I really want each and every THF to voice their opinion in a positive manner. Post if you feel you like THF how it is now, post if you like some of the ideas I'll list below, Post your own ideas.
Really think about the pros and cons of THF, and really think about how to improve that job. I'll start by compiling all the current suggestions I see on these THF Forums.
I'll Spoiler what i feel the highlight of those suggestions are. Feel free to read them, and the threads!
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Valisk's Ideas: "THF Adjustment Suggestion http://forum.square-enix.com/ffxi/th...nt-Suggestions
Reckless abandon.(changed name)
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
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
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"Nebo"'s thread on Steal, Despoil, and Mug (Second Link: SATA): http://forum.square-enix.com/ffxi/th...Mug-Discussion
http://forum.square-enix.com/ffxi/th...ll=1#post89600
*Steal and Aurasteal should be two seperate abilities. Not combined into one. A 5 minute recast is too long for an ability like Aurasteal to be really relevant.
*Mug: Inflicts Damage and Stuns the target. No longer steals gil. (as it should be...)
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Karbuncle's Suggestions on General THF improvement: (no thread)
Enmity Control:
*Decrease Collaborator to 30s. Split timer from Accomp.
*Decrease Accomplice to 2min.
*Add Job Ability "Frame". Transfers 25% of THF's Enmity to target Party Member. Target is given Enmity Boost (+15) for 20 Seconds. (1min)
*Add Job Ability "Frame(2). Transfers 50% of THF's Enmity to Target Party Member. Member is given Immunity From hate Reset for 20 Seconds.(2min Timer)
*Add Job Ability "Shed". Erase 25% of Your own Enmity. (1min Timer)
*Add Job Ability "Innocent". Erase 50% of your own Enmity. (5min timer)
Support Abilities:
*Add Ability "Set up". Enhances Potency of Debuffs casted on the enemy (25% boost. Example: a 20% slow would receive +5% more slow for 25% total (25% or 20 is 5, etc))
*Add Ability "Expose". Decreases Targets Defense, Evasion, and Magic Defense and Magic Evasion (10% Each, Weaker than most JA, but granting all, similar to "Full Break")
Improvements to Steal, Despiol, and Mug
*Allow Steal, Mug, and Despoil to do damage and grant TP, similar to Jumps.
*Reduce "Steal" to 1minute. Damage modded by DEX, can steal item.
*Reduce "Mug" to 3min. Damage modded by DEX, Stuns Enemy.
*Reduce "Despoil" to 1:30.
**Allow specific Targeting of Debuff like Follows:
**"Despoil: Head" - Can inflict Blind, Silence, Amnesia, Mag.atk Down.
**"Despoil: Body" - Can inflict Paralyze, Attack Down, Defense Down
**"Despoil: Leg" - Can inflict Gravity, Slow, Accuracy down.
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Byrth's Ideas on Treasure Hunter: (no Thread)
*Added! For this, It would make sense. The concept of a job designed to get drops in itself is pretty terrible, as you can see with THF, it has kept the job mediocre for years, and completely ruined it. I hope SE learns from this with FFXIV and never releases an ability to increase drop rate, because that job will be doomed as well.
But if a TH Whore we must be, It should at least be effective:
Level 1 +(p-1)*p) : Thief is on the hate list
Level 2 +(p-1)^2*p) : Do >5% HP damage in a single action or >2*Monster DEF, whichever is lower
Level 3 +(p-1)^3*p) : Do >10% HP damage in a single action or > 4*Monster DEF, whichever is lower
Level 4 +(p-1)^4*p) : Do >15% HP damage in a single action or > 6*Monster DEF, whichever is lower
Level 5 +(p-1)^5*p) : Do >20% HP damage in a single action or > 8*Monster DEF, whichever is lower
Level 6 +(p-1)^6*p) : Do >25% HP damage in a single action or > 10*Monster DEF, whichever is lower
Level 7 +(p-1)^7*p) : Do >30% HP damage in a single action or > 12*Monster DEF, whichever is lower
etc.
Where p = (Base Drop rate + TH Gear/100)
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General Suggestions to Improve Current Job Abilities:
If SE feels like there's some need to at least have the basics mastered at earlier levels, add it as a job trait: Opportunity Strike (Sneak Attack and Trick Attack are maintained until an opportunity to use them can be found). Can make it like level 75-80 or so.
*Courtesy of Monten in {Screwed Again:} THF Thread.
*Allow SA or TA To work from any direction (Force Critical, 100% Acc), But only receive DEX/AGI boost when in correct position
*making Steal take temp items
*Caution (circle ability to reduce critical hits from enemies, and increases defensive skills)
*Lure (pull a normally-linking enemy without linking - occasionally useful)
*Distract (remove directional limitations on all actions against the target, including Sneak Attack, Overwhelm, and increase steal success rate)
*Mug (add an attack to it, and maybe stun)
*Add an Attack Bonus to SA and TA, Maybe 1.5 or 2.0?
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Insaniac's Compiled Suggestions: http://forum.square-enix.com/ffxi/th...b-adjustments.
*This is a list of ideas/thoughts/suggested during the Rage > Calm down > Rage of our Screwed thread. Good list, and gives a very good idea of what we want in general.
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"Bombs" and "Traps"
*Suggested in another Thread, I expanded on this idea. This would fall in line with a lot of RP aspects of the THF Itself, setting traps and using explosives. Hope you enjoy.
Think if you will, a new Ability that allows a THF to consume a tool similar to Ninja tools, that will inflict the enemy with a debuff and inflict damage. In a way, Its similar to Status bolts, but don't rely on our F- Skills to land.
New Job Ability
"Traps". Recast: Lv.35, 1 minute. 2 Charges.
Similar to DNC and COR, When Selected, Traps opens up a sub-menu to a list of useable traps. They are as follows.
*Lv.35 - "Paralysis Trap" - Consumes a "Paralysis Tube" to inflict damage and paralysis on the Enemy.
*lv. 55 - "Sluggish Trap" - Consumes a "Webbing Tube" to inflict Damage and Slow on the Enemy.
*lv. 75 - "Stopping Trap" - Consumes a "Leg Trap" to inflict damage and bind the enemy.
*lv..95 - "Disorienting Trap" - Consumes a "Confusion Tube", Inflicts damage and greatly increases Enmity on Enemies current target.
Each one of the Consumables would stack to 99, and be synth'd via Alchemy.
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Bombs: Lv. 25, 1min recast: 2charges.
Same as Above, when used, will open a sub-category for the following.
*Lv. 25-Smoke Bomb - Consumes 1 "Smoke Bomb", Blinds enemy and inflicts damage
*lv. 50-Chaff Grenade - Consumes 1 "Chaff Bomb", Damages enemy and Stuns
*lv. 75-Frag Grenade - Consumes 1 "Frag Bomb" Deals heavy damage and Burns enemy
*lv. 90-Concusion Grenade - Consumes 1 "Heavy Bomb", Deals damage and inflicts Amnesia.
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Could also Combined the two abilities into 1. Keep it from becoming "Too powerful". DMG from the attacks would be modded by DEX(Traps) and AGI(Bombs). Can expect around ~100 DMG unresisted form each at level 90 nakid. Except frag bomb which would do ~150~200.
WIth proper gear selection i imagine a cap would be about ~200 for Normal, and 300 for Frag, i want them to be weaker than Quick Draw on average because these also inflict Ailments.
Combining the two above may be the best bet. Also a problem some (lazy!) people might have is this adding basically ~8 slots to their inventory. So, Like Ninjutsu, one could release a Universal Bomb/Trap for this.
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JoJax's Ideas on Steal, Despoil, and Sneak Attack/Trick Attack.
*I particularly found the introduction of Charge systems to be a good idea here. I fine tuned it a small chunk
*Add a Charge System to Steal. Perhaps up to ~5 charges similar to SCH and Strategems. Each charge could take ~2 minutes to fill as a form of Balance, or simply 5 minutes as Steal is now if we want extreme "Balance".
*Add a Charge System to SA and TA, Shared however. Maximum 2 Charges, Refilled every 30 seconds. How this would help: Say you're in a fight where the mob is spinning too much, to much enmity going around, etc... SA will probably not land, So you could use Trick Attack twice and forgo using Sneak Attack as a result. Or in an opposite situation with 1 tank, you could Sneak Attack twice instead of Trick Attack. SA and TA are designed to be similar in power, this should not be too broken an idea/concept.
*Despoil Replacements/Sub-Uses:
Ransack: Steals 8% of the targets attack. Effect lasts 1 minute.
(mob receives effect of Attack down player receives the effect of Attack up)
Bewilder: Steals 8% of the targets Accuracy. Effect lasts 1 minute.
(mob receives effect of Accuracy down player receives the effect of Accuracy up)
Ransack: Steals 8% of the targets attack. Effect lasts 1 minute.
(mob receives effect of Attack down player receives the effect of Attack up)
Bewilder: Steals 8% of the targets Accuracy. Effect lasts 1 minute.
(mob receives effect of Accuracy down player receives the effect of Accuracy up)
Final thoughts!
Got an idea of your own? a suggestion of your own? Post it here i'll add it to the OP, and we can try to get our best for a brighter THF Future.
Even post if you feel THF is currently fine. All opinions are valid.
Edit: And to the community reps, I hope this makes things a bit simpler for you. Also, Please check back here every now and again, I try to update the OP :X