Yeah the mechanics might be an attempt to abstract that entire attention grabbing process but it goes too far in its abstraction to be believable. It's not just tanks radiating a flood of enmity in the same way that the Sun is bright enough to light an entirely solar system, it's that in game causality is backwards. Tanks don't have to get in anyone's face because they somehow force their targets to face them with only the tiniest amount of effort.
Point A isn't a problem. It's just the reality that the tank isn't interesting to hit by nature of being a tank, outside of actions taken. If you're trying to get past an obstacle, why bash your head against the toughest wall instead of finding a crack to hammer away at?Finally, if getting enemy's to attack you relied on how much suppression you do, then (A) if calculated in terms of final damage nullification, it'd be least on attacks already against you, and (B) unless we're still riding high passive Enmity modifiers, DPS would start off with higher enmity than you... which together mean you'd be required to run around peeling enemies off your individual high-Enmity (high output) allies, and in this case not even by being an ostensible threat to them, but merely by sapping the strength from their attacks against others.
That seems like it'd be an even less thematic experience, even before getting to the whole disordered and allies-dependent (with the party and especially tank being punished the more dps their DPS do) nature of it.
On point B, the use of modifiers would be fine. Some raw enmity gain on actions may also make sense, especially CC. Holmgang for instance is a forced duel. You are chaining yourself to your adversary and making it impossible or at least very difficult to focus on anyone else. That could theoretically be infinite damage suppression. If enmity were generated this way tank openers would involve throwing out lots of CC and party defense initially. Binds, slows, party shields, etc to make attacking anyone but them futile. In addition they would be attacking the target of their CC, making them a threat directly through damage and through supporting the 3-7 other party members contributing damage.



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