The positional and “only useful in groups” requirements imposed on Thief abilities do not make sense in 2011.
When parties consisted of Paladin, Thief, Samurai, White Mage, Black Mage, Black Mage, spending several minutes to kill one IT+++++ crab by closing distortion skill chains and magic burst was good strategy, Sneak Attack and Trick Attack made sense. The payoff for your party to meet these positional Thief job requirements was VERY high damage relative to what any other job could do, and was well worth the effort.
2011 FFXI does not work this way (and hasn’t for many years). Party dynamics have changed drastically. The relative damage payoff is not anywhere near as high as it was in 2005. Additionally, no group is going to form a strategy around allowing the Thief to perform Sneak Attack and Trick Attack. But here we are in 2011, and Thief is still forced to play like it is 2005. As a result we unable to make use of Sneak Attack and Trick Attack an unreasonable majority of the time.
What does a Thief do in 2011?:
It is important to point out that playing solo, damage dealing and small group evasion tanking are important roles to career Thieves. Treasure Hunter is an important part of this and requires us to be dealing damage (with melee hits, sneak attack and trick attack) to effectively reach higher levels of treasure hunter. The ability to apply treasure hunter, deal damage and use evasion to tank should work together but they don’t.
- Endgame Experience Parties/Alliances: Damage Dealer, Evasion Tank
- Low Man Notorious Monster hunting and events (2-3 players): Damage Dealer, Evasion Tank, Treasure Hunter
- Solo: NM hunting, Farming and otherwise Thief-like gil making endeavours: Damage Dealer, Evasion Tank, Treasure Hunter
- HNM and group events: Damage Dealer, Evasion Tank, Treasure Hunter
The real problem with Thief is that its job abilities lack synergy.
Signature abilities like evasion and survival are in direct conflict with abilities that deal damage. The more powerful you are as a Thief, the more limited your options become. You are putting out great damage? OK now you have the monster’s attention and your ability to land sneak attack is gone. As well, trick attack becomes very hard to land, compounded by the fact that Damage Dealers are constantly moving around and/or will move out of the way if you try to land it on them.
Why should performing your role well prevent you from performing your role well? The costs are too high:
Sneak AttackSneak Attack is very limited and often impossible to use when playing solo. (Significantly limits damage dealing and the ability to enhance treasure hunter).
- Must be behind the monster to land: Attempt to position yourself behind a monster that is constantly changing directions due to enmity spikes and fluctuations
- Requires an unreasonable level of party cooperation that a Thief is never going to get
- Requires the Thief to constantly run around in hopes of landing the critical hit before the monster changes direction.
Sneak Attack cannot be used effectively for low man or “tanking” purposes. (Significantly limits damage dealing and the ability to enhance treasure hunter).
This is a fundamental job ability that is unreasonably difficult to make use of in group situations, severely limited and most often impossible to use in solo and low man tanking situations.
Result: Sneak Attack often misses and/or is just not usable most of the time.
Trick AttackTo land Trick Attack consistently in a group:
- Must position yourself behind a party member to land.
- Said party member will never stand still for you (Why should they have to? Why should it be their job to make sure you can do yours.)
- Said party member neither wants nor needs additional enmity to be placed upon them (if they even understand how Trick Attack functions at all).
Trick Attack cannot be used when playing solo. (Significantly limits damage dealing and the ability to enhance treasure hunter).
- Requires an unreasonable level of party cooperation that a Thief is never going to get.
- Requires the Thief to constantly run around in hopes of landing the critical hit before either the monster moves or the player moves or both.
Trick Attack cannot be used effectively for low man or “tanking” purposes. (Significantly limits damage dealing and the ability to enhance treasure hunter).
We should also be very clear about this: due to the enmity cap, and every job being able to reach it easily, Trick Attack is never sought after or used soley for its enmity transfer….. for any event or notorious monster…..ever. In fact, party members in endgame groups will proactively move out of the way if they see you ready trick attack behind them because they do not want to be trick attacked.
Trick Attack has one useful purpose: It deals damage (and recently has an increased chance to enhance treasure hunter level.)
This is a fundamental job ability that is almost always unwanted by parties, unreasonably difficult to land in group situations, as well as impossible to use effectively in solo and low man tanking situations.
Result: Trick Attack often misses, is unwanted and/or is unusable most of the time.
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I Suggest:
The positional nature of Thief can be kept and synergy can be achieved by simply changing the positional requirements to positional enhancements.
For example:
Sneak Attack:Trick Attack
- Performed behind the monster: Guaranteed critical hit + Increased Chance of Treasure Hunter
- Performed in front of the monster: Critical hit subject to a melee accuracy check. Small amount of additional enmity is applied to the Thief when landed + Increased Chance of Treasure Hunter
- Performed behind a party member: Guaranteed Critical Hit and Enmity Transfer + Increased Chance of Treasure Hunter
- Not performed behind a party member: Critical hit subject to a melee accuracy check. Small amount of additional enmity is applied to the Thief when landed + Increased Chance of Treasure Hunter
(Edit) Another suggestion:
They could adjust Thief to have stances.
Stance A:Stance B:
- Sneak Attack and Trick Attack are Guaranteed Criticals with increased chance to enhance treasure hunter.
- Sneak Attack and Trick Attack can be landed from any position.
- The critical hit from Sneak Attack and Trick Attack generate slightly more enmity than normal toward the THF
- Sneak Attack and Trick Attack become instant attacks without Job Ability pause that cannot be combined with weaponskills.
- Sneak Attack and Trick Attack function exactly like they do now and can be combined with weaponskills.
- Trick Attack transfers enmity.
- Sneak generates a decreased amount of enmity (in this situation you won't want to take hate from the tank etc)
The beauty is that these will not raise Thief damage potential at all. If this was 2005, parties used Paladins, SATA lines, and took 5 minutes to kill one monster, Thief would be able to have consistent success with all of its abilities as the recast timers would allow.
This is not 2005. The player base does not want 2005 style parties back. Thief has to be able to adapt to 2011 FFXI. This means not forcing us to play like it is still 2005.
What this tweak will do, is allow Thief to play to its potential by creating synergy between existing job abilities for soloing, low man tanking, applying/enhancing treasure hunter and dealing damage. All of this while staying true to the positional nature of the job and balanced with an accuracy check.
On difficult HNMs etc, groups are still likely to control the monster positionally, and a Thief would still better off to use sneak attack and trick attack behind the monster/party member (or use stance B) to make the critical hit guaranteed.
Edit:
I will say that I disagree with lowering the damage of sneak attack if the hit if it's done in front because this actually lowers the over all damage potential of the job (which is the last thing we need). It makes sense to me that A Thief could land the same strength of critical hit in the front as he did from behind (using the same weapon, same muscles etc), he would just be less accurate with it if the monster could see him.

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Why should being able to use a fundamental job ability solo be soley based on having an adventuring fellow to use it with?