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  1. #1
    Player
    Arohk's Avatar
    Join Date
    Jul 2019
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    1,332
    Character
    Lucretia Ryusagi
    World
    Twintania
    Main Class
    Gunbreaker Lv 100
    Aggro management is a bad and outdated mechanic. it punishes good DPS players because the tank is bad.
    (5)

  2. #2
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,576
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Arohk View Post
    Aggro management is a bad and outdated mechanic. it punishes good DPS players because the tank is bad.
    "DPS checks are a bad and outdated mechanic. it punishes everyone because the DPS are bad."
    (8)

  3. #3
    Player
    LeonKeyh's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    655
    Character
    Leon Keyh
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Arohk View Post
    Aggro management is a bad and outdated mechanic. it punishes good DPS players because the tank is bad.
    As a primary DPS player in MMOs, +1 on this. It was a system that would set a "speed limit" for players based on the performance of 1 person.

    Quote Originally Posted by Reinhardt_Azureheim View Post
    "DPS checks are a bad and outdated mechanic. it punishes everyone because the DPS are bad."
    Not the same thing. DPS checks are something that everyone contributes to; Aggro is a "speed limit" that is put into place by a single player based on their performance.

    With DPS checks, everyone in the group can do their best and if they don't hit the DPS check then the group as a whole isn't good enough.

    With Aggro, a single person needs to do their best and EVERY other person in the party is limited based on that 1 person's performance





    Commentary: From a tank's perspective, I'd _love_ to have a better skill expression. IMO, AE abillities should have a smaller enmity generation and these wall to wall pulls should require tanks to cycle through mobs and keep aggro. But, the aggro mechanic itself is just there to slow everyone else down because of 1 player.
    (4)

  4. #4
    Player
    Seku's Avatar
    Join Date
    May 2015
    Posts
    583
    Character
    Seku Halvone
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by LeonKeyh View Post
    As a primary DPS player in MMOs, +1 on this. It was a system that would set a "speed limit" for players based on the performance of 1 person.



    Not the same thing. DPS checks are something that everyone contributes to; Aggro is a "speed limit" that is put into place by a single player based on their performance.

    With DPS checks, everyone in the group can do their best and if they don't hit the DPS check then the group as a whole isn't good enough.

    With Aggro, a single person needs to do their best and EVERY other person in the party is limited based on that 1 person's performance





    Commentary: From a tank's perspective, I'd _love_ to have a better skill expression. IMO, AE abillities should have a smaller enmity generation and these wall to wall pulls should require tanks to cycle through mobs and keep aggro. But, the aggro mechanic itself is just there to slow everyone else down because of 1 player.
    Logic is flawed here, at least in the context of 14 since Aggro management was a team effort as well.

    In short, you either fail or pass a DPS check which could be the fault of 1 to 8 people, you also won't know unless using 3rd party tools GL with that. A tank could easily turn back on their tank stance and enmity combo spam and never lose hate, which eliminates a majority of your "speed limit" argument, and is actually the DPS putting a "Speed limit" on the tank in terms of DPS in most cases as most DPS didn't use hate dumping tools.

    But I don't miss it and really don't care if it comes back or not. If it does, I hope it's in the form of particular fight mechanics and not a core job identity
    .
    (2)

  5. #5
    Player
    Canadane's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    7,477
    Character
    King Canadane
    World
    Hyperion
    Main Class
    Sage Lv 100
    Quote Originally Posted by Arohk View Post
    Aggro management is a bad and outdated mechanic. it punishes good DPS players because the tank is bad.
    Seems like a good learning opportunity for the tank.
    The game isn't shy about teaching via failures. Why is team effort shunned?
    (2)

    http://king.canadane.com

  6. #6
    Player
    Arohk's Avatar
    Join Date
    Jul 2019
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    1,332
    Character
    Lucretia Ryusagi
    World
    Twintania
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Canadane View Post
    Seems like a good learning opportunity for the tank.
    The game isn't shy about teaching via failures. Why is team effort shunned?
    Depending on the aggro mechanic and game design, a dps player could simply outgear the tank so hard, that there is no way for the tank to keep aggro in the first place, that is not good design, nobody want a badly equiped tank because the good dps will constanty pull aggro.
    This might not be the case in FF14, but there are games that work this way.
    (2)

  7. #7
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Arohk View Post
    Depending on the aggro mechanic and game design, a dps player could simply outgear the tank so hard, that there is no way for the tank to keep aggro in the first place, that is not good design, nobody want a badly equiped tank because the good dps will constanty pull aggro.
    This might not be the case in FF14, but there are games that work this way.
    THIS. Is the exact reason tanking was horrible from ARR to Stormblood. If a tank lost agro it was due to the wildly imbalanced agro system that was there. As a paladin with my relic weapon and shield...I would LOSE agro to a DRG with a CRAFTED weapon.

    Which would force me to provoke, spam rage of halone combo...over...and over....and over...just to keep the agro off the drg that just kept creeping up on lead agro.

    That was the WORST agro system like ever. Which is why WAR from Heavensward to Stormblood was THE top tank for holding agro AND doing amazing damage.

    If you are a main tank...the agro system we have now....is STELLAR compared to what we had. The old system reminds me of old WoW where you literally had to whack your forehead on the keyboard to spam your skills to hold agro. FFFFFFF that.

    Tanking shouldn't be THAT stressful.

    I feel those that want this old system back...haven't really tanked all that much. I'm no stellar tank by any means, but I do understand the system we have now is perfect.

    That being said....I do wish that SE would delve into some game mechanics where mobs might reset the agro table and all hell breaks loose. Then the tank has to scramble to grab it back. That would offer SOME danger in to those DPS that want to manage agro as their HP falls apart like a wet napkin, maybe that would help them appreciate the tank that pulls wall to wall with 18 mobs bashing me in the face.
    (1)