NiKr wrote: » Oh! Taunt-based abilities could have a diminishing return, with weaker and weaker effects proportional to mob's HP. So this would provide natural danger to the party the lower the mob goes, even w/o giving the mob an "enrage" mechanic. And then the tank could regain their agro by protecting others with particular abilities.
Azherae wrote: » This is fine, but still flawed, the abuses are not all powerful, but they are numerous and relatively easy. This is one of the ways that weird implementation of Provoke actually achieved a meaningful goal effect the proper way. If only the FF11 Devs had told anyone that was how it worked instead of letting the community argue about it (and therefore Tank balance) for multiple years...
NiKr wrote: » Azherae wrote: » This is fine, but still flawed, the abuses are not all powerful, but they are numerous and relatively easy. This is one of the ways that weird implementation of Provoke actually achieved a meaningful goal effect the proper way. If only the FF11 Devs had told anyone that was how it worked instead of letting the community argue about it (and therefore Tank balance) for multiple years... Yeah, the design would have to be more transparent. And there could be the issue of x/tank classes having even more problems with keeping aggro because they might not have the proper defending abilities. Though alternatively, they could either have them in the augments pool or it would be intentional to keep the tank archetype relevant. I remember you saying that FF11's classes could tank just through a proper build and party play. Did the tank classes had any way to bring back their aggro in a non-taunt way? Or was that the exact issue and the reason for poorly perceived balancing?
Azherae wrote: » Players would build up a lot of the non-decaying type, only the Tank is getting hit, after all. Eventually, the ratio of 'amount of hate others have' vs 'amount of hate Provoke generates' would get smaller and smaller. So a 'Tank that just stands there and Provokes every time they can' will eventually become unable to turn the enemy using it, but if they use the rest of their kit (generating the main enmity type) then simply having more HP and mitigation would help them keep up with the mob. You'd just time your 'main enmity' spikes to be 'when Provoke was wearing off' depending on the mob and whether you wanted to let someone else take a hit or not.
NiKr wrote: » Azherae wrote: » Players would build up a lot of the non-decaying type, only the Tank is getting hit, after all. Eventually, the ratio of 'amount of hate others have' vs 'amount of hate Provoke generates' would get smaller and smaller. So a 'Tank that just stands there and Provokes every time they can' will eventually become unable to turn the enemy using it, but if they use the rest of their kit (generating the main enmity type) then simply having more HP and mitigation would help them keep up with the mob. You'd just time your 'main enmity' spikes to be 'when Provoke was wearing off' depending on the mob and whether you wanted to let someone else take a hit or not. So yeah, this is pretty much what I want, except that at, say, half hp the mob would definitely switch to others, because all tank abilities outside of the "protect" ones would only generate the "taunt threat", so the boss would definitely switch to other players once this taunt diminishes completely. And then the tank would have to use several protective abilities to regain the aggro for the final %s of HP. FF11 let you use other abilities in the mean time, while I want those abilities to only keep the taunt, while the protective abilities would generate general threat at a properly balanced rate. Ideally the mob would also randomize their aggro between the other partymates rather than just hitting the next one on the list, cause, as you said, this would be easily exploited.
Azherae wrote: » You can probably see why I had such a rose-tinted perception of what Ashes was going to be like.