since the pld is not technically on the hate list.
In any revamp of the enmity system, you're going to want the pld to be able to actively engage the target. Doing so means that the inabilty of the pld to generate a decent amount of hate -- particularly on multiple enemies -- is a critical failure. For pld to be a practical choice while not resorting to the supertanking gimmick, they must have some means of generating hate on multiple targets at once.
Therefore there must be some rough equivalent to an AOE Provoke. Something along the lines of Actinic Burst (AOE Flash) would also work.
Current enmity decay with respect to doing damage to the target yields a decrease in enmity proportional to the damage incurred. I would suggest a reversal of that thinking: that enmity be gained in proportion to the inability to damage the target.
Consider enmity a combination of factors: How much does this target annoy me, and how frustrating is it to deal with him? A target easily damaged is a target that is easily brushed aside. The enmity generated by such a player is solely a factor of how annoying the target is (ie: how much damage do they do, etc); they neither gain nor lose enmity from taking damage if they are easily damaged. A hard-to-damage target, however, is a frustration, and something to focus on.
This increase likely has to be non-linear; there is simply not enough of a scale between the points in the current damage system for it to be workable otherwise. However constructing it this way implies an explicit increase in the value of defense for the pld (along with contributory effects such as Phalanx, or the reduced attack from Bio).
One approach would be that the base enmity a mob's swing can generate is equal to the maximum non-random damage the mob can do. [Note: Numbers are just for illustrative purposes, not actual suggested values.] EG: Base weapon damage plus max fStr, times max Ratio; a mob with a d200 weapon would have a max fStr of +30, and a max Ratio of 2.0 + level correction (so, 3.0 for a mob 20 levels above the player), for max damage rating of 460 for an EM mob, or 690 for a mob 20 levels above the player.
Most DDs would tend to take max damage. A turtled up pld could reduce the fStr in a Vit build, heavily reduce the effective Ratio, and shave some extra off with Phalanx; then add shield blocks on top of that. The difference between what the mob could have done if unrestricted and what the mob can actually do after accounting for defenses then directly translates into enmity gain. Invincible obviously maxes out this possible damage; Fanatic's Drink and Perfect Defense would have the side effect doing the same thing for DDs that made use of them.
Side-effects that would then need to be addressed:
1) No immediate means of reducing enmity, other than the natural decay-over-time of VE. If, given a tank and a DD, at any time the DD pulled hate but didn't stop attacking the mob, the tank would probably never get hate back again since there's no decay from hitting the DD, while also no further enmity generation on the tank since the mob is not hitting them.
If I were writing this I'd probably do something complicated like creating a decay effect based on the how long it's been since the player took action on the mob, that grows exponentially the longer it's been since the player did anything. Thus, turning around and not hitting is perfectly viable to drop hate. (note: curing yourself, for example, does not count as an action against the mob, so does not interfere with the decay) Not sure how feasible that is to track in game, though.
1a) Of course, the side effect of -that- is that kiting becomes extremely difficult. I haven't yet decided whether or how to address that.
2) Defensive skills become active enmity tools. Parry, evasion, guard and shield would all gain more enmity for the player due to heavily reducing or negating damage. I would say evasion should gain less enmity since it requires no particular behavior on the player's part, while the others all require that the player be facing the mob, and usually engaged.
Enmity generation from damage is an entirely different and complicated issue, so won't get into it here. Also not going to get into any specifics about exact hate caps, as that's dependant on the overall design of the system, and subject to tons of revsion based on math and testing.
Note: I tried to be very concise here, but I can guess that the above is gonna have a tough time passing the translators. tl;dr version:
AOE hate tool for pld.
Let enmity increase in proportion to damage the mob cannot do to the target, instead of decrease in proportion to the damage the mob does to the target.
Side note: Writing a system for enmity is a huge undertaking; players should well understand that it's not a quick and easy task. However we are acutely aware of the many and sundry flaws of the system, so will often point out minor specific elements that need to be addressed. Unfortunately most will avoid getting into specifics because any single specific will affect and be affected by any system designed as a whole, and we're aren't in control of how that will be built. As such, any given suggestion may or may not be relevant in the end.
However if you really are serious about wanting real detailed suggestions, and not just "fix it" requests, I'll put effort into a complete and comprehensive enmity system. But I need to know it's worth my time to do so, so please indicate the degree you're willing to look into something of that scope.