I have three suggestions to improve general tanking in FFXI.
1) Heavily modify the enmity system - I say heavily modify as opposed to completely ditch because enmity or hate is a very common staple in just about every MMO. However, where FFXI splits off is that hate is a secondary issue in most other MMOs, and in FFXI, it's why most tanks have issues. In most other MMO's, the sign of a good tank isn't if the tank managed to keep the enemy from munching on the other players, but if the tank minimized the damage he took while tanking.
For this reason, I'd suggest giving PLDs (and other tanks) an "Enmity bonus" trait. This trait raises the enmity cap for the job, and as a result, makes it more likely for the tank to never lose hate, even if the other DD jobs are going full on damage.
2) Modify the defense value contribution - While I won't go into the whole damage formula, but I do think that SE should take a second look at the contribution defense makes in the damage formula. In short, jobs that can have a high defense should barely take any damage from an enemy attack as opposed to jobs with a low defense should die (or almost die) from the same attack.
3) Have better fight mechanics - It's understandable why the enmity system in the game was designed as such. If a monster had no AoE to speak of, a straight sword 'n board would be boring, and not very dangerous for the rest of the party. One of the ways to make the fights dangerous is to introduce AoE attacks that wipe entire parties.
However, in other MMO's, they get around this by having fight mechanics which people need to pay attention to, or they die. Some of the varieties include stunning certain moves, killing things in a certain order, standing and moving away from certain spot because a move will hit there, and other things.
While I do realize that there are limitations on the engine that SE is using for FFXI, I'd be willing to bet that there can be innovative and interesting fights that can get away from the old "AoE" mechanic.

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