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View Full Version : New job trait proposed



Zirael
11-07-2013, 06:05 AM
How about a job trait that, every time you score a critical hit (melee or ranged), you have a 5-10% chance of resetting your Sneak Attack/Trick Attack recast timer?
In zerg situations (aka, pretty much all of the endgame these days), SA/TA recast timers are too long
Most of THF weaponskills were designed to be used with SA or TA (Mercy Stroke, Rudra's Storm, Shark Bite, Mandalic Stab etc) - this would allow them to be used more effectively.

FaeQueenCory
11-07-2013, 01:07 PM
The only thing that could prevent such a thing is the problems such things like evisceration causes for the programming of such a trait...
Infinite SATA?
Probably not wanted.

Zirael
11-14-2013, 09:43 AM
We no longer use Evisceration, so the problem is moot. And even if...? It would give Evisceration some use (maybe). Or the trait could be programmed to proc only on auto-attacks (or first melee hit of an auto-attack round if you're too worried about K.Club)

FaeQueenCory
11-20-2013, 10:25 PM
We no longer use Evisceration, so the problem is moot. And even if...? It would give Evisceration some use (maybe). Or the trait could be programmed to proc only on auto-attacks (or first melee hit of an auto-attack round if you're too worried about K.Club)
Just because you don't use something... doesn't mean it doesn't exist.
Infinite anything is a bad idea. It unbalances everything.
This is why the chainspell 2hrs last for all of 3s.
This is why blm's 0MP cost last for all of 3s.
Having infinite anything is not something that is a good idea and will never happen.

It wouldn't "give Evisceration some use (maybe)." It would break everything.
(And Evis is still waaaaaay better in Abyssean zones than extenerator. RR, VV, Apoc... +iLv crap... And those aren't even "ideal evisceration atmas"... they're just the generic physDD atmas.)

Byrth
11-21-2013, 02:29 AM
Infinite SATA?
Probably not wanted.

How about SA and TA become mutually exclusive stances that allow THF to either plant enmity on the player in front of them (from all of their attacks and the AGI damage bonus on the first swing) or do constant first-swing critical hits from behind with the DEX bonus (on the first hit). "Balance" it by removing Assassin and lengthening Bully's recast time. There, Thief gets a DD boost when strategically lowmanning stuff or fighting monsters that don't turn-to-face, but isn't very useful in zergs where the monster spins.

Babekeke
11-21-2013, 04:37 PM
"Balance" it by removing Assassin and lengthening Bully's recast time. There, Thief gets a DD boost when strategically lowmanning stuff or fighting monsters that don't turn-to-face, but isn't very useful in zergs where the monster spins.

Would be annoying when solo, having to cancel the stance to use bully so that you aren't affected by it's longer recast timer.

Karah
11-21-2013, 04:52 PM
Would be annoying when solo, having to cancel the stance to use bully so that you aren't affected by it's longer recast timer.

Goes without saying, that as with all 'stances' you have to know when to appropriately use them, you don't go around using defender just because you have it.

It'd be amazingly over-powered, so I'm all for it!

Trick attack stance that puts every (first) swing's hate on someone else, and applies the agibonus, lolEPIC. Even if it was cut down to 1/2 damage it'd still be wtfamazing.

FaeQueenCory
11-22-2013, 01:48 AM
How about SA and TA become mutually exclusive stances that allow THF to either plant enmity on the player in front of them (from all of their attacks and the AGI damage bonus on the first swing) or do constant first-swing critical hits from behind with the DEX bonus (on the first hit). "Balance" it by removing Assassin and lengthening Bully's recast time. There, Thief gets a DD boost when strategically lowmanning stuff or fighting monsters that don't turn-to-face, but isn't very useful in zergs where the monster spins.
THAT would be infinitely better than the "lol let's make crits reset SATA"...
Having stances allows for a higher requirement of skill to play the job well... as opposed to just spamming JAs... *coughWARcough*
THF is already a skill intensive job... because setting up a good SATA is what separates good from TH-only THFs.

Though if they were to be mutually exclusive (ala Light and Dark Arts or Afflatus Sollus and Misery) I'd think they need a bit of a dmg buff. But then again, constant main-hand crits dependent on positioning could negate such a need.
Buuuut.... knowing SE, if they did implement something like this, they'd give like a -acc or -atk term to the stance. (though I think just requiring to be behind the mob is a large enough drawback... a few crits and it's now facing you and your crits are gone.)

Byrth
11-23-2013, 01:31 PM
Would be annoying when solo, having to cancel the stance to use bully so that you aren't affected by it's longer recast timer.

I would make Bully's lengthened recast timer permanent, regardless which stance you're in or if you're in neither. AGI bonus from Trick Attack would only apply to the first swing and would no longer force crit because I suggested removing Assassin. It's not as much of a damage bonus as you might imagine and probably wouldn't bring THF up to MNK even assuming that people suddenly break with 11 years of tradition and start standing still for TA. This would, consequently, make it impossible to force a crit WS that transfers hate. However, it would be a substantial boost that serves a dual purpose.

There are a lot of problems with SA/TA, like:
1) They're mostly useless solo. - My proposed changes make them even more useless solo due to lengthened Bully recast, if anything.
2) Animation delay locks you in place after you use them, which stops you from repositioning in the (common) event that someone moves. - My suggestions would solve this.
3) Because you have to activate them each time you want to use them, they aren't worth using when TPing unless you can pre-charge them. They also arguably aren't even worth using for WS in some situations. - Animation delay eliminated, problem solved.
4) Cannot be consistently used in a zerg. - Bully is your new zerg tool, so this problem is solved.