Quote Originally Posted by scaevola
Oh, you mean like having close to a flat 20% greater chance to dodge an attack than the next most evasive job, or the ability to plant hate from a large attack on another player, or even take hate from the same and redirect it to itself? And perhaps having these advantages ON TOP of Treasure Hunter, a totally unique advantage that by its mere existence makes THF a necessity?

Yes, I suppose that would compensate THF for not having the undisputed highest damage output in the game.
Yep. We sure can do a lot of stuff, but none of them good enough (except THing), and every single one of these things we can do is outshined by THing. No one needs us because we evade better, plant hate, steal hate or debuff with xbow (laughable as it is).

TH does make us necessary, a necessary burden...and since the trait is easily activated by a simple /ra, most advanced groups got a TH mule that does nothing but a ranged attack and sits there. The last update was indeed positive on this aspect, and now we get more TH boosts by having an active thf. Whether these boosts are even worth a damn or not is another topic, and probably, most times they aren't. We then fall back to being a burden, and we can even add the tp feeding machine on top as condiment.

The other thing i can say we are good at is evading. Yeah, i won't deny that, but the real problem is that everyone can do it too. Every job in the game can have capped evasion against a number of mobs. Some (like thf) can cap on a wider range. But i can't really call ourselves masters of evasion while we are still limited to the 80% cap like everyone else. This is the reason why i liked ideas like having our very own anticipation/counter concept ja, by which we could dodge attacks randomly and break this 80% cap.


Quote Originally Posted by scaevola
(ps complaining that you can't outdamage a WAR or MNK is pretty silly when there are seventeen other jobs that can't outdamage WARs or MNKs either)
Did i ever?

I only said we needed to set a parameter to compare balance between jobs. War for one exists to deal damage, doesn't add anything but damage, and so of course, it deserves to be the best dd there is. Now mnk has both great damage and survivability, i would call it unfair that mnk should be able to deal more damage than war.

We think of dnc vs thf and mnk vs thf too. In one side we have a job that's much better support than thf and does comparable damage (even if less, not so much less), and in the other side we have a job that does much more damage and have comparable (if not better) survivability. Where do we shine? Oh, there is the TH coin. But the problem is that it really doesn't take an actual player to throw this coin.

Quote Originally Posted by scaevola
DNC does the damage it is capable of doing by shutting off all utility other than Haste Samba. A DNC that cures is a DNC that is not using Saber Dance (to say nothing of TP spent), and is not at all competitive with a THF's damage; if you're proceeding from the assumption that DNC and THF are neck-and-neck damage-wise, then you have to basically write off DNC's ability to heal something more than once every three minutes.
Not really. Dnc doesn't need saber dance to actually be able to beat a thf. It does, however, need to use JAs sparingly.

If a dnc does nothing but keep haste samba up, it will outdamage a thf. But such a dancer doesn't really exist, and saber dance becomes necessary to counter the dps loss of ja spam.