I don't think a mob who kill you even when tank is doing is job it's regarded as interesting gameplay but broken gameplay.
More sonorous blast in your game. That's all the thrill you need


I don't think a mob who kill you even when tank is doing is job it's regarded as interesting gameplay but broken gameplay.
More sonorous blast in your game. That's all the thrill you need


I'm glad we finally get these changes to enmity.
I don't really care about the meter. I don't think it will have a huge impact, so I'll reserve my judgement until I try it. There are more important matters to care about.
Some people here are really pathetic ...
Some posters seem to be under the impression that just because the bake sale signs are in the game that people who were against them have somehow grown to like them.
They still break the immersion fro me at least. Gone are the days when you slowly learned your surroundings and enemies by looking at them now all you have to look at are the hud elements. Makes you wonder why they even bother with the graphics really.
This seems like another item that makes XIV more about thinking less and more focus on the hud. Between the map markers, agrro icons and aggro signs there's little room for adventure. Hands up everyone who played through FFX by looking at the minimap the entire time because all the hidden areas were literally drawn on it.
Boo hoo, cry me a river then build me a bridge and get over it.Some posters seem to be under the impression that just because the bake sale signs are in the game that people who were against them have somehow grown to like them.
They still break the immersion fro me at least. Gone are the days when you slowly learned your surroundings and enemies by looking at them now all you have to look at are the hud elements. Makes you wonder why they even bother with the graphics really.
This seems like another item that makes XIV more about thinking less and more focus on the hud. Between the map markers, agrro icons and aggro signs there's little room for adventure. Hands up everyone who played through FFX by looking at the minimap the entire time because all the hidden areas were literally drawn on it.
Come on people it's not the end of the world, players didn't become any dumber when they implemented the aggro icon. In fact nothing changed.


Well originally I thought they were going to make the emnity display like a gauge. I imagined a bar where it was like 0-100% of the mob's total hate or something...blinking icon though? Doesn't sound great but I'll wait to see how it looks. I am disappoint though ._.;
As an aside though.... 1.18 can talk to someone who cares, cos I'm going on vacation~
The Ul'duh Inn is like an antique shop...full of crap and always closed."You don't have to say anything, I just look at your life now and work backwards." - Black Books
That's what I thought too but it make sense when they said something about "your hate wont disperse except you die or the battle is finish". It's not like FFXI that you can wait and do nothing so your hate fade away. In FFXIV, mobs hate will not fade away unless a party member, PC/NPC build more hate than you.
Regarding the payment. It says on your objective that Final Fantasy 14 will be compatible for hardcore gamers and casual gamers. It is a bit unfair for casual gamers like myself to pay for a 30 days even though I am only playing half of the time (or less). Is it possible for your good office to maybe have an option for casual gamers to pay 30- gaming days, meaning whenever a player logs-in it is consider as 1 game day. Unlike the payment method that you've said before, the 30 days runs consecutively doesnt matter if you play or not.

I don't think this will help tanking, as tanks should know their enmity and how to control it. It will mainly help DPS in groups with bad tanks because the DPS doesn't always know how well the tank is increasing their enmity.
Without the enmity meter:
Bad tank failing with enmity = DPS continue to DPS assuming tank is doing his job = DPS gain aggro = DPS dies = mob lives longer = healers must heal more = healers gain enmity = mob kills healers = rest of party dies = DPS's fault.
With the enmity meter:
Bad tank failing with enmity = DPS see this and must deal less/slower damage = mob lives longer = healers must heal more = healers gain enmity = mob kills healers = rest of party dies = tanks fault.
Therefore the enmity meter is going to be our new 'how-much-blame-shall-we-place-on-the-tank-o-meter'.
I'm all for it.
Là á Bhlàir's math na Càirdean.
(Friends are good in the day of battle)


The Ul'duh Inn is like an antique shop...full of crap and always closed."You don't have to say anything, I just look at your life now and work backwards." - Black Books
You missed the part where the DPS is generally pretty bad. Sorry to say it, the blame is not always on the tank or healers, it's generally the DPS who faceroll for high dmg numbers(the good ones already know how to throttle dps to control hate depending the situation).I don't think this will help tanking, as tanks should know their enmity and how to control it. It will mainly help DPS in groups with bad tanks because the DPS doesn't always know how well the tank is increasing their enmity.
Without the enmity meter:
Bad tank failing with enmity = DPS continue to DPS assuming tank is doing his job = DPS gain aggro = DPS dies = mob lives longer = healers must heal more = healers gain enmity = mob kills healers = rest of party dies = DPS's fault.
With the enmity meter:
Bad tank failing with enmity = DPS see this and must deal less/slower damage = mob lives longer = healers must heal more = healers gain enmity = mob kills healers = rest of party dies = tanks fault.
Therefore the enmity meter is going to be our new 'how-much-blame-shall-we-place-on-the-tank-o-meter'.
I'm all for it.
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