Aggro management was terrible. Awful. No good. I could write an entire thesis on why it's an awful idea.
I don't really care about the rest, but fuck aggro management.
Aggro management was terrible. Awful. No good. I could write an entire thesis on why it's an awful idea.
I don't really care about the rest, but fuck aggro management.
I, for one, would be interested on knowing your reasoning for this. (Not an entire thesis, but a summary would be nice.)
I may be in the minority but I actually agree with the op.
Push one button and never lose aggro is boring, hence the reason I haven't picked up a tank class since 2.0.
Having to manage aggro on a mob by the entire party and not just going ham on it was to me more exciting.
Having to plan your burst damage around the tanks abilities to generate emnity, having to manage your TP during a fight so not to run out was more exciting to me than just spamming your skills until the mobs die.
But then again I came from XI, a game where you had to actually participate with your party, not in spite of.




Having tanks scream at me for not pressing what otherwise appeared to be a useless button got really boring after a while. They are the tank, keeping enemies focused on them is not my job if I am playing Red Mage or Black Mage (at the time). I can only imagine the kinds of problems that tanks would be experiencing if this was still the case with new SMN out, which already has enough firepower to disrupt aggro early on in dungeon pulls.I, for one, would be interested on knowing your reasoning for this. (Not an entire thesis, but a summary would be nice.)
I may be in the minority but I actually agree with the op.
Push one button and never lose aggro is boring, hence the reason I haven't picked up a tank class since 2.0.
Having to manage aggro on a mob by the entire party and not just going ham on it was to me more exciting.
Having to plan your burst damage around the tanks abilities to generate emnity, having to manage your TP during a fight so not to run out was more exciting to me than just spamming your skills until the mobs die.
But then again I came from XI, a game where you had to actually participate with your party, not in spite of.
Additionally, when I'm playing a tank I do not like to have to work extra to keep things focused on me. I want a decent rotation as a tank that builds enough aggro to keep things on me, which is the case for my current favorite tank, Paladin. The aggro juggling as old Dark Knight was a terrible experience and the fact that the spell Flash was even in game at one point seems so bewildering looking back. That ability should have never left FFXI. They were all needless complications to what should have been a fun experience, not the headache inducing runs from back in the olden days.
Last edited by aveyond-dreams; 02-07-2022 at 08:19 AM.
I suspect a few of their ideas would mimic my own thoughts I outlined in post #16 and as I said in that post, that is just scratching the surface, though, in bullet points:
-Redundant combos
-Annoyance of Lucid/Diversion/Quelling
-Gear/skill levels of everyone
These points mainly come from the flaws in the system that was in place up until Stormblood.
Also, managing TP was not fun. Before Holy Spirit/Equilibrium TP restore, tanks had no way to restore TP/not use TP. Even playing perfectly, you will run out and then what? You are being punished for...playing too well? How about AoE? They cost alot of TP, ~120 per GCD IIRC, you ran out quickly. Paladin's alternative? Flash, you get punished by doing no damage. Warrior? Equilibrium only restored TP in Deliverance, the DPS stance. DRK was the only one who really didn't have to much of a hard time just because of the MP restoration power it had. TP was just a punishing mechanic and was not interesting.
Yeah, it's mostly just this.I suspect a few of their ideas would mimic my own thoughts I outlined in post #16 and as I said in that post, that is just scratching the surface, though, in bullet points:
-Redundant combos
-Annoyance of Lucid/Diversion/Quelling
-Gear/skill levels of everyone
These points mainly come from the flaws in the system that was in place up until Stormblood.
Also, managing TP was not fun. Before Holy Spirit/Equilibrium TP restore, tanks had no way to restore TP/not use TP. Even playing perfectly, you will run out and then what? You are being punished for...playing too well? How about AoE? They cost alot of TP, ~120 per GCD IIRC, you ran out quickly. Paladin's alternative? Flash, you get punished by doing no damage. Warrior? Equilibrium only restored TP in Deliverance, the DPS stance. DRK was the only one who really didn't have to much of a hard time just because of the MP restoration power it had. TP was just a punishing mechanic and was not interesting.
Aggro management was only a mechanic if you were either bad or had a party that didn't play nice. Otherwise, it was just a nuisance.
That's not a skill worth testing. That's just luck masquerading as talent.
It's also ridiculously overpowered to be able to press one button and have 20% more DPS over someone who doesn't.


That's not an argument against TP or aggro, that's an argument that they implemented it poorly.I suspect a few of their ideas would mimic my own thoughts I outlined in post #16 and as I said in that post, that is just scratching the surface, though, in bullet points:
-Redundant combos
-Annoyance of Lucid/Diversion/Quelling
-Gear/skill levels of everyone
These points mainly come from the flaws in the system that was in place up until Stormblood.
Also, managing TP was not fun. Before Holy Spirit/Equilibrium TP restore, tanks had no way to restore TP/not use TP. Even playing perfectly, you will run out and then what? You are being punished for...playing too well? How about AoE? They cost alot of TP, ~120 per GCD IIRC, you ran out quickly. Paladin's alternative? Flash, you get punished by doing no damage. Warrior? Equilibrium only restored TP in Deliverance, the DPS stance. DRK was the only one who really didn't have to much of a hard time just because of the MP restoration power it had. TP was just a punishing mechanic and was not interesting.
The difference being, the concept of resource management is good, they added TP restorers because it was implemented badly that you had no way of returning TP, that was a smart move.
However SE took the approach of just rip the whole system out instead of fixing it.
To give an analogy, imagine your houses heating system allowed you to control temperature but it wasn't working right in one room of your house. Instead of checking what needed fixing and replacing certain parts the plumbers removed the entire heating system and it was replaced with a static heating system that gives you no control and your house is stuck on 22°C permanently.
I don't think anyone here is advocating for the exact old aggro system to be brought back, or TP management system. What is being said is that the game is becoming less fun because it is becoming shallow, mechanics and gameplay feel empty especially for tanks. For those who are saying tankings is already too busy, what is it you're busy with, not trolling, genuinely I want to know? Certainly not tanking! If by busy you mean the rotations, then you're complaining about being DPS as that is the exact same thing they are doing, you are currently functionally no different from a DPS class, and I would like to point out that Tanks have the simplest DPS rotations in the game.
Last edited by Malthir; 02-07-2022 at 05:43 PM.
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