

It is not the Tank that gets punished for not holding aggro, it is the rest of the party that gets punished for a shitty tank. Do you honestly want a shitty tank in your party that constantly loses aggro?




Yes because this is a cooperative game, I hate the idea that no role can be allowed to fail so we all play a bunch of wrapping in bubble wrap classes to make sure nobody can possibly fail
The problem is, enmity is just a pass/fail check, so if you want a scenario where tanks can potentially fail, you then have to start talking about how finely tuned you want this enmity management to be.
Do you want the tank to be able to hold enmity whilst in tank stance doing their DPS combo? What if they done their enmity combo in DPS stance? Obviously, they should be able to hold it with tank stance and enmity combos, and they should be losing it in DPS stance doing their damage rotation, so the middle ground needs to be worked out.
Then, how does gearing affect this? What 'level' of enmity generation from above is required if you are all equally geared, how does this change when the tank out gears the DPS or the DPS out gears the tank? Just to clarify, we are talking about equally skilled players here. If the tank is under geared compared to the DPS, and they have to use tank stance/enmity combos where the equally geared did not have to, why is the tank being punished despite the fact they would be skilled enough? The tanks damage is already lower due to gear, but you want to reduce it even lower just because.
Next is about skill levels. Equally skilled, where should they sit on the enmity line. If the tank is more skilled than the DPS, would they be able to hold enmity in DPS stance using their DPS combo? How about the other way round, should the lower skilled tank be forced into tank stance and enmity combos?
And now, since we have dealt with them in isolation, let's mix the 2 groups together, how does varying degrees of skill AND gear affect your ability to tank?
However, let's be honest here. All someone did in SB in a party of randoms was start the fight with their ranged attack, use an enmity combo, and swapped to DPS stance and used their DPS combo for the rest of the fight, or at least the majority of it. You rarely had to touch your enmity combo after the initial pull so again, it is just wasted button space.
I guarantee a lot of people are looking back at SB enmity management with rose tinted glasses and, for one reason or another, they didn't necessarily see the flaws in the system. This is before we even get into Provoke/Shirk where, if you had the opportunity, you could sky rocket your enmity where enmity management wasn't an issue anyway, killing whatever sort of nuance it might have had.


If the DPS is more geared than you, then you just generate extra enmity where necessary while the geared DPS makes up for your lowered damage to keep the party's DPS the same or better. This is only a 'punishment' if you're a parse-brain, otherwise it's just a matter of coordination.Then, how does gearing affect this? What 'level' of enmity generation from above is required if you are all equally geared, how does this change when the tank out gears the DPS or the DPS out gears the tank? Just to clarify, we are talking about equally skilled players here. If the tank is under geared compared to the DPS, and they have to use tank stance/enmity combos where the equally geared did not have to, why is the tank being punished despite the fact they would be skilled enough? The tanks damage is already lower due to gear, but you want to reduce it even lower just because.
he/him


Yeah it's not the healer who gets punished for not healing when they need its the party who gets punished.
awesome logic lol.
Not like you have to give aggro management to tanks, but tanks need something other then being "defensive dps"
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