Tab to switch targets mostly here.
If I drop aggro on an enemy i'll left click the mob on the enmity list itself and pull it back in from there.
Haven't experienced the OP's problem at all but then again i'm struggling to understand what he's even talking about![]()
With the controller, you can have something targeted and then press left and right on the d-pad, it'll have a big circle (not on the ground) targeting an enemy B but you'll still be targeting your original target A. While this circle is up on B, you press an attack and that attack will activate on B and the circle sub-target will disappear and you'll be back to targeting A. Basic example: Target A, fast blade, savage blade, tap left, halone on B, target still on A, fast blade, savage blade, tap right, halone on C. It's controller's way of tab tanking as far as I know.
To permanently switch targets, you just sub-target someone and then press confirm and the target will change for real. Now the issue is that, when you sub target, the enmity list blinks, which would make you think that it would show enmity for sub-target but it doesn't; it still shows the enmity list of your main target. So for a controller tank to confirm enmity on any target other than his main target, he would have to press left or right along the d-pad and hit confirm and wait for the enmity list to refresh, essentially changing his main target.
Keyboard and mouse can select targets quickly so this might not be an issue and seem alien.
Gardes said it much more clearly than I could. Add to the OP for clarity.
No complaints, because simply can't imagine how a controller would interact with it, but the enmity list on the side is jsut a visual aid for controller players. If something turns yellow, I have to actually look at the mess and see what is not hitting me.
Shield Lob (Can change red text to Tomahawk and it will work perfectly Warriors)
/macroicon "Shield Lob"
/ac "Shield Lob" <t>
/marking attack1 <t>
Better "macro switching", give it a read: http://tinyurl.com/ffxivhotbars
You can using the number pad, but it's a bit awkward.
Haha...the bug report thread got closed. I do think that this is a bug though, in that sub-targeting should refresh the enmity list to show you the sub-target's enmity bars.
Regardless, I think there should be a better way to show threat. Like having the hp bar displayed on top of the monsters have a second bar under it, displaying the 2nd highest threat on the list (which means the closer that 2nd bar is to getting full, the closer it is for the tank to losing agro for that monster. For tanks it's only a matter of being the highest on the threat list or not. So 2nd highest threat owner is his true enemy in the enmity war.
On the other hand, for other classes, it could show them their current threat on each monster. Which leads me to my 2nd suggestion. Let the hp bar be displayed on monster's feet instead (at least make it an option? more options are always nice). The bigger the enemy, the harder it is to see when tanks are so upclose to the monsters, even if you zoom out the camera.
Last edited by Gardes; 11-27-2013 at 04:43 PM.
That's not a bad idea, it wouldn't be to hard to incorporate a gauge (or two) that surrounds the enemy's directional indicator.On the other hand, for other classes, it could show them their current threat on each monster. Which leads me to my 2nd suggestion. Let the hp bar be displayed on monster's feet instead (at least make it an option? more options are always nice). The bigger the enemy, the harder it is to see when tanks are so upclose to the monsters, even if you zoom out the camera.
Use your mini target in combat list. Red means you have threat, Green means you don't, Yellow means you going to lose threat, Orange means you are going to gain threat.
The colors don't change their meanings for tanks. Green means you're on the enmity list at all. Yellow means you've got some noticeable amount. Orange means you're close to pulling enmity. Red means the mob is attacking you. For tanks, the colors are basically red and not red. There's no way to tell from those dots whether you're about to lose enmity, just that you've already lost it.
What Bixby said, and as most packs have mobs with identical names, the list isn't highly useful anyway.
The simple solution, because the game is clearly already trying, is to for enmity to calculate based on your subtarget.
Am I the only one that hates how the colors pulse? The pulsing makes me think I see an orange for a second, but in fact I have great lead on the target.
I would love a change where say
White - Target is attacking you and you have a solid hate lead.
Red - Target is attacking you and someone else is within 20% of your enmity.
Orange - Target is attacking someone else and you are within 10% of their enmity
Yellow - You have more than 50% of the tank's enmity.
Green - Safe zone, or do better, if you're a tank.
Last edited by Steeled; 11-28-2013 at 12:45 AM.
Shield Lob (Can change red text to Tomahawk and it will work perfectly Warriors)
/macroicon "Shield Lob"
/ac "Shield Lob" <t>
/marking attack1 <t>
Better "macro switching", give it a read: http://tinyurl.com/ffxivhotbars
So I made an example of what I'm talking about using OP's pics...crudely. In this pic, the orange bar is the highest enmity owned by someone in the party other than the tank. This way, if a tank uses his enmity skills, the orange bar should decrease (the transparent side would indicate the gap in lead between the tank's threat and the 2nd highest threat). This way, the tank can see which monster is about to lose aggro quickly without constantly tabbing between monsters to check enmity.Regardless, I think there should be a better way to show threat. Like having the hp bar displayed on top of the monsters have a second bar under it, displaying the 2nd highest threat on the list (which means the closer that 2nd bar is to getting full, the closer it is for the tank to losing agro for that monster. For tanks it's only a matter of being the highest on the threat list or not.
In this case, monster P is about to lose its attention at the tank and might attack someone else once the bar is full (someone other than the tank has at least the same enmity against monster P as the tank). Monster O and R is still 'safe' enmity wise but the tank should probably do something about them once he takes care of monster P.
The game already shows players their individual enmities, might as well actually make it easy instead of making them jump through hoops, especially for controller users. Pretty sure keyboard players would benefit too.
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