I personally don't like the enmity icon but if they put a toggle it's ok.
I personally don't like the enmity icon but if they put a toggle it's ok.
TBA
im all for the threat indicator. i just dont approve of the way SE makes their UI mods, the entire UI is kinda bland, clunky and ugly to me.
15 abilities each? what is this... Kindergarten?A jack of all trades WHM... what is this 1989?
well no that i think about it, this post should be one of the last, if not the last, of dev. posts for 1.18 since, from what i understand, the last handful that weve gotten so far are pretty much everything were getting in 1.18. im hoping this next week is the patch date for FFXIVs sake.
15 abilities each? what is this... Kindergarten?A jack of all trades WHM... what is this 1989?
lmao that post showed up like 3-4 pages later then I posted it, wtf? XD and I forgot to add something relevant of this topic to it. 3-4 pages ago there was a slight discussion on Anima...MY BAD D:
SacredDawnFC.enjin.com
Insulting people in the counter argument isn't going to change their minds. It will make them stick harder to their opinion regardless of whether or not it's right, and think less of your opinion simply because you insulted them. In essence, if you want to try and change someone's mind, come up with a well thought-out response and don't be a dick.
I'm all in favor of this addition. It seems to me that anyone who thinks it "dumbs down" the game to have semi-transparent enmity is setting the bar extremely low for SE's encounter designs. If being able to manage hate is your idea of skilled play, then you're in serious trouble if they make anything actually challenging. All this really does is enhance DPS gameplay by giving them actual feedback in their enmity management and take undue blame off tanks if someone draws aggro since they should've known to ease up.
Nothing changes for tanks themselves. This isn't a full WoW-style meter. It doesn't tell you what your enmity buffer is, only that you have hate (which we knew already). Most likely you're just going to go full out on enmity generation anyway so that the rest of your group can do as much as possible without getting aggro.
Point still stands though, they already decided on this feature, and at least most of the community seems to like the idea. At least everyone I've spoken to. Yes, there are a few nay-sayers out there, but that's the same thing that happened with the Monster Level indicator and noone has a problem with it now. You honestly can't look at these things and be like "AAAH I'M ANGRY."
SacredDawnFC.enjin.com
Insulting people in the counter argument isn't going to change their minds. It will make them stick harder to their opinion regardless of whether or not it's right, and think less of your opinion simply because you insulted them. In essence, if you want to try and change someone's mind, come up with a well thought-out response and don't be a dick.
The only reason to have an enmity meter is for when an enmity system is so confusing that players would not be able to pick up on it without some sort of indicator. An indicator would be one way to fix the current enmity system.
However, with the simplification of the enmity system to one based on the accumulation of actions performed there is no need for an indicator. A system where every action has a set amount of enmity added to your total is much more intuitive than the current system. Trust me, it wont take long for you to realize that one of your abilities pulls the enemies attention, this is especially true at the start of a fight. And caution will need to be used if you are not prepared for the repercussions.
The green meter doesn't tell you anything either. Since this is the first stage on the indicator, i am betting that auto attack alone will place you in green. In addition, there is even less of a need for the indicator to flash when you have the enemies attention. An enemy turning, and taking damage, is much better than a flashing red indicator. The flashing red indicator just seems redundant to me.
Really the only useful information provided by this meter is the orange and solid red notifications from the indicator. Most, non-tanks, already try to operate in this area. The problem is that the current enmity system is really weird. So, they are convinced that a meter is needed. What they aren't taking into account is that the system itself is being simplified in addition to this meter. Believe me, you'll get the hang of a system which makes sense without a meter.
Ultimately, I believe that good design is intuitive. The need of a meter is used to patch up a bad, and unintuitive, design. SE needs to have more faith in their redesign of this game. They are heading in the correct direction with it. But, as long as the hate system is intuitive, there is absolutely no need for a meter.
I still dont care for it, though the level thing is fine, i just still dont like the agro thing...kills part of the fun, especially when new people run past the wrong mob and we get some good lols.Point still stands though, they already decided on this feature, and at least most of the community seems to like the idea. At least everyone I've spoken to. Yes, there are a few nay-sayers out there, but that's the same thing that happened with the Monster Level indicator and noone has a problem with it now. You honestly can't look at these things and be like "AAAH I'M ANGRY."
I welcome the updated emnity calculations, but I wish they weren't adding the indicator. I tend to prefer the classic MMO and all the modern convenience features like GPS maps, quest indicators, agro/level indicators, and now this emnity indicator take the fun and adventure out of the game for me. Even if they make it a toggle, the fact that not everyone will be playing at their most optimal level without it will make it deemed mandatory by the players.
Also, you can't just add something to the game that makes it easier to play and then check adopt rate to see if people like it. If it indirectly increases sp/hr through party efficiency then everyone will use it whether they like it or not.
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