As title says what are your thoughts & opinions about the current constant use of hate reset in this game?
Do you like it, do you dislike it?
As title says what are your thoughts & opinions about the current constant use of hate reset in this game?
Do you like it, do you dislike it?
I don't mind it as a mechanic that's used sparingly. Or as a mechanic that triggers due to fault of a player. I severely dislike it as a spammable mechanic that isn't even tied to an ability.
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.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
What the others before me have said, sparingly. There is a difference between something unique and a possible challenge vs........... disgruntling and annoying.
Sure, maybe one monster can do it as an ability, or its triggered by something, but to do it every 15 seconds.... <no thanks>
I like it in some fights, but when it's over used it becomes annoying.
I don't mind it, but it's often used way too much in the fights that have them.
i agree with you all
Altho my main reason why i dislike it is because 99% of the time i resets to the whm while no matter what you do as tank you cannot get hate back. then repeats over & over & over as you guys all said.
Well, encounters with that are normally designed so that the aggro wipe tests the tank's reaction timing. The idea is that usually the tank has to taunt the boss/mob in time so that it doesn't plow through the healers/DPS, build up hate and go back to the business as usual. That's not exactly possible here because PLD and WAR lack taunts...
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Yip, as its currently isWell, encounters with that are normally designed so that the aggro wipe tests the tank's reaction timing. The idea is that usually the tank has to taunt the boss/mob in time so that it doesn't plow through the healers/DPS, build up hate and go back to the business as usual. That's not exactly possible here because PLD and WAR lack taunts...
WARRIOR:
Sentinel: Temporarily reduces damage taken. Increases enmity generated by actions while effect is active.
Flash: Increases target's enmity.
Collusion: Redirects a portion of enmity generated by target party member’s attack to you. Target must be within 8 yalms.
Provoke: Increases target's enmity.
Antagonize: Increases enmity generated by all actions.
Heavy Swing►Skull Sunder (Increased enmity.)
+ emity materia equiped
Doesnt matter how you use them, stack them with or without hits inbetween, with or without combos inbetwteen, on there own, they are not enough at the best of times.
Its not a very fun mechanic. Not much else to add other then we would need more real taunts that tanks can use to make it acceptable. I'm all for keeping a tank on his toes but once you have a warrior lose hate its almost laughable on how long it takes for them to get it back if you catch them with no tp.
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