If only SE actually communicated with their players...
If only SE actually communicated with their players...



They are trying too, we just have too many questions lol
http://forum.square-enix.com/ffxiv/t...=1#post4263595
This answer though, it can be pretty conflicting. On one hand they boost the enmity generated from the enmity combo openers, to help "newer tanks with aggro"(more dps stance uptime.)
On the other hand Vitality is definitely not going to affect tank performance, or scale their AP/performance with it.
They dont want tanks to have inflated HP
They dont want healers to be burdened with tanks having lower HP (from using Str accessories.)
They dont want tanks to not have scaling enmity or difficulty holding aggro
They dont want tank damage to increase or scale with other jobs damage stats(no Str on right hand side)
Last edited by ADVSS; 07-12-2017 at 05:48 PM.


They didn't do that for more DPS stance uptime. Every skill that has its enmity boosted is a low level skill. They want to help enmity management for tanks that don't have their tank stance yet.
Last edited by Reynhart; 07-12-2017 at 06:25 PM.
Make tank stances level 15, lock all skill enmity modifiers behind tank stance, make DPS stances level 30, and otherwise shuffle the skills around if needed. Something like that maybe?
Yoshi-P is doing his best and is patching Endwalker. Please wait warmly until it is ready.



That wasnt their intention, no, but it did exactly that.
This would do the trick instantly.
People would still attempt to dance, but itd be extremely challenging and risky.
Even if enmity scaled with AP(damage really) it wouldnt be modified outside of Tank Stance
Last edited by ADVSS; 07-12-2017 at 07:04 PM.


Yes, it was :
The "while leveling" refers to dungeons where you'll probably end with severals mob on you at the same time, that's why they increased the enmity for Flash, Overpower and Unleash. And we all know that DPS stance uptime is vital for sack pulls, right ? And I suppose a SwO PLD using Flash does more damage than a ShO PLD using Total Eclipse too, thanks to its DPS stance, right ?■4.01 Adjustments■
Ahead of 4.05, we will be making enmity-related adjustments for the three tank jobs. In light of the large amount of feedback we have received, we will boost the effect of enmity-generating combos and AOEs in order to make enmity management more predictable during the lower levels and while leveling.
Frankly, since classes lose more and more impact, they could simply do that, or even give the stance at level 10 for the first guildhest. If they want to enforce tanking in tank stance, they could also go as far as completely removing the enmity combos, since people tend to avoid them as much as possible anyway. 2 combos for PLD, 2 for WAR and a customizable one for DRK, there you go.
That's why I can't wait to see how Omega Savage will be. If it uses really tight HP checks, then SE's vision on the meta will be clear. And since it's Savage content, people can't reply that "They won't do that because casuals wouldn't be able to clear it..."SE have a vision, they want tanks to tank in tank stance and mitigate damage, yet they design their fights so that even tanks who does nothing beside activating their tankstance can complete them, this in turn leads to players who know how to use their def cooldowns tanking in dps stance as they know how to mitigate that damage without using tankstance.
Last edited by Reynhart; 07-12-2017 at 07:56 PM.



You don't even need to go that far. A GLA could have a damage combo of Fast Blade => Savage Blade => Rage of Halone, which after unlocking Shield Oath becomes an enmity combo. In turn, a new damage combo (that deals higher damage) comes in to fill that gap, making gameplay about flowing between the enmity combo to hold the mob's attention and using a higher damage combo to deal a bit of extra damage.Frankly, since classes lose more and more impact, they could simply do that, or even give the stance at level 10 for the first guildhest. If they want to enforce tanking in tank stance, they could also go as far as completely removing the enmity combos, since people tend to avoid them as much as possible anyway. 2 combos for PLD, 2 for WAR and a customizable one for DRK, there you go.
The same could be done for WAR and DRK (DRK already does this, but it is heavily tied to Dark Arts).
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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