Okay so... is the objective of the new director to make this game unplayable? Because the majority of the stuff listed here hardly generates much enmity anyways, if it is getting hate maybe you should have a real tank during content. That is always an option you know...
Geomancer I don't know I have seen more hate generated from cure 1 than any of their spells and I am leveling it slowly with a few RUNs.
Job abilities: I can understand some of those listed. However, why reduce BST ability enmity generation? Once upon a time BST took skill and intelligence to play and now its just job a monkey could play, you plan on making it easier for them? So much for the "skilled job" but I guess that died when level cap was raised, that's when the job became easy.
White magic, I can understand some of them such as raise, erase, the SCH spells.. but why reduce enspells and barspells? One of the last things RDM can do anymore that no other mage can do is take a hit and take it well and if setup correctly RDM can tank if it had some enmity generation which is another way RDM can play in some content. Also if you thought about it, keeping barspells as they are if they do generate as much enmity as you claim would only HELP RUN when they casted it. I guess the dev team doesn't look into this now does it.
Black Magic I would say raise the enmity on spikes but lower it on the rest, I can't remember the last time I saw a BLM cast a spikes spell so that's just wasted time, RUN also gets spikes spells.
Summoning Magic Complete agreement here, Never liked how summoner spells, JA's or pet commands generated more enmity than others.
Now for the bad one that makes absolutely zero sense at all.
Ninjutsu
This one makes me greatly question the SE development team
As a NIN the first spell I casted was Kurayami: Ni because it helped secure hate a little better at the start of a fight not just because of the blind effect.
Okay, so... let me understand this you think that some of these spells generate too much enmity? You do realize that once half of these spells land they have no effect until they wear off right? That most ninja won't even cast them until they wear off? So why would you reduce them? What, if any logic do you even have to do this? I am convinced there is no logic in the SE development team half the time. Does the director know what they are doing I am thinking they don't.
Songs
With any half-decent tank/melee you wouldn't generate enough enmity from songs to even get hate until the wipe.
In conclusion:
I am perfectly fine with you raising the enmity on those two spells, they need it, but lowering the enmity on these spells and abilities for the most part is just a terrible, terrible idea.
Maybe you're on a mission to prove everyone wrong, and job balance was NEVER on your list of things to do just like it was before. If it was you'd be making adjustments to things that matter and not the enmity generation on so many spells that don't even generate much enmity in the first place, or in the case of Ninja generate enmity and HELP it to perform better.
I strongly urge you to reconsider some of these changes they are not only unbalanced changes but terrible ideas and poor development at its finest.
RDM/RUN Raise the enmity on enhancing magic spells, would force rdms to stay on their toes and help RUN tank.
NIN: RAISE enmity on NIN enfeeble spells since /NIN never use them, or admit you have no idea what you're doing in terms of game development and balance, you clearly don't.
SMN: I support, but just like moogles in selbina you're doing this update about 5-6 years too late. Cut the enmity on their job abilities and pet commands or the summoning magic enmity cut is completely worthless.
What the SE dev team, especially the new director needs to do is make waves and job revamps for half the jobs in the game, not make small questionable and in this case laughable adjustments that will only frustrate the community.


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