Problems with this idea abound.
First off, it would be the only class where the DPS *would not* want the tank to actually maintain a strong threat cushion while simultaneously making it *harder* for the tank to keep aggro when the tank is struggling. Running with a *good* tank would end up completely and utterly destroying their DPS; running with a bad tank would end up having the tank itself never tanking a single thing.
Secondly, if the class ever died and had to be raised, they would have utterly abysmal DPS for the remainder of the fight. Enmity doesn't degrade over time so, the longer a fight goes on, the less a single attack matters as it relates to the percentage of total enmity. The only mechanical way for them to get a decent enmity cushion back would be for them to have Provoke, which would exacerbate the first problem, and, if they ever decided to join a FATE, unless they were amongst the very first to hit a target, they wouldn't be able to generate *any* real amount of enmity because Provoke doesn't work when someone outside of your party currently has enmity.
Third, it would require a lot more processing for each attack for the potency on every single target to go through another calculation of total enmity on every single target, which means more lag. On top of that, there wouldn't be a reliable way to determine your own comparative performance if someone outside of your group is tanking since the threat meters only provide information for your own party. Just as a backend consideration, it's more of a hassle than it's worth.
Enmity affecting anything other than who is currently being attacked is just a bad idea.
Of course, I doubt it will ever come up since Yoshi-P has already stated that, if they ever wanted to turn a tank class into a DPS job, they could just have that job remove all of the "additional enmity" benefits from the attacks and replace them with other stuff. The problem, as I see it, with turning a tank class into a DPS class is less about solving the damage/enmity problem and more about creating a compelling DPS rotation/priority since both WAR and PLD have really simple rotations (PLD is just "Halone combo spam!" and WAR is "BB>BB>SE").



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