Raelix wrote:
Ruisu wrote:
Olorinus wrote:
Yeah i think that Rae has a point... That's why the +enmity gear suggestion is so interesting. The other thing is it might be possible for More jobs than just pld to get a higher cap.
Gee... why do we not have a roster of tanks despite many jobs that have very good defensive abilities?
Oh, because they can't goddamn hold hate because of current enmity mechanics!
Nice tautology though: "Non-PLD tanks don't exist because they can't keep hate, so don't give them enmity changes so they can."
Now, here's where someone will cry about homogenization, but I can think of no other way for it to work:
PLD having a native enmity boost to everything they do.
WAR's Defender would grant a similar bonus when the main job is set to WAR
BST could have an enmity bonus but only assigned to crabs and some other high defense jug pets
SAM is where it would get tricky, because if you leave SAM's damage potential intact and give them greater enmity generation, you're already making them a better tank than any of the other jobs. If you add something that lowers its damage and ups enmity generation (it'd have to be a third stance aside form Hasso and Seigan), someone would cry about the damage nerf.
(Honorary mention) DNC could get a buff that increases enmity generated that needs to be kept up through the use of a certain finishing move.
SE has pretty much stayed away from the two most common approaches to tank design. Tanks have spammable abilities that generate lots of aggro or have native aggro bonuses to everything they do. SE went with neither and we've been the poorer for it.
Edited, Jan 2nd 2013 7:06pm by Ruisu