I understand that, and I didn't say they did those things. They need to be used in advance and kept applied. But reducing the rate at which you gain enmity does let you do more enmity-causing actions without maxing out, as long as you aren't already maxed.
The trait wouldn't have to be PLD only, it could be given in lesser strength to NIN and RNF. Maybe merited on DNC to synergize with Fan Dance.A trait like that would lock it so PLD would ALWAYS be able to hold more enmity, thus posing a problem.
That is true, though the more jobs that receive such a trait, the more the issue comes back into play. Hate will be bouncing between too many people. Though this could then be addressed as I did before, but with a couple of changes. One, instead of having 1 ability, have 2--a 'strong' and a 'weak' version of the ability. Two, give these abilities to multiple jobs. Or even make an 'ability' for each job that does the same thing, just with slightly varied strengths or however it is determined to work best through testing. Sort of along the lines of Provoke and Animated Flourish.
XIV suffered with a similar problem a lot. PLD was great at holding hate on one monster and the DD would just have to cope with any AoE, but WAR was able to deal massive amounts of AoE damage itself. This made WAR the ideal tank for most situations, since 1.0's was more of a "group vs. group" combat system.
SE: make PLDs awesome again, or start releasing content where they shine!
Although I agree with Motenten 110% I have my doubts the devs would want to implement something as logical as this, mostly because it's to much work. How bout making all enmity decay at a decent speed and give "tanks" a trait that slows decay. I know it's not as good and I might be missing downfalls, but it'd be a good first step.
Last edited by Hazankoh; 01-12-2013 at 02:04 PM.
Here is the ultimate suggestion:
Combine PLD and DRK into one job. Then you have a job that can switch between offense and defense, generate and hold enmity with a wide variety of tools, have more survival tools, and has a plethora of weapons to choose from.
Listing off what this fixes:
Lack of damage output: Fixed
Lack of enmity generated due to lack of damage output: Fixed
Lack of volatile enmity: Fixed
Lack of ability to stay at hate cap: Fixed
Lack of self sufficiency: Fixed
Combine that with some adjustments to mob AI and attack power regarding AOE, and you have yourselves a FINE old game. Spit shined and ready to play.
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