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  1. #1
    Player
    Orophin's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,446
    Character
    Orophin Calmcacil
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Judge_Xero View Post
    What both Warrior and Paladin need is an ability to get Enmity back after a death.
    One might call it watering things down, but I kinda wish Provoke/Flash worked like WoW (back when I played anyway) and put you 10% above in threat the person currently with threat. Or at least streamline it to function like PUG's taunt and put the monster on you so that you can try to build enough threat in that time to keep it on you.
    (1)

  2. #2
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Orophin View Post
    One might call it watering things down, but I kinda wish Provoke/Flash worked like WoW (back when I played anyway) and put you 10% above in threat the person currently with threat. Or at least streamline it to function like PUG's taunt and put the monster on you so that you can try to build enough threat in that time to keep it on you.
    What made it work in WoW is that taunts were singular (as of WotLK every tank had one with the exception of warriors, who had three). You'd have to make Provoke G.Axe-exclusive, turn Flash back into a single-target ability and make it sword-exclusive, and then make the change. I personally wouldn't mind PLD getting two new attacks to replace what would be "lost" in changing Provoke and Flash.

    Quote Originally Posted by SwordCoheir View Post
    Problem with that system is PLD and WAR would have to fight that much harder to keep up with the decay. For example, if PLD and DD's were both losing 100 Enmity a tick the PLD is doing 88 damage AA and the DD's are doing 150 the PLD isn't really building Enmity he's just struggling to combat the Enmity Decay while the DD's are building it at a steady rate.
    This assumes that enmity decay would be the same across the board, which isn't always the case. You could flag a tank to have reduced decay. Conversely, you can flag all non-tank classes to produce reduced enmity within certain parameters (either through traits or for maintaining a certain distance from the mob).

    The problem with caps is that once you hit the cap there's nowhere to go.
    (0)
    Last edited by Duelle; 08-31-2012 at 05:16 PM.
    * 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)

  3. #3
    Player
    SwordCoheir's Avatar
    Join Date
    Dec 2011
    Posts
    866
    Character
    Sword Coheir
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Duelle View Post
    The problem with caps is that once you hit the cap there's nowhere to go.
    Well the current Enmity doesn't technically "Cap" perse, basically it's the maximum allowable divide between the target with the most Enmity and the one with the Lowest. Considering everyone who's not just standing around is constantly building Enmity, and most mobs do not have excessive HP even the best PLD's don't really reach said cap unless the fight becomes horrendously drawn out and someone dies.
    (0)

    Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]