I'll address a couple points here:
First, Thorn in the Side: I was only making reference to the warrior support job as to the usage of "Provoke", not for any other combat advantages. IF you only used /war for Provoke (not really the reason anymore), this would replace it. It was a comparison to show how powerful (or weak) of a hate tool "Thorn" would be for a Ninja. In addition, it has a damage over time effect, probably minor, but it would be designed with a continued addition of enmity, rather than declining.
As for Armor Wedge, to be "useful" or "more powerful", this requires a party (or alliance) to increase its strength, so it doesn't directly overpower Ninja itself. Let's take these numbers as non-optimal EXAMPLES. I don't claim to be a math wiz, I'm a concept person. Tweaking is inevitable; getting TOO detailed is an exercise in futility.
If the added effect was 25dmg per hit, it would take 84 hits to reach 2100 damage. The ninja alone could get 84 hits in 42 non-double/triple-attack rounds, at "about" 2 seconds per round (not going by the maximum possible gear for everybody), that comes to "about" 84 seconds. If we make the duration of this effect 30 seconds, and you add 2 other melee, you could clearly benefit from this ability, damage-wise. And that's with only 2 other attackers. It would probably be best to keep this effect to the party only, since an alliance would really magnify this damage far too much.
Shadow Shuriken is probably the weakest of the ideas due to the randomness involved, but it's also assuming SE adds more powerful shuriken, perhaps with a new added effect such as: Latent: (shadow shuriken active) double all shuriken attacks. ... Now, with this shuriken and 5 shadows, it could trigger 12 shuriken hits for 1 shuriken expended. Each shuriken hit would trigger "Shuriken Pain" for 25 dmg each = 300 bonus damage and a massive boost to TP for more weaponskills, to make up for lost melee time. (each hit of the subsequent weaponskill could also trigger "shuriken pain")
No, I don't think it's crazy to expect them to add these abilities. SE has become much more generous with abilities that push the limits and work toward the unique aspects of the combat system. A small example is how self-skillchaining isn't only the domain of samurai anymore. Allowing Ninjas to use throwing to facilitate massive TP gain for self-skillchaining isn't that far-fetched, especially if it incorporates throwing, (an aspect of the job they thought was important at one point, given how high Ninja's throwing skill is).
Edit: sorry to kingfury for partially derailing... although, I'd still consider it to be "on topic", since I don't see generic "enhancements" being applicable to all jobs, and this sort of specificity really makes the ideas more realistic.


Reply With Quote