
Originally Posted by
Nebo
I want to thank you, Camate, and the development team for taking the time to attempt to address our concerns.
I am really at a loss for words on some of these responses. I am very sorry that this is going to sound disrespectful because this is most certainly not my intention.
But it really does feel that the developement team is very out of touch with the difficulties that the job faces and the actual utility of the unique abilities that THF has left.
This, specifically, worries me greatly. What the treasure hunter melee update has done is create a situation where the mechanics of how the THF job functions are in direct contradiction.
We are supposed to be engaging the monster to enhance treasure hunter? OK. But with A) the extremely low proc rate on Treasure Hunter for melee swings, and B) the sheer amount of TP we feed to high level Notorious Monsters, this has simply created a situation where THF will not be allowed to engage and forced simply to Sneak Attack and Trick Attack the Monster as timers allow while disengaged. Even with subtle blow gear, it is not worth it for a THF to engage for the purpose of Treasure hunter procs on normal attacks.
And quite honestly....I can see no visible difference between treasure hunter effectiveness level 6 and treasure hunter effectiveness level 13. How about throw us a bone and actually TELL us what it does? (I know, I know....what a crazy idea.)
This kind of reply makes me think that no one on the Dev Team has ever tested or played THF to know why this won;t work. The dev team removed the possibility for this tactic to work a very long time ago. For 1) Hide doesn't work on much of anything at all (thanks for that btw). 2) After this adjustment, you can only steal from a monster once and then you need to kill and respawn it to be able to steal again.
You must understand the frustration here. The developement team has taken so much from us in this area without giving anything to fill that void. The adjustment to steal to address the gold coin situation, the removal of valuable items from treasure coffers, the phasing out of Mug by refusing to give any new monsters any gil to steal, etc.
I understand this is a difficult issue, but the idea that seperating aurasteal from steal would be overpowered? Especially given that they are tied to a (needlessly long)5 minute recast timer? I don't understand that logic. They are completely seperate abilities with completely seperate functions that, because of the way they were combined, are often in contradiction with each other.
Seperating Aurasteal would not make it overpowered. The fact that it is tied to a 5 minute recast timer AND combined with Steal make it severely underpowered as a 75+ job ability. What seperating them would do is give us our very first steal ability that was acutally useful for its function.
I don't understand this need for the development team to sort of, kind of, almost give THF something that is useful. And then completely kill its relevance with either a needlessly long/shared recast timer or really messed up functionality. There is nothing about THF right now that is even remotely close to thinking about the possibility of being overpowered. Really? REALLY? It would be Overpowered!? THAT is your reason? Are you kidding me with this?
Adding things to Despoil is not going to fix Despoil. The ability itself really needs to be taken a look at and reconsidered. The items that despoil steals are of no use to anyone at this point in the game's lifespan. Adding Despoil as a post-75 level cap ability really accentuates the serious disconnect between the playerbase and the Developement team. I really don't think they understand how taxed our inventory is....that aurasteal and despoil both require you to have inventory space to even attempt to take advantage of their effects
But even the fact that Despoil attempts to steal an item as a requsite for its enfeebling effect to occur is useless at this stage in FFXI's lifespan. The variability of that enfeebling effect, should the steal be a success, is useless in any situation you would want to enfeeble any enemy. A variable enfeebling effect on a 5 minute timer is really quite useless. But most importantly, the fact that it takes away the ability to (aura)steal (the ONLY remotely useful steal we have) makes it exceptionally useless.
Again, I am sorry to sound disrespectful. I know what I knightmare it must be to address agnry and whiny players demading changes for their job.
But the disconnect between the playerbase and the Dev Team on these key issues really worries me. After seeing their vision for the job and hearing these responses, I find myself very discouraged for the future of my beloved THF.
You are so worried about making us "over powered" that almost everything you have given us has been "under powered" to the point of functional uselessness.