sop: noun \ˈsäp\
: something that is done or given to someone in order to prevent trouble, gain support, etc
: a conciliatory or propitiatory bribe, gift, or gesture
Middle English soppe, from Old English sopp; akin to Old English sūpan to swallow.
First Known Use: before 12th century
http://www.merriam-webster.com/dictionary/sopHere you go. Hope that helps. Basically imagine a soggy peice of bread dipped in thin soup. That's what a sop is. It might fill the belly, but it's still an insult.Originally Posted by wikipedia
Last edited by Olor; 11-01-2014 at 05:07 AM.
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Last edited by Dale; 11-01-2014 at 05:39 AM.
You forgot knockback having people standing with their backs to walls, and when people fight on the very edge of combat range. Sure you can tell them to step forward, but a lot of the time it is just too much work for them to step forward for 2 seconds.
I bet is has more to do with that stupid census they did. Thief was one of the most played jobs, huzzah thief must have nothing wrong with it! Nope, the reason so many people have thief leveled is for old content they solo for money like salvage and dynamis.
Then there are the people who actually play thief and it's our favorite job. We know what's wrong with it even have ideas how to make it better, but it's like screaming at a brick wall.
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I don't doubt it. But personally, I wouldn't want to have to be the one to sift through all that vitriol on the Thief forums.Originally Posted by Ulth
I get the feeling that because THF has a passive trait that is desired for certain battles, they think that should be enough. That a job to be DESIRED for something (if at least part of the time) is sufficient. I disagree. I find that to be poor design. In an MMO like this it should be about skill level, creating more powerful gearsets and improving the actual game play experience. I sincerely hope they do give a second look to all 1 handed DPS jobs without the "we weren't considering things like haste and support buffs" goggles on.
But you are right there are a lot of clunky things that get in the way THF endgame damage. Not the least of which is players that don't stand close enough to the mob for you to be in melee range when behind them. This happens to me at least once every day.
- Players move around constanly
- Mobs change hate targets constantly due to fluctuating enmity spikes
- Unreasonably long recast timers on WS JA's
- Comparatively weak weaponskills (when not using SA/TA)
- Knockback effects
- Then you have all the lead time it takes to make positional things happen or recover from them when they don't.
- Regular Combat Job Ability Delay (SA/AuraSteal/Conspirator/TA/Bully/Feint/AC)
And it just keeps getting worse and worse the more haste & support the party has. In a FFXI with fast battles, capped delay reduction and endgame support buffs....there's no way this doesn't deserve adjustment from the dev team.
Last edited by Nebo; 11-01-2014 at 09:22 AM.
They should just allow THF to sneak attack/trick attack if they aren't at the top of the hate list. This positional stuff is nonsense in modern XI.
This would happen to me with trust all the time too, engaging at the absolute furthest possible distance from the mob. So annoying.
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I also wanted to comment on this aspect of their response:
EVERY DAMAGE DEALING JOB HAS UNIQUE ABILITIESOriginally Posted by SE
SAM is the master of creating skillchains and TP manipulation.
WAR has tanking abilities, retaliation, enfeebling WS and has mastery over many weapons.
MNK has high survivability, Counter, HP Recovery/Party HP boost, and can switch to non elemental magic damage with formless strikes
DRK has HP/MP drain WS, Dark/ Black Magic
DRG has a pet that changes utility with Sub, enmity manipulation, enfeebling abilities, jumps
RNG has treasure Hunter, decoy shot, low enmity and safe range DPS
TREASURE HUNTER IS NOT A REASON FOR THF TO BE PURPOSEFULLY WEAK
What SE needs to do is focus on how jobs perform in their respective roles within a group setting and ignore any advantages outside of that completely. Whether a job can solo well or not should have no negative bearing on what it's capable of in a group. I'd feel the same if FFXI had a heavy PVP element. PVP shouldn't affect PVE. Solo shouldn't affect group play. Jobs shouldn't be one trick ponies or one event wonders. They should be able to contribute meaningfully in all aspects of group play. Sorry, devs, if that's too hard for you. Sorry players if you're afraid someone else with a different job will horn in on your turf. That's the way it should be.
Before SE move on and buff other DD jobs, can we get a SAM nerf plz?
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