Coincounter is the right way to use hate reset.
Golem is the wrong way to use hate reset.
Coincounter is the right way to use hate reset.
Golem is the wrong way to use hate reset.
This may just be my PLD rage talking, but I think they're used too damn much in this game. I think it's a cop out to be honest, like the battle team couldn't think of any other ways to spice up a fight.
There are just too many NMs that use it. It's like punishing you for bringing a job for each role.
I think Coincounter is ok, because the fight is otherwise cake. There's also the Magitek Vanguard in 'United We Stand'. It makes the fight more fun and makes you think about strategy involving the generators.
Then you have uses of it like with 'Keeping the Oath' where if the Ogre decides your WHM is unfit to live, it pursues them until they are a bloody stain on the mountainside.
There are acceptable and unacceptable battles for hate resets. I'm slightly concerned SE is simply going "More is better" for this mechanic. -.-;
I'd much rather see a reset that is in essense not a reset but lets say Cancels all hate for a few swings then brings it back as it was before. It would be a risk to anyone it attacks that is low on HP. But if everyones been careful with their HP (either WHMs have been healing well. DDs avoid damage/enviormentals etc)
This would give the tank a chance to grab it back immediately, but not cancel all the hate gen they've done through the fight while still giving some risk to anyone lagging behind in health should the tank be unable to get it immediately. May actually add some extra use to Featherfoot and such skills. If the DDs and healers are on their toes for something like this, they can show their skill by popping some of the one time defence skills.
All out hate resets like we have now slow everything way down when your waiting for the tank to get hate back. And if they happen alot the tank is doing nothing but mashing +hate buttons. In its current form its a quick healer kill mechanic if a heal is casted later (or lagged in). Not super fun.
Another one that could be interesting is if some bosses had a skill or AOE that Lowered current hate at a target area. This could be interesting that if it was somewhat random for the target it could help a healer or DD unleash more damage. And if it was AOE quick thinking DDs and healers could use that to their advantage.
Last edited by Viritess; 08-04-2012 at 04:31 PM.
I dont mind hate reset like others, as long as its not in everything. IMO hate resets is used to test entire party's survival ability, otherwise u'd have retarded DPS that only knows how to DPS and not take care of themselves, blaming WHMs for their faulty.
Ok he just hate reset, do i keep punching? do i press featherfoot? do i kite? do i need to eat pots? do i help establish hate so the mages wont die while tank is working his hate again? do i stun him? do i bind him? if he is bound, should i not break the bind?
Yip, as its currently isWell, encounters with that are normally designed so that the aggro wipe tests the tank's reaction timing. The idea is that usually the tank has to taunt the boss/mob in time so that it doesn't plow through the healers/DPS, build up hate and go back to the business as usual. That's not exactly possible here because PLD and WAR lack taunts...
WARRIOR:
Sentinel: Temporarily reduces damage taken. Increases enmity generated by actions while effect is active.
Flash: Increases target's enmity.
Collusion: Redirects a portion of enmity generated by target party member’s attack to you. Target must be within 8 yalms.
Provoke: Increases target's enmity.
Antagonize: Increases enmity generated by all actions.
Heavy Swing►Skull Sunder (Increased enmity.)
+ emity materia equiped
Doesnt matter how you use them, stack them with or without hits inbetween, with or without combos inbetwteen, on there own, they are not enough at the best of times.
Then once you have done all of the above, the monster hate resets again and you have no other option than to eat a face full of death because the move has no cooldown timer, rhyme, or reason for happening other than the boss was in a bad mood that day.
Now if they could hate reset once every 30 seconds or something like that then I'm cool gives people time to be prepared for the next possible cluster**** of lost hate and be sure they aren't short that vital kiting/binding/hate generating skill that only 2-3 people have in your party on long cooldowns.
I like it on Coincounter.
Great Elm/Golem thing/stupid eyes in Skirmish are ridiculous with it though. Just turns the fight into "spam the crap out of spells since enmity resets every 5 seconds anyways." REALLY lowers the skill required to do the content.
Peach Parfait/Khulan Angura on Gilgamesh
I wouldn't mind it if it wasn't so frequent.
Moogle king's reset is faster than I'd like but manageable + 1 voke usually gets him back.
Skirmish Golem on the other hand is complete bullsh*t.
I would mind it a lot less if it were accompanied with some sort of audio or visual cue that took place at least a second or two before the hate reset went off.
This would still present an unusual challenge to new players yet those of us who have grown familiar with the content would still have a reasonable ability to deftly avoid the mechanic that does not break immersion (as vigilantly watching the chat log tends to do).
Last edited by JDR388; 08-04-2012 at 06:22 PM.
"A way of seeing is also a way of not seeing."
Kazem Chaharbaghi - The Problematic of Strategy
You mean something that temporarily removes the main tank from the fight? It might be a good way to encourage 2 tank strategies.I'd much rather see a reset that is in essense not a reset but lets say Cancels all hate for a few swings then brings it back as it was before. It would be a risk to anyone it attacks that is low on HP. But if everyones been careful with their HP (either WHMs have been healing well. DDs avoid damage/enviormentals etc)
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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