We are told that small hitboxes will be back in 7.0 and tanks positioning bosses will be a thing again. I really don't like bosses automatically resetting/jumping back to middle after each mechanic.
Enmity was almost never an issue when playing with a static. Everyone simply pressed their aggro dumb buttons. Meanwhile this wasn't the case in PF. If you bring enmity management back, it's PF that will struggle.
The only fun bit about enmity was fights that reset enmity mid encounter. It was still a party responsibility V.S. now DSR last phase and P4S P2 final mechanic where tanks need to watch aggro while keeping it their responsibility only.
Anything botched in a team multiplayer game causes friction. It's not inherent only to enmity management, but also healing, etc. The only way to remove friction is to remove failure states and gameovers.
I feel like tank players those days just don't want to do tank things.
Which seems to be their design focus since at least ShB, remove as many potential failure states as possible to not cause friction because some people might get upset.Anything botched in a team multiplayer game causes friction. It's not inherent only to enmity management, but also healing, etc. The only way to remove friction is to remove failure states and gameovers.
I feel like tank players those days just don't want to do tank things.
You're essentially playing a single-player game with 3-7 other people.
Except that goal is never going to be achieved, they just shifted the failure states from job mechanics to boss mechanics.
Now people aren't angry anymore because someone failed at their job, they instead get angry over someone failing the mechanics dance for the 5th time and instantly wiping the party.
You could even argue that it made the problem worse, because now the failure states are completely out of the other player's hands. The party could make up for someone being weak at their job, you could even recover from a death and the consequent damage penalty, but when a single weak link now means everyone is punished with a complete fight reset it is all the more frustrating.
Last edited by Absurdity; 05-17-2024 at 08:12 PM.
Like it or not, Enmity management is coming in small doses for tanks only, with the recent Lodestone update... So far it's only AoE abilities, but this means that floodgates for Enmity management coming back for tanks are open... My only issue is that they should also apply the increased enmity effect to ALL single target AND AoE abilities...
That's not enmity management. They increase the enmity generated by AoE abilities so nobody has to manage anything.Like it or not, Enmity management is coming in small doses for tanks only, with the recent Lodestone update... So far it's only AoE abilities, but this means that floodgates for Enmity management coming back for tanks are open... My only issue is that they should also apply the increased enmity effect to ALL single target AND AoE abilities...
Enmity management would be when they added a weaker AoE skill which would generate more enmity and a stronger AoE skill which would have no enmity modifier. Then you would alternate between the two, using the weaker one just as often as needed to hold the aggro and the stronger one as often as possible to deal more damage.
Without options there is nothing to manage.
Last edited by Tint; 07-15-2024 at 05:17 PM.
It’s a good thing not to answer your enemies. I scarcely ever do. Perhaps Emily is more like me than I am like myself. Perhaps she would rather not answer her friends, even. She keeps it all in her heart.
Tank stance also exists, as well Shirk and Provoke also exist(but only in high end content like Savage raids, Extreme trials, Unreal trials, and Ultimate raids if you're a high end player), but a lot of players don't want weaker enmity combos to come back, and right the AoE attacks getting buffed to have increased enmity seems to be the middle ground that devs want to go for when it comes to weaker enmity combos. Which is still a start on enmity management coming back in some capacity for off tanks, but I'm not holding my breath on the devs actually buffing Single Target attacks to have the increased enmity effect, and I'm also not holding my breath on the devs bring back DPS stances and stance dancing in general to come back. And for all I know the increased enmity effect on AoE attacks is just me coping at this point...That's not enmity management. They increase the enmity generated by AoE abilities so nobody has to manage anything.
Enmity management would be when they added a weaker AoE skill which would generate more enmity and a stronger AoE skill which would have no enmity modifier. Then you would alternate between the two, using the weaker one just as often as needed to hold the aggro and the stronger one as often as possible to deal more damage.
Without options there is nothing to manage.
Literally the opposite. Increasing the enmity on tank's attacks means that you get enmity for free and do not have to manage enmity at all.Like it or not, Enmity management is coming in small doses for tanks only, with the recent Lodestone update... So far it's only AoE abilities, but this means that floodgates for Enmity management coming back for tanks are open... My only issue is that they should also apply the increased enmity effect to ALL single target AND AoE abilities...
This comment aged like milk considering how small the enmity increase is outside of tank stance in when patch 7.01... Like I knew I was coping hard be JEEZ, the increased enmity amount is so small that they might as well come out and say that the effect of "increased enmity" on certain actions wasn't working correctly... common Square-Enix L...Like it or not, Enmity management is coming in small doses for tanks only, with the recent Lodestone update... So far it's only AoE abilities, but this means that floodgates for Enmity management coming back for tanks are open... My only issue is that they should also apply the increased enmity effect to ALL single target AND AoE abilities...
Why would you want high Enmity forced even outside of tank stance? The whole point of tank stance is to make that Enmity optional.This comment aged like milk considering how small the enmity increase is outside of tank stance in when patch 7.01... Like I knew I was coping hard be JEEZ, the increased enmity amount is so small that they might as well come out and say that the effect of "increased enmity" on certain actions wasn't working correctly... common Square-Enix L...
These last few posts have been odd have been odd almost to the point of warranting suspicion.
Even before the enmity increases, an Unleash and Flood was enough to hold aggro even against a Swiftcast Holy enabling a BLM to unload all they can onto the first half of a full pull or a SAM blowing literally everything as soon as they can.
I can understand being unable to notice the Enmity increase because you already had plenty; I cannot, however, imagine being unable to notice it among (still somehow) failing to hold aggro.
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