Sylph.Rorrick said:
Bahamut.Dasva said:
They also ninja'd in nerfing repose's emnity too. Also you could call the way they've made 99% of the nms out there starting a good year or 2 ago immune to grav and bind a nerf against rdms too. Kinda hurt rdm soloing alot. Also the huge dmg increase in abyssea was a huge change with far reaching consequences to emnity since the system and caps were intended for lvl 75 without atmas etc. As you can see in this thread and many others that take about tanking it has had some rather bad effects. On the other hand doing something simple like just raising the cap for pld would be rather small and couldn't possibly do anything but let pld hold hate a little better
PLD was useless outside before the cap increases. DDs capped enmity just as quickly outside as they do inside. The only difference is now things die faster. Abyssea had no real effect on enmity gains.
While I do agree PLD is in sorry shape at the moment, I can't agree that Abyssea (atma/cruror buffs/etc.) and level cap increase had nothing to do with how well DD perform now against HNM-tier targets, or that PLD was a poor performer during 75.
DD's couldn't cap hate as quickly as they do now against those ultra-high-level endgame targets because their individual strikes and WS spikes were far smaller than they are currently with atma and the various cruror bonuses. Atonement-spamming PLD/NIN could EASILY hold hate off of the most über DD, mostly because 720-750 damage atonement spam (coupled with PLD's enmity tools) represented comparatively tremendous amounts of VE generation. Nowadays that sort of spike is a joke.
Apart from DD zerg setups, any long term fights (like against Proto-Ultima for example) hardly ever used MNK or WAR tanks. PLD/NIN had a solid role during that era of "small DD hits and spikes" and high-level-mob/low-player-level performance difference.
When end-game settles in the 99-range, we'll see what road SE takes for their game. Abyssea was certainly a "give players everything they might possibly want, including God Mode (primeval brew)" which contrasts to the end game of just a few years prior which was "let's give players super long endurance fights that last 2 to 8 hours to make them work for drops." PLD/NIN, as designed for 75, really shined only in the latter situation...going back to something like that might make players groan but would make PLD happy again LOL.