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  1. #1
    Player
    Legion88's Avatar
    Join Date
    Aug 2014
    Location
    Ul'dah
    Posts
    1,527
    Character
    Baradaeg Ryssbhirwyn
    World
    Lich
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Reynhart View Post
    Technically, killing or not killing is also a binary value, yet you have lots of tools to manage how to kill more efficiently, and it could be the same for enmity. Healers and DPS should take enmity back from you if you don't put some effort into doing a proper "enmity" rotation.
    Killing or not killing is not binary, living and death are binary. Killing is a process.
    Also we are now at a point when we only have a enmity rotation, just like you seem to want it.

    Quote Originally Posted by Reynhart View Post
    Also, the game loves for tanks to build ressources and spend those on skills, why don't use enmity for that ? This way, you'd have to manage how much enmity you're allowed to spend without losing the target.
    Sure. If you can balance a tank with the enmity and a tank not having the enmity and if you can make the enmity and at least the enmity overflow quantifyable. Go for it. I would like this idea would bring a nice twist to the system.
    (1)

  2. #2
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Legion88 View Post
    Also we are now at a point when we only have a enmity rotation, just like you seem to want it.
    The problem is that we basically have a "swiss army knife" rotation. Whenever you are in the fight, this unique rotation will always fills all your goals be it DPS, enmity, ressource building, etc...And I feel that it's a little boring. For me, you should have to decide wether you need more ressource (To spend on your defense, or synchronize with a burst window) or more enmity, at the cost temporarily reducing your DPS, or if you can maintain your current DPS for the time being.

    Quote Originally Posted by Legion88 View Post
    If you can balance a tank with the enmity and a tank not having the enmity and if you can make the enmity and at least the enmity overflow quantifyable. Go for it. I would like this idea would bring a nice twist to the system.
    One thing I imagined a long time ago is a debuff tied to the gap in enmity. Basically, enmity would be separated in "Floors", and your tank stance would put a "Tunnel vision" debuff that increases direct/critical hit rate for anyone that is below your Floor (the wider the gap, the stronger the debuff). This way, even if you're top enmity, you'd still want to build enmity to give more and more stacks to your comrades and make their DPS skyrocket, which would in turn, make maintaining the gap more difficult, etc...

    On a sidenote, it would make recovering from death less punishing, since you'd be back at "Floor 1" and could gain a huge Crit/DH buff
    (1)
    Last edited by Reynhart; 06-06-2019 at 07:19 PM.
    Y: I usually compare FFXIV with a theme park, but the Forbidden Land of Eureka won’t be a place where everyone would want to go. For example, there are people who don’t want to go to horror houses because they don’t see the point in getting scared on purpose. For example, on a date, the boyfriend might want to invite the girlfriend to go the horror house, but the girlfriend just doesn’t seem to find it fun. In other words, it’s not like everyone wants to go to the horror house, but there are people who just love the adrenalin rush they get from it. Think of Eureka as something like that.

  3. #3
    Player
    Jandor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    3,479
    Character
    Tal Young
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Reynhart View Post
    One thing I imagined a long time ago is a debuff tied to the gap in enmity. Basically, enmity would be separated in "Floors", and your tank stance would put a "Tunnel vision" debuff that increases direct/critical hit rate for anyone that is below your Floor (the wider the gap, the stronger the debuff). This way, even if you're top enmity, you'd still want to build enmity to give more and more stacks to your comrades and make their DPS skyrocket, which would in turn, make maintaining the gap more difficult, etc...
    Could be tied to a slightly revised enemy list instead of a buff/debuff system.



    It would still be functionally the same behind the scenes, I'd just rather not have yet another little symbol on the boss bar to keep track of.

    Angry red square means it's looking right at you, therefore your chance of DH/Crit is lower.
    Calm green dot means the enemy barely even registers your existence, plenty of opportunity for critical strikes.

    Tanks would get tools to reverse or otherwise alter these effects.
    (0)
    Last edited by Jandor; 06-06-2019 at 07:34 PM.

  4. #4
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Jandor View Post
    Could be tied to a slightly revised enemy list instead of a buff/debuff system.
    You already have numbers and bars next to your name to indicate the hate order of your target, you could easily use those numbers to indicate your floor instead.

    It would also give some indications when the floors are stable and thus, you could focus a little on your personal DPS, if enmity and DPS are not optimized by the same rotation.
    (0)
    Last edited by Reynhart; 06-06-2019 at 09:43 PM.