Post by JustVine on 2021-09-24 09:15:12
I would argue giving too many tools for reducing hate tips the problem in the other direction. If you have too many you take away the risk from DPS (not entirely, but to a large degree.) The DPS functionally become an extension of the Tanks and Healers cooldowns. I think we can all agree that's unsatisfying design.
Hate does two basic things, it introduces a teanwork element and it makes using certain tactics risky. Even with basic ai, a comprehensive hate system increases the strategy to defeat a target. The team doing positive things for itself needs an element of danger for itself no matter what strategy it is using. Play it too safe and resources might be too low in the next encounter. Play it too risky and you /might/ need to burn more resources anyway.
I think the tp system from FFXI is a missing piece in most other hate systems for similar reasons. For those not familiar. Your basic attack generates points that fill your ws meter. Taking damage fills this, meter some amount that scales depending on the damage receive. Mobs have a similar meter (scaled differently if I recall correctly) and therefore the more you attack them the more often they do big abilities. There is gear and class abilities to reduce how much tp you give the enemy. The enemy rarely has tp wipe abilities but they still exist. But your tp meter lets you do weaponskill chains for big damage with your teammates and is an extra reward for attacking.
I call it a missing piece to other hate systems, because it gives a more visceral and easy to understand way the team is affecting the mob, and it also increases the risk of dps just always doing the big attack whenever tanks mitigation tools are on cooldown. It's also a way to increase the strategy required without increasing the complexity of the ai too much. You sort of build in the mobs adaptability this way and give enemy designers a more direct tool to tweak decision making now that you dont have only one 'threat' in play for the player team to worry about. But it also gives a bonus for tactical strategies that isn't just binary cooldown based rotations. Without this system the number of mitigating tools Noaani listed seem a bit too many. With it they seem far more reasonable.
Hate does two basic things, it introduces a teanwork element and it makes using certain tactics risky. Even with basic ai, a comprehensive hate system increases the strategy to defeat a target. The team doing positive things for itself needs an element of danger for itself no matter what strategy it is using. Play it too safe and resources might be too low in the next encounter. Play it too risky and you /might/ need to burn more resources anyway.
I think the tp system from FFXI is a missing piece in most other hate systems for similar reasons. For those not familiar. Your basic attack generates points that fill your ws meter. Taking damage fills this, meter some amount that scales depending on the damage receive. Mobs have a similar meter (scaled differently if I recall correctly) and therefore the more you attack them the more often they do big abilities. There is gear and class abilities to reduce how much tp you give the enemy. The enemy rarely has tp wipe abilities but they still exist. But your tp meter lets you do weaponskill chains for big damage with your teammates and is an extra reward for attacking.
I call it a missing piece to other hate systems, because it gives a more visceral and easy to understand way the team is affecting the mob, and it also increases the risk of dps just always doing the big attack whenever tanks mitigation tools are on cooldown. It's also a way to increase the strategy required without increasing the complexity of the ai too much. You sort of build in the mobs adaptability this way and give enemy designers a more direct tool to tweak decision making now that you dont have only one 'threat' in play for the player team to worry about. But it also gives a bonus for tactical strategies that isn't just binary cooldown based rotations. Without this system the number of mitigating tools Noaani listed seem a bit too many. With it they seem far more reasonable.