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  1. #51
    Player Dale's Avatar
    Join Date
    Mar 2011
    Posts
    802
    Character
    Jeremi
    World
    Quetzalcoatl
    Main Class
    PLD Lv 99
    Quote Originally Posted by PlumbGame View Post
    Not repeating myself again. There is just so many times you can repeat yourself to a wall before you realize that the wall can't hear you and won't change.
    I feel the same way so don't worry.
    (0)

  2. #52
    Player Kawar's Avatar
    Join Date
    Aug 2012
    Posts
    91
    Character
    Kawar
    World
    Sylph
    Main Class
    PLD Lv 99
    Quote Originally Posted by Manux View Post
    or introduce threat meter for pld and the group party to see.
    now this is an idea i wish we had for years really. It would make my job as pld a little easier. not much but a little.
    (0)

  3. #53
    Player Ulth's Avatar
    Join Date
    Dec 2013
    Posts
    578
    Character
    Andrewviii
    World
    Valefor
    Main Class
    THF Lv 99
    Quote Originally Posted by Dale View Post
    This isn't a bad idea. Lowering the amount of enmity generated by damage on higher level fights would help with this problem. But it's not a consistent solution and would prefer a fix that didn't have to be singularly applied.
    It's already done like that for levels 50-99. https://www.bg-wiki.com/bg/Enmity#En...m_Damage_Dealt

    If it is done for levels 99+ it isn't done drastically enough considering how fast damage damage shoots up for levels above 99.

    Also I'm going to try and explain this simply and clearly so you can understand. The problem is not that other jobs are hitting enmity cap before pld. The problem is that everyone is hitting the cap too easily. This garbage you are spouting about damage mitigation gear being the problem is not the problem. I have no trouble at all hitting enmity cap in my damage mitigation gear. Iuitl +1 5/5, twilight torque, patricius ring, shadow ring, and shadow mantle. I'm trying to get a defending ring to replace the shadow one, but what can you do. WoE event is going on might even snag up a flume belt. But even if I did have the best in slot for damage taken for thf I would still have no trouble with capping enmity. And once I have hate there is no way to lose it other than to die, because in order to shed cumulative enmity back to zero you have to lose more than 5 times your max hp in damage, or lose 400 shadows, and even then you still have 10000 time volatile enmity.
    (0)

  4. #54
    Player
    Join Date
    Jun 2011
    Posts
    60
    To the people saying locking hate to one char would make the game too easy because DD don't have to worry about threat and taking damage...

    Do you even play this game in it's current state? Boss AoE, Boss AoE everywhereeeeeeeeeeeee... Boss AoE all the things, all the people, all the tarus, 24/7.

    I'd rather we be given the ability to bring different party setups than have to be a relic RNG or SAM or MNK or some other similar gimmick to go somewhere. I'm not saying threat should be locked down. But if a tank is actively trying to keep hate, he shouldn't have it ripped off of him by someone who can pull good numbers.
    (3)
    Last edited by Mookies75; 03-23-2015 at 02:05 AM.

  5. #55
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    11,124
    Tanks can tank.
    No they can't. Offense is irrelevant. Tanks can't tank when everyone can cap their hate and the only way to control it is to either die or nearly die or stand around and do nothing (for some unknown period of time, because the only way to accurately gauge your enmity is to have a scholar in the party). Tanks can cap their hate, so this issue has nothing to do with tanks doing enough damage or flashing or provoking or doing whatever to get hate enough.

    Enmity caps aren't the problem and raising them wouldn't stop what you are referring to from happening.
    Enmity cap is PART of the problem, not the whole problem. There really shouldn't be a (hard) cap at all, and the enmity generation system should be designed such that the only cap is what is maximially obtianable by your actions (and enmity falloff would put an effective, rather than hard, limit on it- have enmity loss increase as hate gets higher). In such a system, only an unusually threatening action (e.g. a huge hit or skillchain) would swing the monster unless the tank is undergeared and/or doing a poor job, which is how it should be. Tanks will keep hate by consistently performing threatening actions, and having appropriate gear to mitigate their enmity loss (thereby attaining a higher enmity level). The only thing DDs need to do to avoid taking hate is to time their biggest actions to coincide with a tank performing a large enmity gain.

    In this system, hate control is determined primarily by the skill and gear of the tank and secondarily by DPS jobs coordnating their attacks to coincide with the tank's actions, rather than having to stop entirely or taking a ton of damage.
    (3)
    Last edited by Alhanelem; 03-23-2015 at 02:42 PM.

  6. #56
    Player Roja323's Avatar
    Join Date
    Sep 2014
    Posts
    196
    Character
    Raijitsu
    World
    Asura
    Main Class
    PUP Lv 99
    in a suprise twist.

    emnity cap is increasing
    enmity from damage is decreasing
    (3)

  7. #57
    Player PlumbGame's Avatar
    Join Date
    Mar 2012
    Posts
    233
    Character
    Dravidian
    World
    Sylph
    Main Class
    DRG Lv 99
    Good to the changes!
    (0)

  8. #58
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    11,124
    Tah-dah!!!
    (0)

  9. #59
    Player Dale's Avatar
    Join Date
    Mar 2011
    Posts
    802
    Character
    Jeremi
    World
    Quetzalcoatl
    Main Class
    PLD Lv 99
    Quote Originally Posted by Ulth View Post
    This garbage you are spouting about damage mitigation gear being the problem is not the problem..
    It's not garbage.

    That is the problem. The enmity caps weren't the problem. Or at least no the main problem.
    (0)
    Last edited by Dale; 03-25-2015 at 03:08 AM.

  10. #60
    Player Dale's Avatar
    Join Date
    Mar 2011
    Posts
    802
    Character
    Jeremi
    World
    Quetzalcoatl
    Main Class
    PLD Lv 99
    Quote Originally Posted by Mookies75 View Post
    To the people saying locking hate to one char would make the game too easy because DD don't have to worry about threat and taking damage...

    Do you even play this game in it's current state? Boss AoE, Boss AoE everywhereeeeeeeeeeeee... Boss AoE all the things, all the people, all the tarus, 24/7.

    I'd rather we be given the ability to bring different party setups than have to be a relic RNG or SAM or MNK or some other similar gimmick to go somewhere. I'm not saying threat should be locked down. But if a tank is actively trying to keep hate, he shouldn't have it ripped off of him by someone who can pull good numbers.
    Not all bosses have AoE. Those who do - ranged players can usually stand outside of them. So the people suggesting that locking hate behind one character would make this game (I wouldn't use the word easy - I would use the world dull) still have a point.

    Instead of trying to turn this game into WoW or Final Fantasy 14 I would prefer to keep this game's enmity systems unique. That's why I play this game instead of other ones after all. Because it's different. I like that players get retaliated against when they pull good numbers.
    (0)
    Last edited by Dale; 03-25-2015 at 02:46 AM.

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