Maximizing damage is pretty much a thing in every piece of content currently. Don't be afraid of actual difficult mechanics beyond muscle memory rotations.There are also aggro ignoring mechanics as well. Gilgamesh when some players have been mini'd, for example. Or aggro priority: BCOB Turn 5 back then for those who did the 2-tank strategy.
As for the more "new and fresh" idea, this only punishes players who strife for maximum performance and won't be an issue when the party has a great tank and terrible DPS/healers. Or rather, it only punishes min-maxers and doesn't affect "I play how I want" players much at all.


What exactly makes "triple enmity" difficult? All it does is act as a hindrance to throttle down someone's damage output if anything. With how DPS driven the encounters are, throttling down DPS isn't even helping on that part. In fact, it's counter intuitive to have a DPS mechanic in an encounter (hard enrages or even at specific DPS checks) while being forced to stop or slow down the output. What if a healer gets it? This would just generate pointless stressful issues, rather than difficulty. The only one who would be somewhat immune to this would be White Mage. Astrologian and Scholars would have the biggest issue would (pointless) increased threat generation. Monks among the DPS would suffer the most from this kind of gimmick with dragoons being the least affected. Ninja may actually benefit from this, but this would simply make bringing Ninja's (or even two depending on frequency) mandatory. Ergo: Increased enmity mechanics is more of a nuisance than an increase in difficulty.
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