It does not.
I agree with much of what has been posted and honestly think THF is getting screwed yet again on any potential DD power that the job has, and honestly, the job has the potential to be one of the better DDs in the game, if played right.
While other jobs are getting bonuses to their DD abilities or even new ones, THF is getting further and further behind and has to work that much harder just to keep up. This is something that a THF can't keep doing, because at some point, the THF is reaching their maximum potential and in the past they may have put them in the top tier, if these trends continue, a maxed out THF is just going to be behind all those token WARs and SAMs and NINs.
There are many ways I could list that would be beneficial to make THF a top contender still, but really only 2, maybe 3 that I would love to see actually implemented.
Give THF Quadruple Attack Job Trait - This should be a no brainer. Triple Attack used to be our baby, now every job is getting some form of it and it's not so special nor specific to THFs anymore. Sure, other jobs can get it with Tiwlight Knife and Ganesha's Mala, but give it to THF, let it be something they get naturally!
Job Trait for Critical Hit Rate Increase - It's no surprise that THFs main source of damage come from critical hits. THF currently has a Job Trait for increased Critical Hit damage, so why not one for increased Critical Hit rate? This would need to be something special and specific to THF, give us things that other jobs can't get other than being TH tokens!
There are many other ways one could improve THF, like Subtle Blow, DEX Bonus Job Trait, AGI Bonus Job Trait, better Dual Wield levels, hell, even A+ Dagger skill would help, even if it's only 7 levels of skill, but the 2 above traits would help establish THF more than all these, and I really wish SE would give them to us.
Theres a few fields where THF falls short on HNM Level content.
1) Attack Values.
2) Over-all DPS.
3) WS Damage.
To fix these types of things. I have some proposals. I've mention these in other THF-related threads, But thanks to spoiler tags, I can post them now without being worried of spamming up the place!
Some General ideas on how to Improve THF.
Job Traits------
Dagger Master:
Increases Your Attack and Critical Hit rate when wielding Daggers
(Teirs I~V for THF)
30/45/60/75/90
Teir 1 Increases Your attack by 15, and Critical hit Rate by 3%.
*Each Additional Trait increases Attack by 5, and critical hit rate by 3%
*Total Values at level 90 are Attack+35 Critical Hit Rate+15%
Cunning
Ignores portion of Enemies Defense when performing Weaponskills with Sneak Attack or Trick Attack
*THF Only. 3 Teirs - Lv 60, 75, 90
*First tier ignores 15% Of Enemies DEF, each tier after is an additional 5%. Total Values 25%
Job Abilities
Wit
Duration:5min
Recast:10min
*Increases the Damage from Sneak Attack and Trick attack with each successful hit you land
(Increases the DEX and AGI mod for SA/TA by 0.5% Each hit landed. Caps at +50%)
Guile
Dur:3min
Recast:5min
*Increases Critical hit rate, and raises Accuracy, But lowers Evasion and Defense
*increases Crit rate by 15%, accuracy by 15%, Evasion Lowered 15%, Defense lowered 15%
lol i would be happy even if we get only one of those.
Since we have established that we all pretty universally hate the direction SE has picked for THF we should post what we would like to see. Let's try to be reasonable with our ideas so as not to start any arguments. If you don't like someones idea try to be constructive about it. Tell them why and tell them what you would change.
I think Seanpk and Karbuncle have hit the nail on the head. Those are the kind of reasonable DD enhancements that THF deserves. They make sense for the job. They don't break it in any way. They just make it better at the stuff it's already doing.
I personally would love to see:
•Capitalize - JT that increases the chances of a critical hit after evading an attack.
•Triple attack II (Or Quadruple attack either one would make me happy)
•Tactical Evasion - Same thing as Tactical parry but with a lower TP return. 1tp would be fine. Or don't make it proc on 100% of evades.
•Separated Despoil options (similar to Quick Draw) that don't steal items. See below. Credit to Nebo.
Originally Posted by Nebo
Some of these would need to be dialed back a bit, but it would be a great step towards making Despoil a cool ability instead of the most useless JA added since level 75.
•A tweak to Accomplice/Collaborator:
First, separate their timers. Next, make that enmity transferable via TA or SATA so you can spam these abilities without eventually capping your hate and dying. These abilities do very little in the first place once enmity is high and usually just result in 5 minutes of weakness before the fight ends.
I would love for the job to be tilted more towards critical hits and stealing (a.k.a thievery). FYI , SE, just cause you put the word "steal" in the description of collaborator and accomplice doesn't make it a "steal" ability. If someone takes something from me that I don't want, that's not stealing. For example I have never called the cops on my garbage man.
Last edited by Insaniac; 07-18-2011 at 11:30 PM.
So a general question since part of this topic is a lack of ANY kind of feedback. Has anyone seen a community rep post in any of the job forums? I never noticed anything in those forums on the dev tracker.
No, I've never noticed a Rep response to a job Forum.
But i haven't looked. I think they said something in a BST topic once about never letting our pets zone because of game balance.
I dont remember.
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