Page 2 of 9 FirstFirst 1 2 3 4 ... LastLast
Results 11 to 20 of 86
  1. #11
    Player
    einschwartz's Avatar
    Join Date
    Mar 2018
    Posts
    387
    Character
    Ein'sf Florr
    World
    Kujata
    Main Class
    Black Mage Lv 90
    It sound good on paper: Promote teamwork, engagement with your party.
    But in reality, it was a mess half of the time. A nightmare in duty finder when nobody communicates or faced with language barriers.

    I miss how sweat inducing it was - compared to now where normal battle content is a snoozefest.
    But I'm fine if it stays in the past.
    (4)
    Tumblr: taildippedinpaint

  2. #12
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,697
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    I do not miss team based enmity management. I do miss tank based enmity management that wasnt just slap a stance on without penalty. Warrior was really close to perfect with this, but the problem was the situational cost of Inner Beast needing to be used to dump gauge.

    Unchained was the answer, each tank aimply needed a version of unchained. That and DPS stances should not have provided a flat damage buff.
    (4)

  3. #13
    Player
    Leonerdo's Avatar
    Join Date
    May 2021
    Posts
    77
    Character
    Leon Daraguin
    World
    Siren
    Main Class
    Astrologian Lv 90
    I agree that it kinda sucked as a team-based mechanic. It was weird how the biggest part of emnity management was getting every DPS to use Diversion. And if they didn't, the tank had to make up for it. But tanking is a little hollow now without needing to worry about emnity.

    If they just deleted Diversion (and the Ninja stuff too?) and rebalanced everything else, I think it could have been fine, as just an extra optimization for the tank to care about.
    (3)

  4. #14
    Player
    Imragarn's Avatar
    Join Date
    Sep 2016
    Posts
    239
    Character
    Lunistra Memno
    World
    Spriggan
    Main Class
    Dragoon Lv 90
    Too many time in raid or simple dungeon the same thing happen, again and again : You have to use diversion on CD, the tank NEVER switch stance and when the tank pull the next pack/boss you can 1) do your job AkA DPS and take aggro and DIE because cooldown and the tank gonna "blablabla bad DPS no aggro CD blabla" OR you wait 15/20 sec watching the tank hit the boss, loosing millions of DPS but the tank save his precious 100 DPS.

    So yeah no, i don't miss that "team effort" with one player working for the enemy team !
    (1)

  5. #15
    Player
    Canadane's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    7,550
    Character
    King Canadane
    World
    Hyperion
    Main Class
    Sage Lv 100
    Enmity, tanking, and just combat in general peaked during SB.
    By the time ShB came around we changed so much that enmity is just an afterthought.
    (5)

    http://king.canadane.com

  6. #16
    Player
    Arohk's Avatar
    Join Date
    Jul 2019
    Posts
    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)

  7. #17
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,697
    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)

  8. #18
    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)

  9. #19
    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)

  10. #20
    Player
    Burmecia's Avatar
    Join Date
    Apr 2016
    Location
    Silent Arbor
    Posts
    1,188
    Character
    Jitah'li Habhoka
    World
    Lich
    Main Class
    Archer Lv 100
    I miss it, a lil.
    (1)

Page 2 of 9 FirstFirst 1 2 3 4 ... LastLast