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  1. #791
    Player Kysaiana's Avatar
    Join Date
    Aug 2011
    Posts
    128
    Character
    Kysaiana
    World
    Siren
    Main Class
    SAM Lv 99
    I honestly wish they would add a job trait similar to Assassin, but it allowed you to use SA from any side of the mob as long as you don't currently have the mob's attention. I'm sure others have suggested this before.
    (0)

  2. #792
    Player Catmato's Avatar
    Join Date
    Mar 2011
    Posts
    1,057
    Character
    Catmato
    World
    Leviathan
    Main Class
    BST Lv 99
    Thank you Camate for relaying our concerns to the dev deam. I'm glad we'll be able to upgrade TH with stacked WSs now. That should be a big help. I do have an issue with this though:
    Quote Originally Posted by Camate View Post
    Depending on how many players are in the battle, the rate of intimidation will increase.
    Could you relay to them that making more THF abilities useless when solo is ridiculous? Currently while soloing, 8 of our 13 job abilities have no effect whatsoever. Adding a new ability that might stop 1-2 attacks every three minutes is not the right direction.
    (1)

  3. #793
    Player Karbuncle's Avatar
    Join Date
    Mar 2011
    Posts
    4,314
    Yah, i do kind of hate that, with our evasion, THF can make a pretty decent solo job on THF/DNC on weaker content... But almost every ability we have is fundamentally worthless unless we're grouped. I think the entire Thief job is just royally bone beyond repair thanks to the job itself being one big design flaw. The amount of time it would take to fix the job is simply not within realistic reach. We have nearly no abilities that work well solo.

    Not that being in a group is a bad thing, But its naive and ignorant to think everything is done in parties of 6 with a real tank. A lot of the game is devoid of that content, even with Voidwatch, stuff like Dynamis and Limbus will still be relevant for Relics and Stuff like Brutal Earring, and those are generally low manned...

    Still, The entire idea of a job that helps drop rates in itself is a huge design flaw in an MMORPG, Nothing should increase drops except what we do in battle (Think SCNMs, Where killing xx mobs yielded better rewards). a type of proc system or something done in battle to increase drop rate, should have been in FF since day 1, and Treasure Hunter should not exist.

    Wishful thinking at this stage of the game, Maybe FFXIV will learn from this mistake and never condemn a job to TH whore by creating a job with the ability to enhance drop rates.

    But this is just one mans rantings. Camate is doing a lot for us, Sometimes i wish he was on the Dev team.
    (3)

  4. #794
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
    Posts
    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    they should have given every job an equal chance to proc as well. The crap in abbysea is pretty lame.
    (2)

  5. #795
    Player RygaenYuui's Avatar
    Join Date
    Apr 2011
    Location
    Bastok
    Posts
    23
    Character
    Eauijhkuu
    World
    Bahamut
    Main Class
    THF Lv 99
    Quote Originally Posted by Kysaiana View Post
    I honestly wish they would add a job trait similar to Assassin, but it allowed you to use SA from any side of the mob as long as you don't currently have the mob's attention. I'm sure others have suggested this before.
    A trait that increases the flanking range of when Sneak Attack lands would be tremendously helpful when we're trying to land spike damage, even in larger parties where enmity bounces. It'd be a godsend, honestly.

    Either that, or lowering the recast timer and getting rid of the restrictions for Hide+SA, since stacking both makes it so that SA lands from any direction at that point.
    (0)
    Leapfrog Jutsu.

  6. #796
    Player Nebo's Avatar
    Join Date
    Apr 2011
    Location
    Thief
    Posts
    475
    Character
    Nebo
    World
    Lakshmi
    Main Class
    THF Lv 99
    Quote Originally Posted by RygaenYuui View Post
    A trait that increases the flanking range of when Sneak Attack lands would be tremendously helpful when we're trying to land spike damage, even in larger parties where enmity bounces. It'd be a godsend, honestly.
    I wonder if they would reconsider this nerf now and change their thinking. The range for landing sneak attack actually used to be much larger (you could land it from the side). But it was viewed to be too powerful for some crazy reason and nerfed accordingly.
    (0)

  7. #797
    Player Insaniac's Avatar
    Join Date
    Mar 2011
    Posts
    1,003
    Character
    Insaniak
    World
    Lakshmi
    Main Class
    THF Lv 99
    I still don't understand the gimping of THF JAs in solo and low man settings. There are already more powerful soloers and low man tanks.
    (0)
    ↓ Trolling sapling ↓

  8. #798
    Player RygaenYuui's Avatar
    Join Date
    Apr 2011
    Location
    Bastok
    Posts
    23
    Character
    Eauijhkuu
    World
    Bahamut
    Main Class
    THF Lv 99
    I remember the nerf (the constant nerfs from Sneak Attack, Steal for RMT countermeasures I guess, TP gain nerf since we were easily out-damaging 2H weapon jobs.) And it makes sense at lower levels that this would be a problem or an issue, but since the rules for enmity and the like have changed, and closing Skillchains w/ TA are no longer a staple to keeping hate on tanks anymore (contrary to popular belief, this is a pretty awesome tactic, but people would rather spam WSes anyhow for damage), you would think that something would have to give.

    Lower levels, you want most players to understand the basics of the game. Generally it was required that you consider positioning when you're fighting regardless what level you were at; THF is so heavily dependent on positioning that if people decide to ignore it or if the situation does not allow it, then our output will suffer for other people's lack of concern or knowledge.

    It would make sense that at a higher level a THF would develop a wider flanking range for backstabbing or at least some heavier multiplier for SA or allowing SA to be carried over to multiple hits or Double Backstabs (Of course Dev team would definitely think that idea is completely absurd, since they think that actually allowing THF signature skills more lead way would cause imbalance in the game); Maybe that's the difference between most Western RPGs and Japanese RPGs when it comes to this concept.
    (0)
    Leapfrog Jutsu.

  9. #799
    Player
    Join Date
    Mar 2011
    Posts
    237
    I really don't mind that we are less effective solo. Imo though, our party aspect really is weakish considering this trade-off. We go from 0 utility solo to something just a bit higher with a party.

    So yeah, i like ideas that increase sa/ta efficacy, specially because they didn't change at all from lv15/30 to lv99. If the dex/crit bonus on SA could affect triple attack (on ws too) it would be the juiciest of the juices lol. But really, not receiving something like SA2/TA2 is crazy. Even drg got some love - a job that from 50-75 was essentially dead in terms of new JA/traits (not counting merits). So it makes sense that these tools of ours are updated as well. Or at the very least, we get new ones which are completely different (which is what i think it will happen).
    (1)

  10. #800
    Player
    Join Date
    Aug 2011
    Posts
    1,749
    Quote Originally Posted by Insaniac View Post
    I still don't understand the gimping of THF JAs in solo and low man settings. There are already more powerful soloers and low man tanks.
    You have Aura Steal, which is clearly the most powerful job ability in all of FFXI.
    (2)

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