Quote Originally Posted by Shurrikhan View Post
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1) The main reason why the enmity generation would be nerfed so hard is because we currently generate way more than we know what to do with currently. I personally wouldn't want to go lower than half of current. If we kept it with my changes in mind, there is a chance we could have a repeat of just constantly being in dps stance and pushing as much as possible that way. Which bring up the question of why even bother have the enmity finisher to begin with? I don't know if there's a cap on how much enmity can be held, but if there is one, it could potentially solve an issue here.

Another point is that the aoe for tanks have been a long process, being that in shadowbringers we finally got a 2-part combo, and Paladin got total eclipse in stormblood. The bonus enmity could also be something that's slapped onto the aoe combo, but the primary reason for the single target finisher in particular having the bonus enmity is to make accessing a reliable burst window in DPS stance faster.

2) I would like to make the finishers separate, but it's more to avoid not using the finisher in itself in turn for more dps. Which, aside of dps stances being removed, is very likely the reason why the enmity combos were removed to begin with. (They could just as easily have kept those in place of the dps combos and just transferred the mp/hp restore to those, though). The other reason is bloat, but that could be resolved in a number of ways which would make having them separate much, much less of a problem.

3) The overarching goal of it is for something for us to pay attention to and monitor, especially in downtime between bursts. To keep the current low skill floor and make the skill ceiling higher.

We would actually have some use for provoke while main-tanking. It's there as a crutch in case you really need it, but not something you would want to resort to. We would still have shirk for tank swaps, so ideally you would want to stay in second in the aggro meter, not too different to now, or it has ever, been.

The only real way to completely prevent just barely staying above the party in dps is to make dps stance have a cooldown, which at that point really isn't really fixing what I'm trying to solve.

Another thing I had in mind was for us to keep our current high enmity generation and to make it gradually wear off while in dps stance, which might sound more appealing. When I think about it, though, it sound like it would be a mess to deal with in any content that requires two tanks, and would probably lead to people complaining about not being able to use, say, souleater while main-tanking.