We're designing for a system which at present basically lacks any and all interaction (i.e. is a "non-mechanic" apart from Provoke itself). There's no point in not future proofing. So long as Attack Power and its accordant effects on damage remains a mechanic, the problems that can cause will continue to hold water.
Ngl, this sounds like an incredibly gimmicky "notice the subtle connection after dying to it, or die to it repeatedly" kind of mechanic. Moreover, just how much buttons' worth of enmity tools are we talking here, such that a tank could drop precisely to position #6 precisely before the skill's targeting is actuated?but if we had bosses occasionally use lethal-to-DPS attacks on say #6 on the enmity list, then the tanks would have two ways to resolve it.
That's not a requirement. It looks like most people here would prefer to avoid bloat, but otherwise this is, again, a theoretical system. Add away if it helps. To me, at least, there seems little point in shoving a bunch of (at present, likely incohesive) buttons into one role if you're not willing to flesh out that area of play generally.Further than that, since we aren't going to give DPS or Healers methods to affect their own enmity beyond damage and healing generating enmity
How would this interaction occur? Even assuming slot-sniping were smoothly doable and somehow engaging, that wouldn't actually force you to pay attention to the entire enmity list, let alone give means to interact with it. It'd just be the slots in question.tanks would have to consider how much damage and healing certain jobs put out and actually pay attention to the entire enmity list
To be frank, that sounds like maximal annoyance for no improvement in gameplay (and I don't even mean no net improvement).It would vary every time there was a compositional change, and it would also vary fight to fight, based on lag, personal performance, and the RNG of Crit/directs.