


http://lodestone.finalfantasyxiv.com...15f82184c907bc
http://lodestone.finalfantasyxiv.com...bbc24abc29469f
It's in the Battle section of both of those.



I agree with all of what you say. I cant wait til they get rid of or extremely lower the eminity of those self-buffs and buff spells. But I dont agree with having to span taunt/provoke to maintain eminity, unless of course you have the people that like to spam Self buffs >.> even those that dont matter to them (DD's using featherfoot... why?!).I'm curious, will we be getting an actual enmity system when they redo the combat system? Yes, that is how bad the current enmity system in this game is, I'm saying it DOES NOT EXIST. Today I used quickstride in coerthas, I was literally half way across the universe(probably on the opposite end of the zone from where we were fighting) and Ureus ran away from everyone, and started chasing ME. How does that even make sense?
There are multiple problems with this games enmity system:
1) JA's like raging strike, ferocity, hawk eye, etc generate more hate than almost anything else in the game besides taunts. This is silly and stupid
2) Cures generate very little hate, meaning playing a healer takes almost no skill
3) AOEing spells does not generate additional much (0?) hate, see #2
4) "Buff" spells like protect/shell generate as much hate as ferocity/hawk's eye/etc, even if single target casted, yet cures don't? How does this make ANY sense?
5) I don't even think doing damage causes much hate, making playing a DD almost thoughtless besides not using your JA's.
6) You will be on a mobs enmity table while being half way across the universe(opposite end of zone) . You won't hear battle music, you won't see "XXX was engaged", yet you'll be on the mobs enmity table, lol? The mob will also chase you, then leash and reset, randomly.
Things that generate high hate shouldn't, and things that generate low hate should. The system is completely backwards and broken, and ZONE WIDE hide makes even less sense than anything else. I almost believe the enmity generated by most abilities are bugged, and almost nothing works properly, because this system is horrible.
Tanking is basically spam taunt/provoke and hitting every JA as they come off cooldown. That's just as boring as managing your hate as a healer/DD(don't press JA's). A real enmity system will also make this game take a lot more skill and be more challenging.
I really hope we get a proper enmity system, because right now we don't really have one, and it's buggy/horrible. Anyone else notice problems with our current enmity system? Anyone know if they mentioned changing it with the combat system revamp? I really hope so.
They are working on emenity calculations tho. there is also a dev tag specifically for it.
Last edited by Reika; 04-25-2011 at 06:09 AM.



My bigger concern is whether they'll repeat the blunder that was FFXI's emnity system where you had cumulative and variant caps that meant you'd eventually be capped on threat/aggro/hate.
* 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)
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