
Originally Posted by
Ophannus
The problem with enmity is this:
High damage should be punished with a lot of hate because if DDs can deal high damage without threat of being hit, DDs can be as liberal as they want. If DD actions produce very little hate, then all a PLD or tank has to do is use a few JA/Spells and they lock hate on them for most of the fight, whilst DDs have nothing to fear except AoEs. This is how many MMO actually work and it's actually a poor system. Damage dealing should be risky, higher damage=higher risk of pulling hate. Pull hate too often or for two long and risk getting killed. On the other hand, enmity from damage dealing, while actually 50% of what it used to be 3 years ago(they nerfed it), the damage scaling has increased tremendously in the last 3 years due to 26% haste gear being plentiful and the linear exponential growth of ilvl stats/base DMG.
Where do you draw the line of balance between making high damage punishable and risky, but also foster strategy and tactics so the tank has the resources to get and maintain hate. If they let tanks surpass the hate cap, then DDs will never be able to pull hate as long as the tanks stay at least 1enmity above the cap. That would be a broken system because once a PLD is beyond the cap, DDs could zerg as they please without fear of stealing hate, mages can drop high enmity nukes or spam cures with reckless abandon. SE would counter this probably with frequent hate-reset TP moves or instant-death attacks.
One way to fix this is to vastly increase mob's single target attacks but buff the DEF/ATT formula such that PLDs take reduced damage versus these huge attacks, but a WAR or DRK get rocked for huge damage if they pull hate. It would usher in careful DDing, bringing THFs, subbing /NIN, and even evasion tanking because perhaps even with an Ochain PLD, perhaps the mob hits too hard that you'd need an Evasion tank, with Utsusemi, Blind and Accuracy Down attacks.