
Originally Posted by
Malthir
The problem with removing enmity is they didn't replace it with any other form of system, and it's removal has lead to the wall to wall dungeon rush meta that's rampant in the game.
For example, back in the day the AOE weaponskills for tanks, didn't give aggro. So every instance wasn't just wall to wall pulls, only people who were massively overgeared for content could do that. Generally you either had a tank that was great at switching targets constantly balancing the aggro alongside the dps, or you did smaller pulls. As opposed to now where tanks just press button their 2 button aoe combo and nothing will attack anything else, because this is how the game was played they had to make tanks stronger and stronger to survive the pull, which leads to the birth of the current incarnation of the warrior where healers aren't required. Which then means you need something for healers to do, well I guess we give them more damage, and then content becomes to easy so buff enemy damage numbers, but now tanks die, well buff them and so on and so forth.
Most of the games combat issues boil down to the removal of TP and enmity, while the original system wasn't great they shouldn't have ripped it out, they should have re worked it. imo.
Like positionals for DPS, they shouldn't have removed them they should have adjusted them so they weren't bad. For example instead of you do more damage with this move at the side. Make it so, if you use this move from the flank it does X if you use it from the rear it does Y, having DPS moving about and having to think about what they're doing is good and engaging, but punishing people because boss threw an attack so I either fail my combo or get hit is poor design.