
Originally Posted by
Shurrikhan
They could bring back aggro combos.
DRKs have been asking for their old finisher for years.
The issue is that then people might end up easily competing for Aggro (not that it doesn't happen nowadays...), and people will hard-focus DPS instead of grabbing aggro.
But honestly, while not perfect, I did like the system they had in Stormblood. Especially with stuff like Diversion, which forced the DPS to also have some responsibility when it came to group content. But given the way the game's designed now and their philosophy, I understand why it's no longer the case. Seems to me they want a pick-up-and-play style rather than having to rely on team effort.
There are no words added, removed, nor reordered from...

Originally Posted by
Midareyukki
They could bring back aggro combos. DRKs have been asking for their old finisher for years. The issue is that then people might end up easily competing for Aggro (not that it doesn't happen nowadays...), and people will hard-focus DPS instead of grabbing aggro. But honestly, while not perfect, I did like the system they had in Stormblood. Especially with stuff like Diversion, which forced the DPS to also have some responsability when it came to group content. But given the way the game's designed now and their philosophy, I understand why it's no longer the case. Seems to me they want a pick-up-and-play style rather than having to rely on team effort.
And I reiterate: because while you're saying it's "an aside to the larger point of the thread", the part that you hid was the exact same sentiment that you said.
Yes. That was my intent in providing the details/warrant there -- to follow and elaborate upon the claim made.
The thing that's otherwise visible is you disagreeing with the first half of the sentence... which the 2nd half contradicts anyway.
The entire sentence was quoted. Nor did any of your later sentences within your paragraph, every one of which was quoted, contradict your first sentence. I do not understand how you expect that I have skewed your meaning through the organization of said quotes.
Hmm... I get what you're saying, but it's not really me calling it a "buff" in the sense that it increases anything, but more so like it's going to appear on your buff/debuff bar like procs and stuff like that. I don't know what else to call those it's those pentagon-shaped things that indicate something about your character is being modified. Maybe "aura" like you mention. Though You can argue that it increases aggro multipliers? But eh, whatever really.
An aura is any ongoing modifier. Those can be buffs, debuffs, or essentially neither. The term is a bit more muddled because "aura" can also refer to a style of snapshotting or of handling duration, a subset usually of buffs. These are the effects for which no duration is shown and simply last until the most recent server tick does not detect a given condition. Because tank stances have no cap to their durations, but appear on the buff bar, they may often be called either "buffs" or "auras" (or just "stances" because in most games 'stances' have no duration cap).
Now, per the example that led us here, if you were to remove the tank stance and simply grant the bonus enmity as an extension of Tank Mastery (and/or other ubiquitous undermechanics), that'd usually be called an "aura" because it would not appear on the buff bar. (A debuff can also be an aura, but there are very few examples, an
Does this clarify the typical terminology?
Auras (aka [Status] Effects)
BuffsAuras [Beneficial] (aka Dynamic-Conditional (Buffs)
DebuffsAuras [Harmful] (aka Dynamic-Conditional (Debuffs)
<More on the enmity stuff after the Spoiler block.>
but the stuff that you then agree and show that I too took issue with gets hidden under spoilers.
You seem to be under the impression that I disproportionately focused my quick summary on our points in contrast, hiding our points in agreement. That's not possible for a very simple reason: I also happened to disagree with the content of
every quote included in that block (your "whole paragraph on tanks and all that"). Else I would have simply ended with "On the rest, agreed," and reconciled our viewpoints from there.
You suggest(ed) that aggro combos might be a route at least worth examining; I disagree(d), because enmity is rather unrewarding system to "manage" and high-enmity variant skills are notoriously inefficient (bloated) ways to interact with that system, regardless.
You implied(ed) that such is a significant reason for DRK's wanting back Power Slash; I disagree(d), because it's a non-factor in that desire, which stems instead from a want for greater rotational complexity and GCD- and/or VFX-diversity.
You suggest(ed) that one issue possible for enmity combos was people hard-focusing DPS over grabbing aggro; I disagree(d), because it hasn't been.
You suggest(ed) that Diversion and similar manipulars had some redeeming merit; I disagree(d), for the multiple reasons I then stated. I do not feel that Diversion entailed "team-effort" nor that moving away from its bloat entails, in itself, wanting more "a pick-up-and-play style."
I cannot have hidden away the agreement, showing only the contrast, when there was no agreement.