You want traffic lights slipmac? Whats next SE autopilot?


i'd like it to be more like a meter, also when you have all the hate and the meter is red a red fog should resonate from your character.

If what generates enmity does not get adjusted there is absolutely a need for a gauge!
As an archer it is so difficult to determine when I am getting close to pulling the mob on me! Alot of times, the mob will come towards me and I am not even shooting anything. It's almost like my individual enmity has a lingering value that diverts the mob towards me. Even when it's obvious that the tank is doing more damage.
However if they make changes to how enmity is generated so that it is more predictable. A gauge wouldn't be necessary.
What if they added an animation to add to mobs to turn their head towards their next target. Or a aggro symbol that briefly flashes before they switch targets?
I dunno what would be best, but the game isn't fun either if things get so flashy with GUI and battle strategy effects that you can't tell whats going on, on the screen! Or it's just all flash and no battle :P.
But from what I have seen so far and from an Archers point of view that does NOT want enmity! I want this gauge! and it should NOT be optional to turn off either.
Because then you just have to explain to ppl on how to turn it on when they can't manage their enmity :P


The discussion seems almost exclusively centered on arguing that the visual display of enmity equates to the coming of the anti-christ instead of on the fact that underpinning this display is a re-written enmity system that is far more sensible than the overly convoluted mess currently in place. The important part, imho, is that the underlying system governing enmity will now make sense, the little visuals (which you may or may not be able to toggle) are secondary.


they are changing the enmity formula, they have stated that it was too complex and they have simplified it on per action basis.If what generates enmity does not get adjusted there is absolutely a need for a gauge!
As an archer it is so difficult to determine when I am getting close to pulling the mob on me! Alot of times, the mob will come towards me and I am not even shooting anything. It's almost like my individual enmity has a lingering value that diverts the mob towards me. Even when it's obvious that the tank is doing more damage.
However if they make changes to how enmity is generated so that it is more predictable. A gauge wouldn't be necessary.
What if they added an animation to add to mobs to turn their head towards their next target. Or a aggro symbol that briefly flashes before they switch targets?
I dunno what would be best, but the game isn't fun either if things get so flashy with GUI and battle strategy effects that you can't tell whats going on, on the screen! Or it's just all flash and no battle :P.
But from what I have seen so far and from an Archers point of view that does NOT want enmity! I want this gauge! and it should NOT be optional to turn off either.
Because then you just have to explain to ppl on how to turn it on when they can't manage their enmity :P

I honestly don't understand why the lot of you are complaining about simple battle modifications like these. Seriously? You complained about seeing mob level and whether they were aggro or not because it made the game "easier"? You're complaining about seeing an enmity gauge because it makes the game "easier"?
Honestly, if that's what you think makes or breaks a game's difficulty and fun, I feel absolutely sorry for you.
It's amazing how so many old FFXI players are so shortsighted. Hell, I played FFXI religiously and even I see that minor things like mob level and enmity are nothing when it comes to terms of difficulty.
Sorry to bring more WoW logic here, but that game focused more on fun boss mechanics than sitting there derping about when to attack and when not to. Things like bosses that reacted to sound, so if you moved you'd get aggro, all while things blow up around you forcing you to think strategically about when to move and when not to. Bosses that put a debuff on you that kills you within a short duration, which you had to pass around to other players, making sure you don't pass it to someone who didn't already pass it or you both die, all while kiting slime mobs that can explode and kill all 25 people in your group. If this threat meter will allow the Devs to focus on better battle mechanics rather than having to make more fights where the hardest element was claiming the mob, then I'm all for it.
Managing threat? That's what you consider fun and difficult? So much so that an enmity meter will break the game for you? What the hell is wrong with you?
I like you. Put these fools in their place!I honestly don't understand why the lot of you are complaining about simple battle modifications like these. Seriously? You complained about seeing mob level and whether they were aggro or not because it made the game "easier"? You're complaining about seeing an enmity gauge because it makes the game "easier"?
Honestly, if that's what you think makes or breaks a game's difficulty and fun, I feel absolutely sorry for you.
It's amazing how so many old FFXI players are so shortsighted. Hell, I played FFXI religiously and even I see that minor things like mob level and enmity are nothing when it comes to terms of difficulty.
Sorry to bring more WoW logic here, but that game focused more on fun boss mechanics than sitting there derping about when to attack and when not to. Things like bosses that reacted to sound, so if you moved you'd get aggro, all while things blow up around you forcing you to think strategically about when to move and when not to. Bosses that put a debuff on you that kills you within a short duration, which you had to pass around to other players, making sure you don't pass it to someone who didn't already pass it or you both die, all while kiting slime mobs that can explode and kill all 25 people in your group. If this threat meter will allow the Devs to focus on better battle mechanics rather than having to make more fights where the hardest element was claiming the mob, then I'm all for it.
Managing threat? That's what you consider fun and difficult? So much so that an enmity meter will break the game for you? What the hell is wrong with you?
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