Aggro management. Suddenly tanks and healers would have something to do. The game was built with that in mind and oh boy does it show when you remove that core aspect. Pressing AoE #1 followed by AoE #2 is below basic.




Aggro management. Suddenly tanks and healers would have something to do. The game was built with that in mind and oh boy does it show when you remove that core aspect. Pressing AoE #1 followed by AoE #2 is below basic.
HW's Dark knight.
sorry for my bad english
R.I.P DRG
I feel like I have to guess that this aggro management that would give us something to do... is not based on the "aggro management" we used to have? Else I can't imagine how it would add anything to our plate. Back then, we did our combos and got aggro, and eventually flipped a switch off, and then continued as we are now.
If it were something new and not so automatic, nor as simple as just maintaining a lead on an unalterable and non-decaying (Enmity) table, then I'd be all for it. I just don't think I'd notice the difference of what we had being returned beyond some added button bloat without any gameplay interest.


aggro management is only useful in the context of multiple targets. In single target or striking dummy bosses it loses all relevance, especially when boss autos no longer cleave despite their animation saying otherwise. Even then adds that just spawn to be burned down is redundant unless they interact with mechanics.
Using P10S as an example, if there was an adds spawn prior to HH where you had to line up adds so when they die they create a barrier between you and the boss reducing damage, but also had to space them out so that when they do get hit by HH their aoe will not hit you or the other add placements and adds all hit like trucks. If you want an actual example in game A9S is literally what I just described.
Regardless aggro in this game is sadly relegated to auto since tank enmity is so high and the risk vs reward aspect of the game has been stripped entirely so in the current game, tank aggro is just a partner swap at best and a "forgot tank stance on" at worst.
Stance dancing.

Honestly, the "forgot tank stance at worst" argument is my main reason for wanting aggro management back, even if it was just for damage dealing cooldowns that got a boost in aggro generation, and there kind of needs to be a middle ground for those want to off tank, but REALLY don't want to turn on tank stance/hit Provoke with tank stance off/press a macro for Shirk regardless of main or off tank.
The old Raw Intuition, for PvP. Everything crits if you get hit from other side than front.


I wouldn't really bring anything back (unless it's Old Goring blade), likely will make PLD's rotation wacky but at least i have a different combo lol.
What I'd want is them to revisit ideas and refine them instead of just removing something because its easier to balance.


Ultimatum. AoE Aggro rip was a pretty damn good tool, but was heavily underutilized. I'd like to see that back in our Tank toolkit for dungeon situations.
Except, doesn't a single (no CD required) AoE attack have the same "instantly got aggro on everything" effect these days? Why needlessly have an extra Provoke CD, given that?
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.
Reply With Quote





