Again, I just didn't, and still don't, see why what is the case now would constrain what could be or why the above would therefore be relevant to a discussion that's clearly aiming to change what is.
Fair, but... at that point you're just looking at something that has already existed: Enmity from sustain (potential) manifested, Enmity from a debuff (as per Flash), and enmity from buffs (barriers, iirc, producing Enmity up-front equal to their barrier value in healing even if not all of that barrier is consumed, while all other buffs produce some small amount of Enmity on activation).Yes, these are potential issues with a defense based enmity system. However there is a lot of freedom in defining what negated damage means which creates some dials to turn to tweak the system. Say if shields count as negated damage when cast that would provide a method for tanks to generate enmity without any other party member needing to be targeted before them.
The only really new things then, seem to be that...
- deliberate Enmity skills on tanks move from more visually aggressive "in[to] your face" skills to debuffs (wherein that Enmity may end up wasting the skills' mitigation potential), perhaps with CC being more commonly available on tanks as a complementary change, and
- we close the loophole by which scaled non-healing sustain previously generated no Enmity, instead having %DRs, attack denial, etc., produce Enmity based on the sustain it was equivalent to.
Of those, I think the second is a good and perhaps even necessary change.
The first, I just... don't think is necessary once including the second, nor would I think of a on-CD Low Blow as more fitting of an Enmity generator than a Rage of Halone, etc.
Which is essentially Flash without accounting for the sustain provided by the added misses it causes (be that only on miss or as a portion of each attack made more likely to miss).The idea is to assume that the CC has some amount of potential value just by being applied to the enemy and this is used as a stand in for damage that the enemy could do, but has not (yet).
Again, I just... don't see why that'd be preferable. And if attached to things that would previously deny action altogether, you then have the whiplash of getting instant Enmity based on the relative sustain of denying a mob access to its current squishier target altogether only to then, in the process of providing that Enmity and swapping it to the tank, make the actual sustain provided far less since it can then still reach somewhere where it otherwise wouldn't have.
That's my point, though: The Ranged doesn't need to CC indefinitely to indefinitely kite, because CC doesn't only work on mobs targeting oneself; anyone could CC the mob chasing the ranged player. At that point, inflating any predictive sustain-based Enmity further just as a matter of action type makes it less likely to actually produce that sustain, essentially nerfing those niche cases. I'd rather have any such nerfs come from more general systems, like...If a ranged party member could kite an enemy without getting hit that would lower that enemy's damage output more than a tank using defenses to reduce HP lost to hits. Whether or not this strategy works over an entire fight will depend on a number of factors. Can the ranged player do this indefinitely? Does CC take resources from the ranged party member?
- the mob apportioning its decisions based on Enmity rather than having only one target it considers, such that it'd still accept spending its resources that would otherwise overcap on a less hated target it can reach than a maximally hated one it can't (even if it might still save tankbusters for them if the Enmity gap is large enough),
- Enmity fading with range, providing players a further way to manipulate mobs,
- etc.
To be clear, I both noted and, iirc, quoted that point (or, the relevant portion of that paragraph, though I assure you the whole context, too, was read). This part wasn't lost on me.Your point about CC going to waste is an important consideration. It would likely be the case for CC used in the opener to establish aggro, but afterward the CC should have more value being used to negate damage. I tried to elaborate on this:
I'm actually cool with that, or very nearly. I do think the SAM should generate a bit more Enmity over an average minute than the likes of NIN or VPR because of those bigger flashier attacks. (You may remember my suggesting to Carighan that Enmity emphasize big, direct damage hits, or at least the more visually impressive ones, such that {Burst Strike} and {Gnashing Fang + Juglar Rip} might each have the same total potency but Burst Strike would have a fair bit more Enmity.)Visually [given such big and flashy hits from the SAM] I'd expect the SAM to draw as much attention as the WAR.
Again, to me, a bit of passive mitigation bonus for tanks is fine. A tank could be excused for drawing a bit more attention just by being the more physically imposing even before accounting also for being better able to take advantage of certain positional opportunities for Enmity generation (e.g., intercepting a skill-shot that would otherwise have hit someone squishier to get at least the difference in damage done)... but in the range of 20-40% more Enmity, not 1000% more. That excess would allow the tank to frequently enough pull off some less visually imposing skills despite working alongside the likes of DRG and SAM while still leaving those Enmity skills frequently required.
Sure, but you've already made it a factor for everyone else, too, and anyone/everyone can CC, so why make it a "tank" thing, let alone to the exclusion of discrete Enmity skills by means less likely to be anti-synergetic (less likely to waste the CC and less requiring that the tank has already lost threat / that someone is especially at risk for the tank to generate that Enmity)?If the tank were trying to hold down the enemy to prevent it from attacking or moving at all, then I'd feel like the tank would certainly be the priority on that enemy's mind.
For my part, you just...
- Have twarted offenses "ghost-check". E.g., when a skillshot is intercepted or an AoE stunned, it looks at who it otherwise would have hit had it continued onward or completed.
- Using the above, which gives you some actual numbers you can calculate, close the loophole on situational sustain to make it likewise an Enmity generator, allowing for a lot more interestingly contextual Enmity generators in general. (You could even perhaps do similar with other means, such as the more Enmity the mob has on someone, the more Enmity will be generated by sustain that specifically denies the mob's kill of that person.)
- Give tanks, say, 25% more Enmity generation for all things, including the above, and some new/returned skills that are especially visually distracting for the mobs. Such multiplicatively affects the CC Enmity generated, yes, but doesn't unnecessarily tie deliberate Enmity generators to CC as a matter of course, allowing CC to be used more for when its specifically useful as CC.
Agreed here. I wish people wouldn't conflate "Stormblood combat" with the only narrow difference between the two relevant to this thread, which was just Diversion on CD, Shadewalker on CD, an only infrequently relevant Smokescreen, and Tactician and Refresh getting lobotomized before finally being removed.
Also I think there is many "sense" to have about emnity, FFXIV is a video game rules which stand with video games rules, and the core gameplay expect mobs and bosses to focus on very resilient target in order to test them. And hopefully tanks are resilient because many hard content bosses need 2 attacks to kill a non tank player.
That said...
So, a few things here:But does this could work in FFXIV ? I don't think so because FFXIV main rule is "ABC", and all gcd action to tanks are offensive one (but clemency, which is nearly never used for this reason), while defensives are only abilities. So to justify having a more dynamic system, to me it would need to create GCD meaningfull defensives actions, and manage to learn tank to use them (and it's not really easy in FFXIV because even heals have hard time casting healing gcd).
First, the game launched with and retained some sustain-bearing uses of the GCD until Shadowbringers. We had about as long with that as without.
I'd agree though, that there'd be no point in a dynamic system without deliberate levers to pull on to interact with that. Those can be positional, timing-related (where oGCDs are flexible), and/or via new skills, etc., but there has to be enough agency in whatever form(s).
It used to be an MMO where most everyone was a bit of everything. In ARR, BLMs would AM in to share split-busters with tanks via Mana Wall (100% mitigation against the next Physical Attack only), or could be allowed to take threat in the opener while Covered against autos, full-miti the first tank buster, and then be Provoked off of as they finally Quelling Strikes. BLM parties might mass-DoT and then Sleep(ga), then focus down targets based on remaining DoT times so that the PLD could stay in Sword Oath the whole time. BRDs and SMNs would kite for speedruns and odd-comp leveling dungeons formed over shout chat. MNKs and DRGs didn't actually take that much more damage than a tank would outside of defensive CDs. The difference between a Monk's passive mitigation and a healer's was slightly larger than between a Dragoon and a tank, and so it wasn't uncommon for them to want to peel off the healer (especially since cast-interruption was a very real thing back then).Also, FFXIV is a MMO where "everybody is a dps"
This part, though, isn't particularly relevant. That doesn't change because of a tanks having to actually deal with Enmity, for the simple fact that the relative value of those Enmity skills goes up the more damage the DPS can thereby produce without getting crushed.Also, FFXIV is a MMO where "everybody is a dps",
I'd agree, but... the deeper you dive, the more intertwined these things are. Enmity relies on an interesting, fruitful balance of long-term outputs (damage, in any fight ended by killing) and short-term outputs (sustain, again in the aforementioned situations that make up 100% of XIV encounters) across each role. Making it stick actually requires things like fixing healing. And that in turn allows for better identities. And, fully fleshed, Enmity easily could become a way to make many fights far more interestingly varied-but-manipulable.In a nutshell, I don't think having a more dynamic aggro system on FXIV would impact the game as much as having better identities, better fight design and an overhaul of healing in the game. You have to choose your battle.



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