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  1. #22
    Player Dale's Avatar
    Join Date
    Mar 2011
    Posts
    802
    Character
    Jeremi
    World
    Quetzalcoatl
    Main Class
    PLD Lv 99
    Quote Originally Posted by Alhanelem View Post
    Unpredictably dying isn't much fun. Everything should always go smoothly if everyone in the party is skilled, knows what they're doing, and knows how a given encounter works. You might like dying to RNG(randomness, not Ranger), but most people don't. In FFXIV, if I die I know it's because I screwed up, in most cases. You're only punished for making mistakes, not for doing your job to the best of your ability.

    But totally outside of this, where I won't agree to disagree because it's a bad system, the current system is itself broken because it doesn't work correctly due to not being adjusted for increasing power elvels of all jobs as we went up to 99 and ilvl territory. We are still working with a system based around being level 75 that has not been updated in any way since. At 75, you only pulled hate if the tank was performing badly or you landed an unusually powerful attack. Now, anyone can pull hate with anything - Cures, buffs, damage, whatever you can think of - because anyone can hit the hate cap WITHOUT EVEN TRYING. Tell me with a straight face that isn't broken. You don't even have to pull off a big skillchain or do something really threatening. You will pull hate just from performing your job at an ordinary level doing nothing remarkable.

    I love XI, still do, but this has been one of the most broken aspects of the game for years. You don't even know who to blame when you die half the time because even the most skilled player tanking can't keep the mob off you. If the mob spins like a top no matter what people do, it's just a big game of russian roulette. Why even have a tank if they can't tank?
    Tanks can tank. They just can't tank if they are wearing full mitigation gear with a gimped offense while all the other melee in the group are decked out in their most powerful DD gear. That's the problem. It creates a party imbalance that prevents the tank from being able to require threat.

    Enmity caps aren't the problem and raising them wouldn't stop what you are referring to from happening. It might just a little longer for it to happen is all.
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    Last edited by Dale; 03-22-2015 at 07:33 AM.

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