i remember them making aggro matter in SB, and tanks collectively lost their mind, and so did helas because tanks went back to str accessories and str melds and healers had to actually heal a bit..
it was like 3 weeks in and they had to change it back all cause the forums freaked out...
doubt they will ever do that again..
SB is the expansion where they finally made accessories role specific. This meant fending gear only had Vitality and no Strength. In the quest to push more damage, tanks would forgo some of the level 70 accessories and instead go for the level 60 strength ones. Since they didn't need the extra Vitality, it effectively made almost no difference to their survivability and allowed them to do more damage, which, in turn, allowed for more enmity gain, which in turn, allowed DPS stances to be used more effectively.i remember them making aggro matter in SB, and tanks collectively lost their mind, and so did helas because tanks went back to str accessories and str melds and healers had to actually heal a bit..
it was like 3 weeks in and they had to change it back all cause the forums freaked out...
doubt they will ever do that again..
This never started as a way to produce more enmity, it started as a way to do more damage. It also helped the other jobs had things like Diversion and Lucid Dreaming and if you had a Ninja, Smokescreen and the other one they had which I forget the name of.
Of course, they had to change it because tanks weren't wearing level 70 gear. That is stupid, they should be wearing the highest level gear, it should be best regardless of what people thought, they needed to change it.
In regards to the accessories debate; role specific accessories were a joke even BEFORE Stormblood, because everyone could wear every accessory because Cross Class existed, and of course the devs wanted to move away from Cross Class and hurt a lot of jobs that actually benefited from it as a result of the removal of Cross Class, or could have benefitted from in the case of Samurai and Red Mage, and forcing role accessories onto specific roles was doing that exact same thing because there was a good chance a Dragoon wanted that extra vitality to not die to mechanics due to either positionals or jumps, even if costed them DPS as result but because they were DPS they were probably doing enough DPS to clear anyway(or Black Mage in case of Ley Lines). And tanks were not doing enough damage without Strength accessories to even get past enrage on the only Extreme Encounters at the time, though now they that changed it to where all jobs get their role specific stats that they need to survive from potentially screwing up mechanics by accident or by jumping to early and have enough DPS to clear, there is the Direct Hit problem in which case only DPS get and the other role equivalents to Direct Hit actually suck and the only way to fix that is by making Direct Hit scale with those role stats, or by buffing tank mastery trait and healers maim and mend traits to boost Direct Hit, or just out right delete Piety and Tenacity and just replace those stats with Direct Hit Rate just like everyone wants.
Basically every problem the devs try to solve, 2 new ones takes its place. Accessories will always be a problem if DPS is queen unless the devs rework accessories to be like Xenoblade Chronicles 1 gem system.
Enmity management only requires that the enmity generation skills are a DPS gain at best or DPS Neutral at worst.
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