Hello,
We’ve been receiving quite a lot of questions and feedback on the enmity adjustments made in the March version update, so I’d like to respond to some of the larger topics.
- The reason why we made adjustments
With the implementation of the item level system, both characters and weapon skills were adjusted, and as a result the amount of enmity generated by damage dealt increased. This caused the enmity cap to be reached too quickly, which made it difficult to control enmity.
Due to this situation, we made adjustments by increasing the enmity cap and simultaneously decreasing the amount of enmity generated through damage, thus allowing for a longer period of controlling the target enemy.
- Targets easily rushing back line jobs
While adjustments were made to decrease the amount of enmity generated from damage, enmity generated from abilities, support, and healing spells saw no large changes, and it’s become difficult to maintain enmity on targets like in the past.
However, this means that the weight of enmity generated from abilities and spells has become relatively larger, and this has made it so warrior, paladin, and rune fencer, who possess many of these, are able to more easily control their a target.
(Of the jobs designed to be a tank, we feel that ninja is lacking in the ways to gain enmity, and we are planning to make adjustments to this in a future version update.)
Prior to the adjustments, the weight of enmity generated from damage was higher, and as there were many cases where emphasis was placed on damage dealing efficiency when selecting a front line job, there was a situation where it was becoming more difficult to choose a job that was proper for enmity control.
Due to this, we’d like to make it so each job is able to elicit their own unique characteristics by increasing the necessity for enmity equipment and abilities that control enmity.
In the event you need to protect back line jobs, we’d like everyone to try various methods for maintaining enmity such as adding jobs that possess a wealth of enmity generating means or utilizing support-type jobs to manipulate enmity.
- Back line alter egos taking hate too easily
The development team is aware that back line alter egos are easily pulling hate. Since alter egos function based on a special routine for each character, it’s difficult for fine enmity control, and we are currently looking into adjusting the amount of enmity generated by tank-type and healing/support-type alter egos.