>Come across someone's explanation of how party threat works in the server's 'cord
>Enmity doesn't infinitely scale, and is instead capped at a very low ceiling for some reason
>This ceiling is reached by basically everyone within a very short time of starting a fight
>When everyone's at the ceiling, hate is determined by whoever has dealt the highest percentage of damage among the party within the past [x] seconds, affected by threat multipliers
>This means any DPS with strong burst can easily steal hate from the tank nearly every time
This explains why I kept seeing people say Lancer needs their 10x crit Shield Counter change added to Classic ASAP, so they have regular access to the burst damage needed to maintain their slice of the very limited aggro pie. But there's no way this is accurate, right? If it's true, then I've never encountered an enmity system so strangely implemented in any other MMO.