So, given the stuff on the previous post, my $0.02. If Enmity were returned...
- There should be no buttons wasted on buffs/states that solely maintain normal action/wants vis a vis Enmity (i.e., for non-tanks to reduce Enmity or tanks to increase Enmity).
It's fine for a skill like Divergence to temporarily massively increase a DPS's threat to allow them to cycle peels for healers or cycle 2nd-tank mechanics per their defensives/vuln stacks when running a normally two-tank fight with a single tank, but there is zero reason to have it decrease Enmity, since that's just the default intention / business as usual and should therefore be passive while leaving any such space to situationals (that should then be given more reason to see use, in turn meaning more gameplay variance across content).
A returned Enmity-reducing Diversion would merely, like Lucid Dreaming now, be about the least interesting use one could have for a button.- Enmity should not proportionately punish tanks for their non-tank party members' outputs.
This could be by having Enmity scale with relative potency instead of raw damage (and therefore only with secondary stats, instead of primary as well, and therefore scale far, far less with gear), or by giving tanks the ability to steal away Enmity from others, be that preemptively (making enemies associate others' attacks with the tank drawing attention) or retroactively.
For my part, ideally, I'd like to see tanks' eHP inflation wholly reverted ¹ and incoming damage mostly reduced accordingly, with melee actually having a reason to play an occasional part in tanking in odd scenarios (distant add spawns while the boss must be briefly held at a certain location unsafe to the party, wherein a healer may draw aggro to a central position and the melee grab them off the healer just before the healer gets melee'ed) or even ranged in kiting or LoSing in ranged mobs, etc. In such a case, it'd be best to set up a couple undermechanics, such as Enmity falling off by 15% each when not easily visible to the enemy (for most mobs, flanking it) or not in melee range and a further 15% each if not in view of the enemy (for most mobs, behind it) and not within 15 yalms, with those decreases halved for tanks. (I.e., up to a 51% (if multiplicative) or 60% (if additive) Enmity reduction total for someone out of sight and at max range.)
¹ Here meaning no Tank Mastery, including the removal of its listed 20% mitigation, its hidden %damage nerf AND its greater HP per point of Vitality and Attack Power per point of Strength --as each is a needless complication-- replacing the last two parts with (A) just ~25% more Vitality than Striking/Maiming gear and leaving the rest to Fending's greater Defense and (B) whatever potency changes are necessary for a simple, normal, 1:1 ratio of primary stat to effective attack power as on everyone else. Yes, I'd also remove Maim and Mend, Job Action Damage, and all other percentile modifiers, replacing them with visible potency shifts for simple, intuitive interchangeability of output per stat point across all jobs.- None of this would necessarily require a whole separate ability set, such as the "Additional Effect: Increased Enmity" skills from before, but simply slightly more choicefulness within our existing skills, as would be use with or even without making Enmity a real thing again.
While it would probably be still more beneficial to replace the rote button-cycling of Warrior's 1-2-3 1-2-4 1-2-3 5 or Paladin's 1-2-3 4-4-4-4 5-5-5 or GNB's 1-2-3 4-4-4 5-5-5 or DRK's 1-2-3 4-4-4-4, etc., with the likes of PLD being able to move smoothly between a combo each of <Fast Blade -> Savage Blade -> Rage of Halone> or <Riot Blade -> Goring Blade -> Royal Authority>, with either ending offering up a separately bankable <Atonement -> Supplication -> Sepulchre>, especially if there were frequently-situationally-varied reason for each job to swap back and forth between those buttons...
...we don't actually need to add any weaponskills, let alone rotational ones or ones specific to Enmity bonuses.
Just accentuating² the GCD-to-GCD dynamics of tanks' attacks slightly and providing some reason to perhaps use them out of their max overall damage order (as sometimes done, before Enmity was basically removed as a gameplay-affecting mechanic, in opening with an uncomboed Butcher's Block for up-front Enmity, for instance) and/or giving ways to sometimes sacrifice mitigation for extra damage (that is, if we de-inflate tanks' absolutely bonkers eHP, nerfing only the strongest tankbusters proportionately, and offer reasons to stay above, say, 50% health [rather than a character a sliver of a breeze from death/unconsciousness still hitting with the same force as when at the peak of health]) would already serve the same purpose of offering choice, both via what to bank for timing Enmity and, especially if in failing perfect optimization/team-coordination, in what overall dps to sacrifice by using skills slightly out of order (especially if, say, those skills were a tad bit more bankable or raid buff cycles were de-emphasized).
² By "accentuating", I mean both (A) increasing GCD-to-GCD potency differences (which can then be important for add spawns and increasing moment-to-moment options such as by making things that are overall damage losses, like Burst Strike relative to Gnashing Fang with Continuation, a bit more situationally useful (such as by buffing Burst Strike with the same upgrade that adds Continuation or even just again allowing Burst Strike to hit for more than a mere combo opener itself [Gnashing Fang even without Continuation] and (B) maybe exaggerating instant big hits' contribution slightly, such as by giving tank hits (or maybe even all hits, if we want to involve melee more) 1% more Enmity per point of potency, such that a 600p Burst Strike [yes, some potency reshuffling here], for instance, would produce 960e (960 potency worth of Enmity) but a 380p Gnashing Fang and its 220p Juglar Rip (600p total) would produce only 524e and 268e (792p total), giving some (extra) use case for the prior.


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