So basically, take what I said and flip it on its head, so your main combo builds it up and you spend it on burst damage, whilst keeping above a certain threshold. This is just another gauge and personally, I would say it was better suited as a main mechanic for a job rather than something all TP users should have. Infact, we even had a job similar in the form of original SB Machinist. You wanted you build up heat to get above 50 Heat to get access to the heated shots, then used the stronger Heat Blast to bring it back down before you capped at 100 (Overheating was a DPS loss on the original MCH), so you had to strike a balance between 50 and 95 for maximum damage.
As for the enmity comments, I don't think you quite understood where I was going. To give simplistic examples, tanks have 2 attacks, one that does enmity, one that does damage, and DPS just damage consistently. This means you want to use the enmity combo to keep above the DPS, but not so much that you could potentially lose out on a damage hit. This means you need to keep your enmity higher than the DPS by some amount. This amount would remain consistent throughout the fight as enmity gain is essentially linear.
For this, I am only going to say, you get 1000 enmity per second. This enmity is tracked by a bar which has a certain resolution, to make life easier, lets just give it 100 units of resolution. After 1 second, each unit represents 10 enmity. After 10 seconds, you have 10,000 enmity, each unit now represents 100 enmity. We have already lost a whole order of magnitude to the resolution, but lets continue. 5 mins, which is 300 seconds, or 300,000 enmity, each block is now worth 3000 enmity. 10 minute fight, each one is worth 6000. The size of the bar itself has not changed, but how much each unit represents has. If you know you need to stay, say, 500 enmity above the dps to be safe, after 1 second, the 500 enmity is equivalent to 50 units. After 10 seconds, the dps would be at 9500 to your 10,000, each block represents 100, so your have 5 units to show that you are still just above the dps. After 5 minutes, you at 300,000 enmity, staying 500 above the dps, 299,500 enmity. Each block is 3000, so the DPS have filled 99/100 units. The DPS could be 500 behind you, they could be 3000 behind you, which would allow more damage on your end, you just do not know. After 10 minutes, the DPS is still at 99/100 units, but the range they could be in has increased from 500 behind you to 6000 behind you, you just do not know. The longer the fight goes on for, the less accurate you would be, and so the more likely you are to use your enmity combo, just to be safe and bear in mind, this is a very very static example simplified to get the point across. In reality, it is going to be much more dynamic with different jobs catching you at different rates, it is going to depend on how lucky the got with direct/crit hits, how much self healing have they done etc. It would make the whole enmity thing a complete guessing game the later in a fight you go.
And I fail to see how this would make things fun. Ok, a mob decides it wants to smack the healer, fine, I am now forced to use the enmity combo to get it back, or, more likely, just provoke it, if provoke is down, shield lob/tomahawk etc. to get it back. This isn't going to make tanking more engaging, it is just going to be annoying. If it is just, the mobs hits the healer/dps for a hit, well, we already have that, so that is nothing new. I suspect there is something else you had in mind, however, I fail to see what you are trying to get at with your vague explanation.
If you want to make things more interesting, you need to make use of the tanks full kit, things that are currently woefully underused are Low Blow and Interject. Apart from the odd scenario here and there, you have no reason to think about them. Provide some interesting things that go with them, the big thing I have always said was changing a moves properties rather than just outright stopping it. As a tank, you should be there to control the enemies, both in positioning for easier DPS uptime and mitigating damage to help the healers keep you and the party alive.
Agro management was terrible. With all the things I have to manage now as a main tank....I should NOT have to worry about a BLM that is about to overtake me because they are spitting nuclear hot death.
I'm so glad this isn't WoW agro style management. In FFXIV you either have it....or you don't.
The tank busters in this savage tier ALONE have given me a moment of pause to think about agro management. The tank busters in P1S are fun and make you actually work with your OT.
Agro management sucked....and it was outdated. I'm glad it's moving towards new and interesting tank mechanics that require the tanks to basically be in tune with each other. At least I am with my static OT.
Plus this allows the DPS to balls out on without having to hold back.
Sure, you can flip what you said on your head all you like... but it still won't have anything more to do with my position or what I described to you.
A resource which starts at maximum and is regenerated over time is the exact opposite of a resource which starts at 0 at is generated by actions. How did you quote the prior and arrive at the latter?
I am aware of how StB MCH played. (Though, no, Overheating was not always a dps loss. Its potential damage gain was frustratingly minimal for how much effort was involved in order to exploit it at all, but those opportunities did exist.)Infact, we even had a job similar in the form of original SB Machinist. You wanted you build up heat to get above 50 Heat to get access to the heated shots, then used the stronger Heat Blast to bring it back down before you capped at 100 (Overheating was a DPS loss on the original MCH), so you had to strike a balance between 50 and 95 for maximum damage.
It's still the exact opposite of what I'm talking about here. You're describing a from-zero resource built by actions and which must on occasion make use of a weaker action in order not to be penalized, as opposed to a from-max resource regenerated over time and which allows some n actions per minute and, further, per fight (as per the time the time it'd take to drop initially to the effective minimum resource).
_____________
No, I understood completely. I'm asking, if the default UI is so useless as to make enmity management impossible, what "better" UI solution you'd propose. I had little to no trouble minimizing excess enmity with the default UI.As for the enmity comments, I don't think you quite understood where I was going. To give simplistic examples, tanks have 2 attacks, one that does enmity, one that does damage, and DPS just damage consistently. This means you want to use the enmity combo to keep above the DPS, but not so much that you could potentially lose out on a damage hit.
I'd be fine with seeing a "+<value>k" descriptor added beside the lead enmity, or a + or - value added for ones, to better show that exact difference, but that's something that took a modder an scant afternoon to add to the game. If the devs wanted to actually bring back aggro management into the game's modern climate, they could provide something equivalent.
Again, as per my very first post here, I have no interest in readding enmity management if it remains a mere matter of remaining the lead entry on a damage-times-modifier table by a margin that ought to be minimized by the fight's end. But to say assume absolutely that the effective removal of enmity management, as per the past two expansions, would be reversed without any chance of accordant UI improvements or surrounding changes by which to situate it to the current game... is not sensible.
You're strawmanning again. I've not asked for the return of Enmity skills.And I fail to see how this would make things fun. Ok, a mob decides it wants to smack the healer, fine, I am now forced to use the enmity combo to get it back, or, more likely, just provoke it, if provoke is down, shield lob/tomahawk etc. to get it back. This isn't going to make tanking more engaging, it is just going to be annoying.
I have, multiple times in this thread alone, pointed out that I think they're bloated -- inefficient ways of handling things that should instead be covered by more involved undermechanics, rather than GCD choices limited to a single role's kits.
I merely don't think that Enmity skills competing with damage skills makes them non-mechanics any more than buffing GCDs like Twin Snakes or Heavy Thrust would compete with the damage skills that benefit them. Minimizing excess margin, in either case, is the mechanic -- however shallow it may be in the case of Enmity-enhanced skills.
Mob AI and stuns/interrupts are not mutually exclusive.If you want to make things more interesting, you need to make use of the tanks full kit, things that are currently woefully underused are Low Blow and Interject.
What's next? Mobs can't have more than a single AI script because we couldn't then have active mitigation? We can't have involved rotations because then we couldn't make use of Interject? None of these things conflict with each other.
Last edited by Shurrikhan; 02-09-2022 at 09:19 AM.
with how the game works Idk about this one chief.
Considering how they handle multi-targeting attacks, it likely actually is impossible within their framework.
In its real case, any attack a boss launches that targets more than 1 player simultaneously, is actually the boss + a bunch of invisible entity copies of the boss that copy its buffs/debuffs hiding under the map all targeting different players, since FF14's enemy framework can only have a single valid target for an enemy for any one attack. So for your idea, the boss wouldn't be able to track more than one target as far as latent and active aggro unless it was physically 2 bosses on the field and one of them ran a different script from the main boss.
You can actually see an instance of this in EX2 where the boss aggro name physically changes to whoever they're targeting for the shared raid AOE hit on the sword attack, since its launched by them directly and not one of the copies that are responsible for other attacks in the fight, like the 2x water stack.
Some other fun examples include:
-Garuda, Ifrit & titan all cast a jail on a different player during uwu, even though Garuda & ifrit are off the field and hidden.
-E12s's boss has a second copy that targets the #2 in hate specifically for both hits, while the main boss only ever targets #1 for both hits.
-E8s boss has the same deal with ahk morn as E12s's boss does.
-Every instance of Limit cut is actually 4 instances of Cruise Chasers with different targets set for their mechanic
-Photon in TEA is casted by two to eight hidden Cruise Chasers in the Brute/Cruise phase at a set time. This results in an interesting situation where if you kill BJ/CC too quickly, the Photon meant to drop the tank's HP to 1 in the later half of the phase will instead happen during the lead-up to timestop: https://www.twitch.tv/ffxivmomo/clip...4L5HyFi7gz3rvy
TL : DR, boss AI has a ton of jank hidden under the hood, likely making a lot of complex interactions effectively impossible.
Last edited by Daeriion_Aeradiir; 02-09-2022 at 10:08 AM.
What I'm asking for, though, doesn't require multiple simultaneous targets any more than is presently the case. It merely requires a greater variety in who is targeted and what tanks can do about it such that being merely at the top of the Enmity table isn't the be-all and end-all of target selection prior to separate "raid mechanics" (or "double-tank busters" alone), and that space gives tanks more to do.
Mobs should at least have an illusion of some small degree of intelligence, and thereby allow for more to be involved in tanking than merely having their stance on and sometimes leading about a cylinder as mechanics fall or, at best, emanate from said cylinder.
__________
Now, to get the extent of gameplay mentioned before for if I had as much resource as I wanted (i.e., under that pipe-dream heading of "ideally"), that boss/mob/NPC script would also have to be susceptible to change given particular conditions -- able to be manipulated. That's a very separate story from how many enemies a single attack can target, however.
Last edited by Shurrikhan; 02-09-2022 at 10:24 AM.
This is a lie. Everyone who tanked in SB knows that agro management wasn't a thing for the MT, it was the OT to voke shirk on cooldown and everyone else managing their own hate with diversion or lucid. Get your head out of the clouds and remember the truth. It was not tank mechanic, it was the party mechanic that they hated to do.Originally Dps could pull aggro off a bad tank, not all moves gave enmity and if I remember correctly most of those moves only gave enmity while in tank stance. This added consequences to the game, DPS and healers had to use moves to lower their aggro.
Tanks stance wasn't perfect, and at high-end ARR the meta was to tank without it. However removing it was a terrible plan IMO. Instead they should have made aggro gain more difficult if you weren't stance switching, made tank stance OGCD and then in each expansion they could have focused each tank classes mechanics around their stance and subsequently TP which I'll get onto next.
1. Whether it start at max or 0, whether it regens over time or not, whether it is gained via GCDs or not, at the end of the day, the mechanic is, keep it between 2 values with things that manipulate the value. If you are forced out of the ideal range, you get back in as quick as possible. Trying to adopt this into the existing jobs is not going to work, it has enough complexity to warrant a whole job based around it.
2. Yes, that is my point. There is no way to do it without numerical values, but I guarantee SE will not put numbers onto enmity that we can see by default, which then means you cannot have a mechanic that requires you to stay a bit ahead of the DPS.
3. Going back and re-reading past posts, it seems I did misunderstand/miss a detail. Neither of us want the old enmity system back, you just want something different to replace it, which then goes into the next points.
4. I never said they were, however, I fail to see what adding different mob scripts would actually do? You say they could be frenzied, wary, cocky, etc. but how does that translate into what I have to do differently as a tank to deal with it. What different scenarios could be made? I have already gone with a randomly attacking healer/dps, easy to deal with and if done too much, would get annoying. You could have a mob run away, that would get tiring fast having to chase it down. If you want a boss to have different 'moods' that is just different phases of a fight that might come in a random order (which could be a good thing to have more of). I suspect you have some ideas, I just want to know what they are.
|
![]() |
![]() |
![]() |
|