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  1. #1
    Player Valisk's Avatar
    Join Date
    Jul 2011
    Posts
    5
    Character
    Valisk
    World
    Odin
    Main Class
    THF Lv 90

    THF Adjustment Suggestions

    Since everyone else was doing it, I wanted to propose a couple ideas and see what you guys think. I did read some of the previous adjustment threads and took some of the good ideas from them. Take a look and tell me what you guys think.

    Deadly Instinct
    Job Ability
    *Enhances critical hit rate and critical hit damage but lowers defense and evasion.
    *Obtained: Thief - Level 95
    *Recast Time: 5:00
    *Duration: 3:00

    Lucky Strike
    Job Ability
    *Limits TP cost of next weapon skill to 0.
    *Obtained: Thief - Level 99
    *Recast Time: 5:00
    *Duration: 1:00
    (Damage multiplier would be as if the weapon skill was performed at 100% TP)

    Pilfer TP
    Job Ability
    *Steals an enemy's TP.
    *Obtained: Thief - Level 91
    *Recast Time: 1:30

    Alert
    Job Trait
    *Game Description: Allows Sneak Attack to be performed from any direction if not being targeted by the enemy.
    *Obtained: Thief Level 95

    Now for changes to existing Job Abilities.

    Steal - 1:00 recast time. It already has a low success rate on anything of equal or higher level and there isn't anything worthwhile to steal anyway. A 1 minute chance to dispel/absorb with aura steal merits could be beneficial.

    Mug - Inflicts damage and stuns target. 5:00 recast time.

    Despoil - Separate timer from Steal. 5:00 recast time.

    Hide - Make this a Sneak+Invisible effect.

    Flee - 15 seconds of Flee to party members in range. Thief remains at 30 seconds. (30 seconds of Flee to party and 45 seconds of Flee to Thief with AF1 Rogue's Poulaines.

    How do you guys feel about these ideas?
    (1)
    Last edited by Valisk; 07-30-2011 at 09:15 PM.

  2. #2
    Player Kihrre's Avatar
    Join Date
    Jun 2011
    Posts
    26
    Character
    Kihrre
    World
    Phoenix
    Main Class
    THF Lv 99
    Deadly Instinct -- Looks good. I see the direction you're going with adding more DD with a sacrifice, which can be apparent soloing, but in parties THFs will have no problem using this without much consequence. In terms of job balance, however, this kind of overshadows the 30sec Blood Range which WARs have..maybe the amount gained is less?

    Lucky Strike -- Good idea I think. That's a free WS every 5 mins...I'm assuming you must have at least 100% TP to use? And the potential to self-SC every 5 mins doesn't seem to bad in terms of increasing the dmg potential for THFs, but not too much.

    Pilfer TP -- Hmm..Tough call.. I like the concept of adding more 'steal'-like abilities of THFs, but stealing TP feels like it's encroaching DRKs Absorb-spells. I'm assuming it does not share timer with other steal abilites? If that's so, so then maybe increase the time a bit and I'm all for that.

    Alert -- Great in party situation, but might make THFs a little too easy to play, and stacked with easy crit access, I see it kind of going the way of WAR. I personally like the challenge of having to get behind the enemy to SA or pass enmity with TA.. makes THFs have a learning curve to unlock its dmg potential. Maybe instead we simply have a new trait (or an enhancement to Assassin?), where SA/TA does much more dmg?

    Steal/Mug /Despoil -- There were a couple of interesting threads regarding revamping these abilities, of which I agree for the most part. You happen to touch on the same thing, in that sharing of the recast timer should go, and adding stun + dmg to mug instead of stealing gil, since Mug is currently a novelty ability IMO.

    Hide - Agreed. It wasn't functioning as I had originally hoped, which is Enmity Douse for BLMs, but the requirements for it to be successful seems a little too restrictive. I would suggest removing the restrictions but it won't shed all enmity (maybe 50%?). If that's a no-go then might as well instead give THFs a sneak/invis ability, though the recast should be reduced to maybe 3 mins.

    Flee - Also agreed. Wonder why SE hadn't implemented this sooner, as it makes much sense as a method for a party to 'flee' from battle which can be done in past games.
    (0)

  3. #3
    Player noodles355's Avatar
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    Mar 2011
    Posts
    883
    So you want to give thief a 3minute duration Blood Rage and an even better version of Sekkanoki?
    I thought the thief community had come to the conclusion that we dont need or want to be top damage dealers. We just want to be useful outside of TH.
    I agree with abilites like Steal TP, but that's because I would like to see the steal/despoil abilities changed to a range of steal tp/hp/attributes etc. Alert could be pretty cool. But yeah, I don't like your 3 Minute Blood Rage and 0TP Sekkanoki.
    (0)

  4. #4
    Player Babekeke's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    2,273
    Quote Originally Posted by noodles355 View Post
    So you want to give thief a 3minute duration Blood Rage and an even better version of Sekkanoki?
    Unless he edited it since you posted, it's not a 3 min version of blood rage. It gives negative effects (though these basically mean that yet again it would have limited use when soloing/duoing due to losing eva) and doesn't mention being AOE. Would also depend on the amount of enhancement/negative effects granted.
    (1)

  5. #5
    Player Valisk's Avatar
    Join Date
    Jul 2011
    Posts
    5
    Character
    Valisk
    World
    Odin
    Main Class
    THF Lv 90
    Quote Originally Posted by noodles355 View Post
    So you want to give thief a 3minute duration Blood Rage and an even better version of Sekkanoki?
    I thought the thief community had come to the conclusion that we dont need or want to be top damage dealers. We just want to be useful outside of TH.
    I agree with abilites like Steal TP, but that's because I would like to see the steal/despoil abilities changed to a range of steal tp/hp/attributes etc. Alert could be pretty cool. But yeah, I don't like your 3 Minute Blood Rage and 0TP Sekkanoki.
    As Babekeke stated, Deadly Instinct wouldn't be AOE, it would just effect the THF. View it as THF's version of Berserk, boosting our SA and TA damage as well for sacrificing DEF and EVA. Or it can just be one stat increase/decrease instead of two if you feel like it's too much like Blood Rage. I'm not trying to make THF a top DD and I don't think these suggestions put us anywhere near that conversation. I just want to touch up damage a bit and make some adjustments to previous JAs.

    The 0 TP "Sekkanoki" is a better version only in terms of TP costs but SAM has meditate, Store TP out of this world, and a 2hr that gives them 300% TP and 100% TP weaponskills. So it's an free WS every 5 minutes. Would be nice to open up a fight immediately with Lucky Strike + Trick Attack + Rudra's Storm (Since the DEVs want enmity management, there's my example of how this JA could fulfill that.)
    (0)
    Last edited by Valisk; 08-12-2011 at 09:58 PM.

  6. #6
    Player Karbuncle's Avatar
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    Mar 2011
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    4,314
    Quote Originally Posted by Valisk View Post
    Since everyone else was doing it, I wanted to propose a couple ideas and see what you guys think. I did read some of the previous adjustment threads and took some of the good ideas from them. Take a look and tell me what you guys think.

    Deadly Instinct - Like it, THF needs a bit more damage capabilities.

    Lucky Strike - Might be treading on SAM territory here.

    Pilfer TP - This is nice, should add a "Pilfer" Ability in general, with sub-uses (like Pilfer:HP, pilfer:Stat, Pilfer:TP), then again that might tread into DRK Area, but who cares!

    Alert - I Like, The balance is you cant be the tank, it sounds decent.

    Steal - Steal should deal Damage and give TP, similar to jumps, as well as have a chance to steal an item.

    Mug - Sounds gewd.

    Despoil - Should also give it a very high chance to inflict an ailment, rather or not something was despoiled. since most NMs/HNMs dont have any steal/despoil pulls thanks to.. whatever.

    Hide - as long as i can still use hide in battle and be able to SA from anywhere, im okay with this.

    Flee - would be nice, now if only we had more Flee + Gear.
    There! that'll do. For the record, THF as a DD is kinda no-go from SE's point of view, I hope they realize the gap in power right now between a THF and a good DD has grown very much since 75, and they work to close the gap, outside of that THF being more utility/useful would be better than another cookie-cutter DD.

    Your ideas don't fall under that, just my opinion of the job at this point.
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