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  1. #1
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,521
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Sazuzaki View Post
    Could pose some other problems though, like tanks getting punished to spam enmity combos if one party member just happens to crit a lot.
    The whole thing was more of a punishment for tanks, especially when there are several things that are outside of the tank's control. I have made several posts in this very topic about the issues posed by the old stance system. This post in particular I look at specifically how do you actually balance the enmity gain with DPS and how the gear level and skill levels of the tanks compared to the DPS affects this balance.

    I know you have no experience with the old stance systems, however, it never worked how you are potentially envisioning it.
    (1)

  2. #2
    Player
    Sazuzaki's Avatar
    Join Date
    Sep 2021
    Location
    Ul'Dah
    Posts
    182
    Character
    Sazu Velgr
    World
    Jenova
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Mikey_R View Post
    The whole thing was more of a punishment for tanks, especially when there are several things that are outside of the tank's control. I have made several posts in this very topic about the issues posed by the old stance system. This post in particular I look at specifically how do you actually balance the enmity gain with DPS and how the gear level and skill levels of the tanks compared to the DPS affects this balance.

    I know you have no experience with the old stance systems, however, it never worked how you are potentially envisioning it.
    Well it's not really me envisioning the old system, more of me envisioning how a new system could work. Valence already corrected me on what I thought stances were, and I was just talking about what a revised form could be. It's really nothing but a loose idea and personal preference of mine and not exactly how I thought the old system was like.

    Based off what I've seen, aggro management always looked like a mixed bag. It was janky, but there are people who loved and hated that jank. Nonetheless, I personally think gutting and replacing it with what we have now was a bad decision. If we got a fun revised aggro system that still came with some of the jank you mentioned in the post you linked, I honestly wouldn't mind that if it meant abandoning the current aggro system. But that's just how I personally feel, and it's not like it's going to be added to the game. I just like the idea of a system that makes me feel like I'm actively protecting my party, but I could fail if I'm not aware of the different factors that play into it.
    (4)

  3. #3
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,532
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Mikey_R View Post
    The whole thing was more of a punishment for tanks, especially when there are several things that are outside of the tank's control. I have made several posts in this very topic about the issues posed by the old stance system. This post in particular I look at specifically how do you actually balance the enmity gain with DPS and how the gear level and skill levels of the tanks compared to the DPS affects this balance.

    I know you have no experience with the old stance systems, however, it never worked how you are potentially envisioning it.
    Supports benefitting or being punished for the performance of the others in their role in how these classes should work, just as how the DPSare punished by being bonked if they don’t press quelling strikes

    I really don’t understand what the obsession with a full party being 8 people who don’t interact at all with each other and all just vaguely wail on the same boss is

    As a support I actively want to be punished if my party is garbage, it’s how I can show my skill that I can pull a bad party back
    (5)