Quote Originally Posted by Zairava View Post
enmity management.
A few points, not necessarily in any cohesive form:

If the difference between having an enmity stance vs. a potency stance is simply which finisher you use...
  1. It feels unnecessarily punishing to opening enmity (on our combo openers, oGCDs, and ranged attacks) and AoE enmity generation, since you penalize the whole of enmity generation by 50-75% just to buy it back with only a singular single-target skill per job.

  2. In that case, why not simply offer the alternate finisher freely, a la the difference between Storm's Eye, Storm's Path, and Butcher's Block if each fed from Maim?

3. Moreover, though, what is the intended goal of this system?

While the old Defensive/Offensives stances at least also allowed for an extra degree of fall-back safety against mechanics and tankbusters, this would leave only the old game of "How tightly can I barely outpace, up to the end of the fight, the enmity my team has generated?"

Unless something about Enmity itself has changed or encounters bring in ways with mess with it, now that you have removed the opportunity cost across actions other than the combo finisher, there's also nothing left to game while managing that enmity -- no complicating factors beyond whether someone would overtake enmity on the particular target within 3 GCDs (with PLD and GNB being uniquely disadvantaged). There's no difference, even, in what to use raid buffs on, as increasing the damage of an Enmity Finisher would mean that many fewer Enmity Finishers required overall, thus winning back that damage, regardless, so long as one still manages to let their excess Enmity on the given enemy be trimmed away before its death.

Countersuggestions coming on edit.