Since the "Increased enmity" Additional Effect got introduced to the AoE combos of every tank job, it could also be used as a way to ditch the Stance system, since they are a passive component and oftentimes a hindrance (such as having to toggle it on when level-synced or stealing aggro from the Main Tank when your damage output is far greater as an Off Tank).
My suggestion is to introduce a combo finisher for every tank job that has the Combo Bonus: Increased enmity. It should not deal less damage than other finishers and should leave the player with the option of using Provoke as an alternative.
Another suggestion to complement this addition would be to make an AoE version of Provoke, it could even use the same animation as the PvP action Rampage.
To my understanding, the "increased enmity" passive on the AoE combos was a response to the discrepancy in initial damage output from some DPS jobs, which would generate more enmity than a tank with Tank Stance on while pulling in dungeons. This demonstrates a fundamental flaw in Tank Stance's purpose. An AoE version of Provoke would likely avoid problems like this, depending on how much enmity is coded into the ability.
Some nuances of the proposed Increased enmity combo finisher:
This finisher has more potency than other finishers.
For Paladin, it grants Atonement Ready, but not Divine Might.
For Warrior, Storm's Path "Combo Bonus: Restores own HP" gets moved to the Increased enmity combo finisher. Storm's Path still increases Beast Gauge by 20, Increased enmity combo finisher increases it by 10, like Storm's Eye.
For Dark Knight, Souleater's "Combo Bonus: Restores own HP" gets moved to the Increased enmity combo finisher. Souleater still increases Blood Gauge by 20, Increased enmity combo finisher increases it by 10.
For Gunbreaker, Brutal Shell's "Combo Bonus: Restores own HP" and Barrier gets moved to the Increased enmity combo finisher. It doesn't add a Cartridge to the Powder Gauge.
Considerations:
Since I cannot iterate on these proposals in gameplay, it comes to question whether this proposed idea would be considered fun. Ideally, it would add nuance and differentiate playstyles between Main Tank and Off Tank in content that require multiple tanks and add active gameplay input in dungeons where pulling mobs and maintaining aggro is essential to not let damage fall upon allies. The proposed combo finisher depriving the Tank from potential damage output can also be called into question, as it would be the key difference between Main Tank and Off Tank gameplay.
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My suggestion is to introduce a combo finisher for every tank job that has the Combo Bonus: Increased enmity. It should not deal less damage than other finishers and should leave the player with the option of using Provoke as an alternative.
Another suggestion to complement this addition would be to make an AoE version of Provoke, it could even use the same animation as the PvP action Rampage.
To my understanding, the "increased enmity" passive on the AoE combos was a response to the discrepancy in initial damage output from some DPS jobs, which would generate more enmity than a tank with Tank Stance on while pulling in dungeons. This demonstrates a fundamental flaw in Tank Stance's purpose. An AoE version of Provoke would likely avoid problems like this, depending on how much enmity is coded into the ability.
Some nuances of the proposed Increased enmity combo finisher:
This finisher has more potency than other finishers.
For Paladin, it grants Atonement Ready, but not Divine Might.
For Warrior, Storm's Path "Combo Bonus: Restores own HP" gets moved to the Increased enmity combo finisher. Storm's Path still increases Beast Gauge by 20, Increased enmity combo finisher increases it by 10, like Storm's Eye.
For Dark Knight, Souleater's "Combo Bonus: Restores own HP" gets moved to the Increased enmity combo finisher. Souleater still increases Blood Gauge by 20, Increased enmity combo finisher increases it by 10.
For Gunbreaker, Brutal Shell's "Combo Bonus: Restores own HP" and Barrier gets moved to the Increased enmity combo finisher. It doesn't add a Cartridge to the Powder Gauge.
Considerations:
Since I cannot iterate on these proposals in gameplay, it comes to question whether this proposed idea would be considered fun. Ideally, it would add nuance and differentiate playstyles between Main Tank and Off Tank in content that require multiple tanks and add active gameplay input in dungeons where pulling mobs and maintaining aggro is essential to not let damage fall upon allies. The proposed combo finisher depriving the Tank from potential damage output can also be called into question, as it would be the key difference between Main Tank and Off Tank gameplay.
Continue reading...