Continues from last post, not Rep response so not going to post on OP just thought this was a good comment/suggestion.

Quote Originally Posted by CruruObliviate View Post
 
モンスター側で対応する方向もあると思う。
I think it can be adjusted from the monsters side too.

敵視関連のPC側の調整がある程度落ち着けば、当然モンスター側の行動やWSなどで特殊な効果(ヘイトリセット技)などの実装も検討されるでしょう
Once the PC side hate adjustments are settles, their should definitely be monster side actions, WS that resets the hate.
 
 加算型の仕組みには、単体でみると問題点もここで多く出ているようにあるとおもいます。ですが、バトルシステム全体で調整を考えていけば、よりタクティカルな戦闘を演出できる要素だと私は考えます。
When looking at the addition (accumulating) system by itself it can be take as how everyone is stating on this thread. But I believe looking at battle system as a whole, it's possible to perform more tactical battle.

 たとえば、挑発すると暴走する敵がいたり、一定以上の敵視を稼いだメンバーがいる場合、強力な範囲技を発動したり・・・考えられる仕組みはいくらでもつくれると思います。
For example, when provoking having a mob that goes berserk (go crazy), once a player gains enough hate/enmity mob using a strong AOE... can think of many different things.

 ただ単にPC側の調整や一部のアビリティーの強弱を問題視するのではなく、モンスターの行動AIも含めたバトルシステム全体としての敵視をより面白いものにしていくための議論がもたれることが建築的だと考えます。[
Not just adjusting the PC side's abilities by strengthening or weakening but making it more interesting by remodeling the monsters action AI, and battle system.
I agree with his point, all this enmity stuff doesn't have to be made by player abilities adjustments but having ways like he explained should resolve other issues that may arise with this new enmity system. Pretty sure dev team is smart enough and already has this in plan but it's good someone actually pointed it out since no one was talking about this on the JP thread.