Yeah same. I always considered the enemy list to be more of an indicator for the dps and healer and a last ditch indicator for tanks. As I said I only ever really rely on it as a cheat sheet when im grabbing a large amount of mobs (like more than 5) to see if there is a straggler or two after the first burst of enmity. I cycle through as well, on PS4, and find that gives me far more info on where the party lies on the enmity scale than the enemy list.
These all sound like opinions of well-established tanks familiar with everything. You learned this way, and that's great. But that doesn't mean the system can't/shouldn't be improved. There's a lot to pick up in the early tanking experience. The whole party list enmity bars are going to be a completely new thing, one they're not trained to watch for, and shoved so far off in the corner of the default UI that they're bound to miss it until it's pointed out to them somehow. The enemy list is a familiar feature, between story and class quests, possibly even FATEs, players get experience with its function and utility. It's the UI element early tanks are likely to watch more, which may lead to a bad tanking experience if they get frustrated with not understanding when/why they're losing aggro at any given time.
Nobody's asking to put tanks on auto-pilot (seriously, why does everyone always jump to that conclusion any time a tanking improvement is brought up?). This is just a case of refining and improving the tools available so maybe we get more tanks hanging around in game and reduce all our queue times.
The big problem with it is that the enemy list very clearly demonstrates your enmity on a mob relative to the rest of the group. If you're a tank, and you start building hate on a freshly-spawned mob, you'll watch it climb green => yellow => orange => red, and to that point, it gives you a sense for how much more work you have to do to get ahead of the rest of the team on that mob (especially useful if dealing with packs of mobs that spawn; a few guildhests come to mind).
But once you have hate, that's where it effectively stops being of any use. Say a DRG is burning down another target because it needs to die faster than the rest. In your cycling, you pass over it once, but then move onto the next, and put your enmity combo on each mob in the pack. However, the DRG gets a string of crits, the stars align, and in the at least three GCDs you're off that mob, they very quickly overpower your hate lead, and then they start taking damage. If the interface had alerted you better to the fact that your enmity lead was slipping, you could have tabbed back to that mob before it was a problem.
It's not going to encourage bad gameplay, just give tanks a better tool to understand how to play more effectively. Just because you don't need it and wouldn't use it doesn't mean others don't need it, or that others wouldn't use it. If you oppose convenience, just think of it as giving you a good "back in my day..." story to tell all the young whippersnappers that you encounter.
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A dungeon party with two summoners always makes me egi.
Beginner's Overview to Tanking in FFXIV: http://forum.square-enix.com/ffxiv/threads/352455
Learn to Play (it's not what you think): http://www.l2pnoob.org/
I don't think any changes are needed. As long as you pay attention to what your party is doing then the enmity gauge works perfectly fine on its own. I find the enemy list is nothing but an alert to tell you a new mob / mechanic has spawned. Otherwise its just a distraction. There's much more important information to be keeping an eye on.
You shouldn't be waiting for a red light to turn green. You should be switching between mobs every GCD; proactively applying enmity to all targets. Keeping an eye on mobs HP to determine which one's may need a bit of extra attention. Tossing out some extra AoE Enmity with a SMN, BLM, or Holy Mage in the party. Though this all becomes a lot easier on PC if you have TAB (forward mob cycle) and F11 (backwards mob cycle) right on the side of your Mouse for extremely easy and precise target acquisition [instead of going through the entire enemy list over and over.]
Last edited by Galactimus; 06-26-2016 at 08:18 AM.
Every tank should cycle through the mobs, the system how it is right now is just fine. If you give more symbols and colours to it, newer players will be even more overwelmed because of this. Never change a good running system.
And sorry, a FATE only player will never learn how to tank, not with the system as it is and not with a changed one.
System is fine. Doesnt need further hand holding.
A Rube Goldberg machine can get its job done, but there's a lot of room for improvement. Never change a good running system? I disagree. Always be looking for ways to improve. Isn't that how you make the meta better? Just, no. And worse, thinking it "works just fine" is being completely blind to any other perspectives you might not have considered; looking at a problem from a new angle is always desirable, to shed light on what you've become complacent with.
(now, I'm not entirely saying that's the case here, just that the idea of never changing something because it works is terrible)
My point on that particular subject was tanks don't jump into dungeons right away. There's leveling to do first. And some of that leveling may be through FATEs. Where they start getting a bit of experience with the enemy list, becoming familiar with using that tool to follow enmity, before they may ever be thrown in a party where the more useful enmity gauges are.And sorry, a FATE only player will never learn how to tank, not with the system as it is and not with a changed one.
This thread doesn't have anything to do with my ability to hold or generate enmity. I'm capable of using the party enmity bar, the same way as everyone else does. I'm capable of using AOE enmity, the same way as everyone else does. I'm capable of holding aggro, the same way as everyone else does. This thread has nothing to do with those things.
This is about the enmity indicators. Obviously, Square designed the blinking red square with the intention of having it blink faster when you were closer to losing enmity. This is not an opinion, this is a fact. This is how they designed it. This is why they made it this way. They clearly intended it to be visible at a glance, via the enemy list, which enemies you are fighting that you are losing aggro lead on. They designed it this way to have this information visible, without having to tab-cycle through the targets, and have it easily visible. They designed this enmity indicator to provide this information to players. For those of you who may be confused about what this thread is talking about (and I see a few who may be), it is about improving a system they already have implemented in the game. This is not asking for hand-holding. This is not asking for "how 2 hold more enmity?" This is not asking "I'm having trouble tanking." This thread is asking them to improve a function that's already in the game, to make it better serve the purpose they intended it to serve.
I don't understand the negative remarks and condescending attitude from a few people. This thread is entirely a suggestion to improving an already-existing function to provide more clarity and information, visible at a glance, without having to tab target. It's already in the game, and they intended it to be in the game, but it's flawed in its current state. It is simply a suggestion to improve the display indicators to better relay information that they already intended to have readily available to the players. There is no harm in that. I saw a way it could be improved, and I suggested a way it could be improved. My skill, perceived lack thereof or otherwise, is a non-topic of this thread.
Just because I see a way for a system to be improved does not mean I need or am relying on the change to perform better. It means I'm paying attention and am looking for ways to improve the game. Having a solid red square turn into a blinking red square is not going to radically change the way players tank. It's not going to hurt or hinder anyone, in any way. Red blinking square still means a tank is holding aggro. You don't need a 50000 aggro lead. All you really need is a 1 aggro lead. Sure, the more of a lead you have, the better, but in the end, that 1 aggro decides who's taking the hit. The proposed change is not going to destroy the world, or hold hands, or make bad tanks magically great. It's simply improving a system that already exists to provide more clarity.
Last edited by Sokina; 06-26-2016 at 09:08 PM.
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