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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,853
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Payadopa View Post
    Either way, it would make for a vastly more interesting gameplay experience than switching your tank stance on and now all we do is press AoE#1 + AoE#2.
    Vastly? Very unlikely. If you mean "Enmity management" in a form similar to what we had before, then perhaps faintly. But so would any other addition. And most additions wouldn't be nearly so expensive.

    As far as gameplay goes, I honestly struggle to think of anything less efficiently designed than this game's attempts at "Enmity management". It cost a lot to do shockingly little, adding far more to knowledge debt (in correcting overestimations of its optimal degree of interaction) than to actual gameplay.

    But I doubt it'll ever happen because "muh numbers".
    Unless any possible means of optimization would likewise be detested for "muh numbers", that is not the reason, mate.

    It was at most a reason to remove (dependence on) Quelling Strikes, Diversion, the enmity drop on Lucid Dream / Tactician / Refresh, as it otherwise meant that all other of a party's players could have their rDPS-increasing ability (by granting the tank more damage opportunity) could be wasted by a single neglectful or griefing member, not to remove something that could push player A's numbers further over player B's numbers through their or their party members' individual good play.

    The reason "Enmity management" was removed was simply that it was terribly implemented, and, per usual, rather than attempting instead to do something well, the devs just axed it outright.

    ______________

    Tl;dr: Asking for Enmity management back in anything like its previous implementation is like asking for WHM to rotate between Stone I, Stone II, Stone III, and Stone IV rotationally, each with its own button, for the exact same filler potency per gcd that it has now, and for a Lucid Dreaming II to which half of the first's MP generation has been siphoned. Would it add to gameplay? Technically yes. But only barely. And at a badly disproportionate cost.

    :: To be clear, this does not mean that Enmity management cannot theoretically be done interestingly and even at zero button cost, but, again, that's why I asked whether you were referring to something wholly new.
    (2)
    Last edited by Shurrikhan; 08-04-2024 at 08:38 AM.

  2. #2
    Player
    Naychan's Avatar
    Join Date
    Apr 2018
    Location
    Gridania
    Posts
    210
    Character
    Naychan Le'mew
    World
    Coeurl
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Vastly? Very unlikely. If you mean "Enmity management" in a form similar to what we had before, then perhaps faintly. But so would any other addition. And most additions wouldn't be nearly so expensive.

    As far as gameplay goes, I honestly struggle to think of anything less efficiently designed than this game's attempts at "Enmity management". It cost a lot to do shockingly little, adding far more to knowledge debt (in correcting overestimations of its optimal degree of interaction) than to actual gameplay.


    Unless any possible means of optimization would likewise be detested for "muh numbers", that is not the reason, mate.

    It was at most a reason to remove (dependence on) Quelling Strikes, Diversion, the enmity drop on Lucid Dream / Tactician / Refresh, as it otherwise meant that all other of a party's players could have their rDPS-increasing ability (by granting the tank more damage opportunity) could be wasted by a single neglectful or griefing member, not to remove something that could push player A's numbers further over player B's numbers through their or their party members' individual good play.

    The reason "Enmity management" was removed was simply that it was terribly implemented, and, per usual, rather than attempting instead to do something well, the devs just axed it outright.

    ______________

    Tl;dr: Asking for Enmity management back in anything like its previous implementation is like asking for WHM to rotate between Stone I, Stone II, Stone III, and Stone IV rotationally, each with its own button, for the exact same filler potency per gcd that it has now, and for a Lucid Dreaming II to which half of the first's MP generation has been siphoned. Would it add to gameplay? Technically yes. But only barely. And at a badly disproportionate cost.

    :: To be clear, this does not mean that Enmity management cannot theoretically be done interestingly and even at zero button cost, but, again, that's why I asked whether you were referring to something wholly new.
    They can even make a tackle Box that hold tackle. No way they could pull this off correctly.
    (0)