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  1. #1
    Player Karbuncle's Avatar
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    Thief Suggestion Thread #58371: Traps and Bombs.

    I added this to my "Master Thread", But since that thread is simply for compiling information and not much for discussion, thought i'd like to see what people thought about this in general.

    Basically, The Idea was originally suggest by Sparthos, who mentioned Goblins planting bombs, and i thought of the SCH NM in La Vaule (S) who used Tubes to inflict debuffs.

    These seemed like decent concepts that could be adapted for players, and given to THF, as its the most logical from an RP Standpoint, and for the devs vision of the job as more of a support class.

    Anyay, Taking some basic creative Liberties, I thought of something like this:

    "Bombs" and "Traps"

    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 Decreases enemies Evasion and Magic Evasion.

    Each one of the Consumables would stack to 99, and be synth'd via Alchemy.

    ---------------------------

    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. - Hidden Effect - Greatly Enhanced Damage on Biological Weapons (ultima/Omega)
    *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.

    ---------------------

    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.


    As explained, They would act Similar to Quick Draw for THF, consuming Tools/items in your inventory to inflict various ailments, and do a bit of damage.

    For the Synthesis Recipes for the Above, say the "Webbing Trap" which inflicts slow would require 2 Spiders Webs, a Glass Sheet, and a Firesand... The "Leg Trap" (think: Bear Trap) would require 1 Iron Sheet and 1 Steel Ingot, something like that.

    a Chaff Grenade would include 2 Parchments, 1 Firesand, etc.

    Each item would stack to 99, and there could be Universal Tools for them as well (Since remember, some would work as a support job, since these would/should be new low level abilities as well as high level ones).

    Anyway, Comments? Opinions? Feel free to leave your feedback for me :X. i'm open to ways to improve it.
    (3)
    Last edited by Karbuncle; 08-06-2012 at 08:55 AM.

  2. #2
    Player Andrien's Avatar
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    Character
    Andrien
    World
    Bismarck
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    BLU Lv 90
    Wait a sec, I thought we use traps to catch a Thief.
    (0)

  3. #3
    Player Karbuncle's Avatar
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    Quote Originally Posted by Andrien View Post
    Wait a sec, I thought we use traps to catch a Thief.
    Use a Thief to catch a trap! ... No... wait... This isn't Home Alone!

    In all seriousness though, Rogues/Thieves/Assassin's in most RPGs are generally great at Traps, either disarming them or arming them, Figured it might fit that "roleplay" aspect as well as a support-vision that SE wants us to be
    (0)

  4. #4
    Player Andrien's Avatar
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    Character
    Andrien
    World
    Bismarck
    Main Class
    BLU Lv 90
    a trap that inflicts terror.
    (0)

  5. #5
    Player Karbuncle's Avatar
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    Hmmm, What would it be Audrie? Give me a name and a Tool to do it. Try and make it realistic as well.

    however, When it comes to Terror, SE is pretty picky about it, so it might be gimp... (See: Feral Howl), We might have better luck with one inflicting Stun, or Break... Like a Calcifying Bomb, Damage + Break.
    (0)

  6. #6
    Player noodles355's Avatar
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    traps usually involve setting something for a monster to run over. In most cases in FFXI you kill it where it pops. The exception being kite fights. I guess for kite fights it would give the thf more to do than just tag for TH then afk while the rdm/blm/whatever kill it.
    (0)

  7. #7
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    i think the concept here is similar to Rift's implementation of traps. Rogue's there basically just throw trap on the mobs. Curious enough, they also have a charge system there, where you throw a bunch of traps doing small damage and use a JA to explode them all at once for big damage.
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  8. #8
    Player Karbuncle's Avatar
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    Quote Originally Posted by Laphine View Post
    i think the concept here is similar to Rift's implementation of traps. Rogue's there basically just throw trap on the mobs. Curious enough, they also have a charge system there, where you throw a bunch of traps doing small damage and use a JA to explode them all at once for big damage.
    Oh? I've honestly never played Rift, But it seems they know how to outfit Rogue/THF Class better than this FFXI :|, Sometimes i miss the old dev team.. they at least gave THF assassin and Feint, the new DEV team just seems to farking hate us.

    But anyway, Your assumption is correct, the trap would be thrown close range, not laid.
    (0)

  9. #9
    The Assassin's in Diablo 2 throw traps at enemys they are fighting also.
    (0)

  10. #10
    Player Karbuncle's Avatar
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    Quote Originally Posted by Wheels View Post
    The Assassin's in Diablo 2 throw traps at enemys they are fighting also.
    That i did play, and admittedly it had crossed my mind there were some similarities

    (Then again Assassin had a Finish-move and Charge system like DNC too :3)
    (0)

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