

Thats kind of a high bar to set though, your moms cooking is a thing of legend.Since for some people, it's the only things they can do. It naturally become a benchmark.
and tree wasn't even difficult, the trick to fight the tree is not to stand at his rear because it will trigger backhand blow that does 3k damage. If people always stands on his side voila, even my mom on culinary 50 can tank this thing because side swipe only does 1.5k at most.
At it again eh?
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Last edited by Mijin; 08-07-2012 at 12:15 AM.




certainly keeps everyone on their toes in skirmish, I'm OK with this.


I would probably say people keep bringing up skirmish because it happens in skirmish way more than any other encounter.



The trick with that trick is the server check on your position lol -- someone can grab hate or the tank changes position and while you were happily wailing at it's side, you are now smacking it's ass without actually knowing it because the position checking happened before you even seen it.Since for some people, it's the only things they can do. It naturally become a benchmark.
and tree wasn't even difficult, the trick to fight the tree is not to stand at his rear because it will trigger backhand blow that does 3k damage. If people always stands on his side voila, even my mom on culinary 50 can tank this thing because side swipe only does 1.5k at most.
So it's easy to not fight at it's back, it gets harder when the server decides to be slow on checking your actual position which happens more often to people that can't keep it properly positioned.



Interestingly enough, I think Provoke used to function like WoW's taunt mechanics where you're automatically thrown a small percentage ahead of everyone in threat when used if you lose focus on a mob. Once the wide-scale changes to the battle system took place this went away for whatever reason. Whether or not this should be the solution to deal with hate resets is hard to say.I don't mind it if used very sparingly. Shouldn't really be something that happens out of the blue, though.
What I would like is more player control over who is on top of the enmity list so that you can then add encounters where the tanks switching mobs would be vital to the raid's success.
As others have mentioned, Coincounter is a good way to deal with hate resets. It tests the tank's reaction skills and the skills of the other party members to anticipate the ability and hold back where needed. Random resets like the Golem in Skirmish (worst fight I think I've ever done in this game) is just ridiculous. Once it resets, good luck getting it back. It's just going to keep chasing white mages.

If used very very sparingly, I think its ok. And there is something to having it used to test a tanks reaction skill. However, I find it to be used far too often and is a bit too gimicky if you ask me. Being a tank this game sort of makes me feel worthless. Maybe I am too old school? But as a tank I already have to deal with the fact that I cant truly protect my allies no matter if I have enmity or not, due to SE's fascination with spamming AoE's and environmental traps. At a certain point its just insult to injury when you tack on mobs that use hate reset (particularly if its more than once).
My ideal vision of a tank would be a class (and battle conditions) that could keep hate with the proper amount of skill and gear. But doesnt have too worry about gimmicks like hate reset. Now if Im not skilled enough to keep hate, or if a BLM or DD is just going crazy w/o any regards to the consequences, then you deserve to have hate all over the place. As far as traps, Id rather they be focussed only on person with most hate (ideally the tank) so as a tank I can feel like Im protecting my party. With AoEs SE still hasnt managed to do a proper job of balance between ranged and melee in my opinion. So either they need to toghen up melees to be able t take a bit of damage or they need to dial back AoE spams quite a bit
BTW, this isnt a "it cant be done that way it works now" argument, this is a "I do not like the way it works right now" argument. Just personal preference, but in older MMOs I played If I held hate it mattered moreand meant more.

I find that it brings an interesting dynamic to the fights and that it is actually quite fun. It can be a pain in the ass when someone is not paying attention, but learn and get it right.
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I haven't read the entire thread but as a tank I actually don't mind hate resets. As long as they aren't random.
With the Golem in Skirmish, the hate reset happens when he kicks you. If more players were aware of that and would use Chameleon / Shroud of Saints and the tank reserves a Provoke/Flash to counter that ability then that's fine, it's still in the players' control.
Hate reset in Tanaka XIV was not so great. I think someone had figured it out right before all the enmity changes so it really wasn't that bad in actuality but the simplification of hate accrual and a visible indicator has been a welcome change. Even if you don't like the blinking bar you can notice that you're losing hate if the target's head isn't focused on you even though you have its attention. Little details like that are nice but might not be overtly obvious to the casual player.
All in all hate reset is okay as long as it's not completely random and we have access to abilities to help counter it is my opinion.
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