System is fine. Doesnt need further hand holding.

System is fine. Doesnt need further hand holding.
This thread doesn't have anything to do with my ability to hold or generate enmity. I'm capable of using the party enmity bar, the same way as everyone else does. I'm capable of using AOE enmity, the same way as everyone else does. I'm capable of holding aggro, the same way as everyone else does. This thread has nothing to do with those things.
This is about the enmity indicators. Obviously, Square designed the blinking red square with the intention of having it blink faster when you were closer to losing enmity. This is not an opinion, this is a fact. This is how they designed it. This is why they made it this way. They clearly intended it to be visible at a glance, via the enemy list, which enemies you are fighting that you are losing aggro lead on. They designed it this way to have this information visible, without having to tab-cycle through the targets, and have it easily visible. They designed this enmity indicator to provide this information to players. For those of you who may be confused about what this thread is talking about (and I see a few who may be), it is about improving a system they already have implemented in the game. This is not asking for hand-holding. This is not asking for "how 2 hold more enmity?" This is not asking "I'm having trouble tanking." This thread is asking them to improve a function that's already in the game, to make it better serve the purpose they intended it to serve.
I don't understand the negative remarks and condescending attitude from a few people. This thread is entirely a suggestion to improving an already-existing function to provide more clarity and information, visible at a glance, without having to tab target. It's already in the game, and they intended it to be in the game, but it's flawed in its current state. It is simply a suggestion to improve the display indicators to better relay information that they already intended to have readily available to the players. There is no harm in that. I saw a way it could be improved, and I suggested a way it could be improved. My skill, perceived lack thereof or otherwise, is a non-topic of this thread.
Just because I see a way for a system to be improved does not mean I need or am relying on the change to perform better. It means I'm paying attention and am looking for ways to improve the game. Having a solid red square turn into a blinking red square is not going to radically change the way players tank. It's not going to hurt or hinder anyone, in any way. Red blinking square still means a tank is holding aggro. You don't need a 50000 aggro lead. All you really need is a 1 aggro lead. Sure, the more of a lead you have, the better, but in the end, that 1 aggro decides who's taking the hit. The proposed change is not going to destroy the world, or hold hands, or make bad tanks magically great. It's simply improving a system that already exists to provide more clarity.
Last edited by Sokina; 06-26-2016 at 09:08 PM.
I genuinely hope you aren't referring to me as one of those being condescending, if I came across like that I apologize. I just disagree with you that the system is flawed in its current state. I dont believe SE designed the enemy list to be an major part of how you gather information on enmity, it is the lowest form of indication we have. Also, I do think changing it to a more obvious indication will change the way some tanks play. It encourages further focusing on the enemy list and it discourages you from using the enmity bars located in the party list - which are way better forms of information. These party bars are what you will have to use if you ever to start stance dancing as a tank, they show you how fast a person is gaining on you with respect to enmity - the enemy bar is far less effective at that. It is better in my opinion, to push tanks to become comfortable with the tools they will need to use in the future, than to spoon feed them information so they don't have to for longer. That, at least to me, is a fundamental change and why I would oppose it.


It encourages further focusing on the enemy list and it discourages you from using the enmity bars located in the party list - which are way better forms of information. These party bars are what you will have to use if you ever to start stance dancing as a tank, they show you how fast a person is gaining on you with respect to enmity - the enemy bar is far less effective at that.Isn't that the whole point of the suggestion? To make it more effective? Why is that such a common argument? "Oh, that element isn't very useful, don't bother making it better." Shouldn't the more logical thought process be "Oh, that element isn't very useful, it could use some improvement."the enemy bar is far less effective at that.
Except that even with the OPs suggestion the enemy list would still be less effective than the party list at providing information on enmity..... but you know logic....Isn't that the whole point of the suggestion? To make it more effective? Why is that such a common argument? "Oh, that element isn't very useful, don't bother making it better." Shouldn't the more logical thought process be "Oh, that element isn't very useful, it could use some improvement."
I think saying "It doesn't matter to an experienced tank that knows what they're doing" is a bit vain, it's like a master electrician working in the dark because he can't be bothered to change the light bulb.
Just because you know the setup inside and out, doesn't mean that it wouldn't be safer to fix the unnecessary stuff.
I would actually prefer a more objective, numerical figure for Emnity. It allows more fine grained tuning of the Tank rotation and allows insights in to emnity generation (e.g. by healers etc etc) mechanics. What we have now is a poor, low precision, low responsiveness "indicator".
That's actually a good point. When people ask me "How much enmity does flash generate", I just give them a random guess that I have no way to prove. Numbers would be nice.I would actually prefer a more objective, numerical figure for Emnity. It allows more fine grained tuning of the Tank rotation and allows insights in to emnity generation (e.g. by healers etc etc) mechanics. What we have now is a poor, low precision, low responsiveness "indicator".
The system is ok but it is flawed but as a tank you should be switching for ea mob but if there is more than 4 mobs you should have the knowledge to know how much eminity you are gaining. And if you lose a mob it will show you with a red line as a tank you do pay attention to these things. If you cannot do these things i am sry but your being 100%. This is a game not a slave ride for your enjoyment and to be lazy.
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