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Spite (Recast: 3 min; Duration: 5 min)
Increases enmity gain. The subject of Trick Attack will receive 50% of the Thief's enmity on top of the current effect.
Foul Play (Recast: 3 min; Duration: 5 min)
Increases attack speed and critical hit damage. Increases damage taken by 15%.
Spite increases Thief's enmity manipulation abilities while at the same time helps make Thief into a more viable tank. The penalty here is that if the Thief wants to tank, they will be unable to use Trick Attack and vice versa. Foul Play is the offensive counterpart to Spite's somewhat more defensive/support qualities. I'm not sure on the exact numbers for the attack speed and critical hit damage. I considered having the attack speed be equal to Haste and then have a mage's Haste be unstackable with it.
Thoughts?
Increases enmity gain. The subject of Trick Attack will receive 50% of the Thief's enmity on top of the current effect.
Foul Play (Recast: 3 min; Duration: 5 min)
Increases attack speed and critical hit damage. Increases damage taken by 15%.
Spite increases Thief's enmity manipulation abilities while at the same time helps make Thief into a more viable tank. The penalty here is that if the Thief wants to tank, they will be unable to use Trick Attack and vice versa. Foul Play is the offensive counterpart to Spite's somewhat more defensive/support qualities. I'm not sure on the exact numbers for the attack speed and critical hit damage. I considered having the attack speed be equal to Haste and then have a mage's Haste be unstackable with it.
Thoughts?
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Pikko wrote:
I'm curious as to what would lead someone to think they're playing FFXI with Elton John?
Link to this post 19 replies
Posted: Nov 1st 2009 6:24pm | IP: Logged | Reply to this
I'm not sure if the penalty of not being able to tank on THF is much of a penalty. I can only remember joytoy kraken in the whole game that anyone uses evasion tanking against.
And I'm not sure we should give THF a perma-haste either. Increased crit damage though seem to fit THF fine as a boost. And also, increased damage taken as a penalty on a job that is second to SMN in avoiding hate seems like a poor penalty as well.
How about something along this:
Foul Play:
Increased crit rate/damage and chance to flash mob with each attack. Increased TP given to mob when hitting it.
That would make you deal more damage and help tanks, but at the chance that you'll give the mob more TP for a move that might not happen when he is flashed. A bit like betting on flash to land at the right time.
Of course it might be seen as useless by people who are terrified by feeding mobs TP.
And I'm not sure we should give THF a perma-haste either. Increased crit damage though seem to fit THF fine as a boost. And also, increased damage taken as a penalty on a job that is second to SMN in avoiding hate seems like a poor penalty as well.
How about something along this:
Foul Play:
Increased crit rate/damage and chance to flash mob with each attack. Increased TP given to mob when hitting it.
That would make you deal more damage and help tanks, but at the chance that you'll give the mob more TP for a move that might not happen when he is flashed. A bit like betting on flash to land at the right time.
Of course it might be seen as useless by people who are terrified by feeding mobs TP.
Posted: Nov 1st 2009 8:44pm | IP: Logged | Reply to this
Giving THF the ability to swing more is the least of their problems. On most HNMs, the 1 problem is feeding TP. Something like delay+ DMG+ would probably help more(than this) in an scenario THF has problems.
Free Hellboy
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Ban Tailmon One down, One to go.
Posted: Nov 1st 2009 10:52pm | IP: Logged | Reply to this
Quote:
Giving THF the ability to swing more is the least of their problems. On most HNMs, the 1 problem is feeding TP. Something like delay+ DMG+ would probably help more(than this) in an scenario THF has problems.
SE tried to do that when they gave Footwork to Monk, and the Monks didn't seem all that happy about the arrangement. Go figure?
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Teiei: Tarutaru Male Main Jobs: WHM BLM BRD BST
Rank 10: All Nations
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Posting from Garuda Server
Posted: Nov 2nd 2009 1:56am | IP: Logged | Reply to this
Or, you could just add staff skill to THF and give em a decent staff or two, which opens up /sam and really good single hit staff WSes. Theres your DD side of things where thf's don't excel already. Hell, since I'm already dreaming, add some better staffs too.
Doing Nothing and loving it since Jan '04
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Aldous of Pandemonium Doing Nothing and loving it since Jan '04
Posting from A Quiet Little Redneck Mountain Town
Posted: Nov 2nd 2009 5:23am | IP: Logged | Reply to this
Quote:
Spite (Recast: 3 min; Duration: 5 min)
Increases enmity gain. The subject of Trick Attack will receive 50% of the Thief's enmity on top of the current effect.
Increases enmity gain. The subject of Trick Attack will receive 50% of the Thief's enmity on top of the current effect.
I'm not really sure this is going to be of a lot of use. As far as my recollections go for Thieves using TA on tanks, the effect was just right. It didnt give too much of a boost, nor too little. Then again, the problem you'll run into now is that in your average party, PLD dont really have a use for Thieves using TA, and NIN got their spiffy +30% Enmity thing too so they dont require one past level 50 anymore either.
Once someone caps on hate, they cap on hate. You could make them hit the cap faster, but there's no point in super-glueing hate on someone. It takes away the need for skill, gear and effort.
Quote:
Foul Play (Recast: 3 min; Duration: 5 min)
Increases attack speed and critical hit damage. Increases damage taken by 15%.
Increases attack speed and critical hit damage. Increases damage taken by 15%.
Personally, this seems far too strong. You're boosting the main aspects of THF (Lots of hits, Critical Spikes) while not giving them any sorts of penalty for such an amazing boost. Damage taken is increased, yes, but i have only seen a handfull of Thieves this year who dont fulltime /NIN as a subjob. Not to mention the native evasion they have, mixed with the inability to grab hate from the tank once they SATA'd him. You never get hit normally, so there's little to no reason the damage taken would have any effect.
That all said, i'm far from against a boost to the THF job. I think it would be fun to give them some of the abilities they had in the past for sure. However, this whole stance thing is getting a bit old. I know everyone wants their overpowered stance thing after seeing NIN get boosted through the roof and never comming down again, but i'm sure you can do better with suggestions.
There's a whole game full of things you can use.
* Why not steal effects that generate temp items?
* Stealing job ability timers from monsters, locking theirs while resetting your own?
* Taking over elemental affinity from your target and calling it "Blend In"?
And that's just with one minute of thinking. You can think of something more original and interesting than this, i'm sure. And when you do, i have no doubt people will back your idea's if you make them interesting enough. None of this "I want Haste and Damage, with no penalty for 5 minutes, every 5 minutes".
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Name: Surian Bedivere Job: PLD 75 - BRD 75 - MNK 75 - BLU 75 - SAM 75 - RDM 75 - SMN 75
Nation: Republic of Bastok
Server: Kujata
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Posting from Viva la Netherlands~
What I would really like to see is a global 30 second steal timer and then have various steal commands that share this timer.
Steal Accuracy is greatly enhanced when used in conjunction with Sneak Attack.
Steal Accuracy (and Potency where applicable) is increased by +steal gear (af, relic etc)
Gil Makers:
Steal Item
Steal Gil
Steal Treasure
Enmity:
Steal Enmity 25% (Collaborator).
Collaborator gives you an enmity Icon which you can use to transfer enmity via Trick Attack. *The extra 25% Enmity transfered with collaborator is not limited by the enmity cap.
Steal Enmity 50% (accomplice)
Accomplice does not transfer enmity via trick attack. This is for when the THF wants hate on him/herself (tanking/PD emergency etc).
Battle Related
MUG (damage and Stun...guaranteed full duration stun with sneak attack)
Steal Buff (Aurasteal)
Steal Critical Hit Rate
Steal DEX
Steal ACC
Steal DEF
Steal Att
Steal HP
Steal TP
Etc etc etc.
I have heard the "DRK has absorb spells, you can't has them!!!" Argument one to many times. Lots of different jobs have different variations of sleep, dispel, curing, blah blah. This is not a good reason for thf not to get them.
The amount of cool, unbroken, balanced things that SE could do with this are almost limitless. Being that they share a timer you would have to focus your efforts for one particular area at a time.
I WANT TO BE ABLE TO STEAL THINGS!!!!!!!! SE MAKE US THIEVES AGAIN!!!!
I don't need to be a top tier DD. Just let me be a real thief and I'll be happy.
I think having collaborator transfer enmity is a really good way to make our enmity manipulation abilites better. We often aren't used enough for this purpose in situations where it's needed because the enmity we transfer depends on damage...an area we don't excel at on harder mobs. A well geared "Heavy DD"/thf can do it better.
Edited, Nov 4th 2009 10:28am by ThiefKiller
THF75/BLM75/BRD75/BST60/NIN50
Steal Accuracy is greatly enhanced when used in conjunction with Sneak Attack.
Steal Accuracy (and Potency where applicable) is increased by +steal gear (af, relic etc)
Gil Makers:
Steal Item
Steal Gil
Steal Treasure
Enmity:
Steal Enmity 25% (Collaborator).
Collaborator gives you an enmity Icon which you can use to transfer enmity via Trick Attack. *The extra 25% Enmity transfered with collaborator is not limited by the enmity cap.
Steal Enmity 50% (accomplice)
Accomplice does not transfer enmity via trick attack. This is for when the THF wants hate on him/herself (tanking/PD emergency etc).
Battle Related
MUG (damage and Stun...guaranteed full duration stun with sneak attack)
Steal Buff (Aurasteal)
Steal Critical Hit Rate
Steal DEX
Steal ACC
Steal DEF
Steal Att
Steal HP
Steal TP
Etc etc etc.
I have heard the "DRK has absorb spells, you can't has them!!!" Argument one to many times. Lots of different jobs have different variations of sleep, dispel, curing, blah blah. This is not a good reason for thf not to get them.
The amount of cool, unbroken, balanced things that SE could do with this are almost limitless. Being that they share a timer you would have to focus your efforts for one particular area at a time.
I WANT TO BE ABLE TO STEAL THINGS!!!!!!!! SE MAKE US THIEVES AGAIN!!!!
I don't need to be a top tier DD. Just let me be a real thief and I'll be happy.
I think having collaborator transfer enmity is a really good way to make our enmity manipulation abilites better. We often aren't used enough for this purpose in situations where it's needed because the enmity we transfer depends on damage...an area we don't excel at on harder mobs. A well geared "Heavy DD"/thf can do it better.
Edited, Nov 4th 2009 10:28am by ThiefKiller
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Nebo THF75/BLM75/BRD75/BST60/NIN50
Posting from Garuda
Posted: Nov 3rd 2009 5:26pm | IP: Logged | Reply to this
Quote:
SE tried to do that when they gave Footwork to Monk, and the Monks didn't seem all that happy about the arrangement. Go figure?
Reason for this being, we attack slower, and gain more tp.. Though because of that whole attacking so slowly part, we do less damage overall. If I am worried about giving the nm tp as a monk, I am far better off just chiblasting. Footwork has basically just been an occasional weaponskill ability. Switch it on, weaponskill for extra tp.. switch it off.
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http://ffxi.allakhazam.com/profile.xml?111209 Mnk75 Whm75 Smn75 Blm75 Pld60
Bastokan and proud!
Posting from Creighton University
Posted: Nov 4th 2009 11:21am | IP: Logged | Reply to this
Maybe you should go MNK/SAM and use hasso on your legs!
Posted: Nov 4th 2009 12:14pm | IP: Logged | Reply to this
Quote:
Maybe you should go MNK/SAM and use hasso on your legs!
If only.. ;;
We count as neither 2h or 1h. No shields, no grips, no dualwield, no Seigan/Hasso.
Then again, adding something to us will probably just warrant some complaints and get us nerfed.
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http://ffxi.allakhazam.com/profile.xml?111209 Mnk75 Whm75 Smn75 Blm75 Pld60
Bastokan and proud!
Posting from Creighton University
Posted: Nov 4th 2009 2:05pm | IP: Logged | Reply to this
I remember playing MNK as my first job. I only ever had one complaint on it.
Chakra should have been on a 1 minute timer.
Sort of ironic that I switched to SMN and got a 1 minute timer to complain about.
Chakra should have been on a 1 minute timer.
Sort of ironic that I switched to SMN and got a 1 minute timer to complain about.
Posted: Nov 4th 2009 2:14pm | IP: Logged | Reply to this
Quote:
I remember playing MNK as my first job. I only ever had one complaint on it.
Chakra should have been on a 1 minute timer.
Chakra should have been on a 1 minute timer.
It would be nice to see the Chakra timer lowered but I feel too much so would just lead to it being a little overpowered when coupled with dancer.
In campaign I can recover a large chunk of hp through a chakra macro. That coupled with /dnc and other monk abilities has made me invincible to most regular campaign monsters. Having Chakra on a one minute timer would just lead me to mnk/war since mnk/dnc would be overkill on anything but NMs
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http://ffxi.allakhazam.com/profile.xml?111209 Mnk75 Whm75 Smn75 Blm75 Pld60
Bastokan and proud!
Posting from Creighton University
Posted: Nov 4th 2009 6:37pm | IP: Logged | Reply to this
I don't know about you, but I treat my THF a lot like my MNK. I want haste, haste, haste and more haste.
I don't care about gimmicks. Steal and Mug are just there to satisfy the audience.
My argument is that XI boils down to one crude statement when it comes to DD:
You either hit slow and hard or fast and soft.
Since THF hits "fast and soft" (crudely) and has a preference to Haste gear from an early stage (10% at level 50, the 'magic' trio: bravo, swift & raparee) I think that is where we need should direct our interest as THFs now.
Gimmicks like "Steal-Crit hits" are nice until you realise they have retarded recast timers and have a minimal effect on DoT.
Now, "Quick Hits", where you gain a Haste bonus every time you evade an attack works for both solo THF and promotes a THF soloing SA(WS), especially early on against a meripo bird.
Just my opinion, but hey, like I said; gimmicks are nice and fun to play with, but FFXI became more than that a long time ago.
RDM75 WHM75 BLM75 BRD75 NIN75 THF75 DRK75 SAM75 MNK75 PLD75 WAR37 DNC37
Bismarck
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I don't care about gimmicks. Steal and Mug are just there to satisfy the audience.
My argument is that XI boils down to one crude statement when it comes to DD:
You either hit slow and hard or fast and soft.
Since THF hits "fast and soft" (crudely) and has a preference to Haste gear from an early stage (10% at level 50, the 'magic' trio: bravo, swift & raparee) I think that is where we need should direct our interest as THFs now.
Gimmicks like "Steal-Crit hits" are nice until you realise they have retarded recast timers and have a minimal effect on DoT.
Now, "Quick Hits", where you gain a Haste bonus every time you evade an attack works for both solo THF and promotes a THF soloing SA(WS), especially early on against a meripo bird.
Just my opinion, but hey, like I said; gimmicks are nice and fun to play with, but FFXI became more than that a long time ago.
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[ffxisig]156258[/ffxisig] RDM75 WHM75 BLM75 BRD75 NIN75 THF75 DRK75 SAM75 MNK75 PLD75 WAR37 DNC37
Bismarck
Posting from London
Posted: Nov 4th 2009 7:40pm | IP: Logged | Reply to this
Mellowy wrote:
I remember playing MNK as my first job. I only ever had one complaint on it.
Chakra should have been on a 1 minute timer.
Sort of ironic that I switched to SMN and got a 1 minute timer to complain about.
Chakra should have been on a 1 minute timer.
Sort of ironic that I switched to SMN and got a 1 minute timer to complain about.
You should be glad it isn't still on a 15 minute timer =p
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My FFXI AH Info
Posting from 127.0.0.1
Posted: Nov 4th 2009 9:27pm | IP: Logged | Reply to this
Seitekifu wrote:
Spite (Recast: 3 min; Duration: 5 min)
Increases enmity gain. The subject of Trick Attack will receive 50% of the Thief's enmity on top of the current effect.
Foul Play (Recast: 3 min; Duration: 5 min)
Increases attack speed and critical hit damage. Increases damage taken by 15%.
Spite increases Thief's enmity manipulation abilities while at the same time helps make Thief into a more viable tank. The penalty here is that if the Thief wants to tank, they will be unable to use Trick Attack and vice versa. Foul Play is the offensive counterpart to Spite's somewhat more defensive/support qualities. I'm not sure on the exact numbers for the attack speed and critical hit damage. I considered having the attack speed be equal to Haste and then have a mage's Haste be unstackable with it.
Thoughts?
Increases enmity gain. The subject of Trick Attack will receive 50% of the Thief's enmity on top of the current effect.
Foul Play (Recast: 3 min; Duration: 5 min)
Increases attack speed and critical hit damage. Increases damage taken by 15%.
Spite increases Thief's enmity manipulation abilities while at the same time helps make Thief into a more viable tank. The penalty here is that if the Thief wants to tank, they will be unable to use Trick Attack and vice versa. Foul Play is the offensive counterpart to Spite's somewhat more defensive/support qualities. I'm not sure on the exact numbers for the attack speed and critical hit damage. I considered having the attack speed be equal to Haste and then have a mage's Haste be unstackable with it.
Thoughts?
the Foul Play idea has merit but as was stated increased dmg taken would break it. Perhaps similar to Sam; double recast timers or decrease their evasion by like 15%. That would severly hinder soloablitily, though Your increase in dmg output from self haste and crti hits might be astonishing. Maybe some Stances are instore for futre updates I know many jobs have gotten them lately.
could dumb it down a bit and make it similar to how 2 hour works and increase crit hit rate/dmg from behind. And perhaps a stance to increase evasion while in front of mob but decrease crits.
the part about the haste. make it inconjunction with the "mob from behind" stance and keep it at 10% so as to match hasso. but direction may make it horrible for meripos as mobs will jump around anyway. unless u got a "tank".
Would take alot of tinkering to keep it balanced.
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Nihcru @ Bahamut PLD 75
/Salute...
The sword held high with virtue and might,
A Shield in hand protecting what's right,
Through Darkest night may valor shine bright,
May Goddess Altana bless you with her light.
Posting from Greeley, Colorado
Posted: Nov 5th 2009 12:33pm | IP: Logged | Reply to this
Ranzera wrote:
Mellowy wrote:
I remember playing MNK as my first job. I only ever had one complaint on it.
Chakra should have been on a 1 minute timer.
Sort of ironic that I switched to SMN and got a 1 minute timer to complain about.
Chakra should have been on a 1 minute timer.
Sort of ironic that I switched to SMN and got a 1 minute timer to complain about.
You should be glad it isn't still on a 15 minute timer =p
I don't remember it being 15 min 2003, but it was a long time ago since I ran around farming in pashow on my fancy level 40ish MNK.
Posted: Nov 6th 2009 2:33am | IP: Logged | Reply to this
I just want to be able to steal useful items that aren't either beastcoins or clothcraft synthesis equipment.
I think it's pretty ridiculous that the only actual equipment in the game that thief can steal is the Buccaneer's Knife from Brigandish Blade, a sky NM. Being able to steal Rare/Ex equipment every so often would be awesome, especially when I think about how much neglect Steal has gotten for so long. If you're not fighting a beastman, you'll likely never steal anything because most monsters just don't carry anything. If they do, it's a dinky trinket you're probably better off just tossing.
Older FFs had some really nice rewards for being persistent with Steal. I don't expect XI to be anything close to that since it's an MMO, but I think that there definitely should be more reward than there is now. Maybe being able to steal items that could be used to synthesize a powerful Thief weapon, kind of like how the new synergy system sounds.
Level 75 THF / 75 RDM / 75 COR / 61 NIN / 60 BLM / 55 SAM / 52 PUP / 52 DRK / 52 MNK
47 BST / 47 BLU / 44 WAR / 44 WHM / 43 PLD / 40 SMN / 40 DRG / 38 RNG / 37 DNC
I think it's pretty ridiculous that the only actual equipment in the game that thief can steal is the Buccaneer's Knife from Brigandish Blade, a sky NM. Being able to steal Rare/Ex equipment every so often would be awesome, especially when I think about how much neglect Steal has gotten for so long. If you're not fighting a beastman, you'll likely never steal anything because most monsters just don't carry anything. If they do, it's a dinky trinket you're probably better off just tossing.
Older FFs had some really nice rewards for being persistent with Steal. I don't expect XI to be anything close to that since it's an MMO, but I think that there definitely should be more reward than there is now. Maybe being able to steal items that could be used to synthesize a powerful Thief weapon, kind of like how the new synergy system sounds.
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Phoenix Server : Knives Level 75 THF / 75 RDM / 75 COR / 61 NIN / 60 BLM / 55 SAM / 52 PUP / 52 DRK / 52 MNK
47 BST / 47 BLU / 44 WAR / 44 WHM / 43 PLD / 40 SMN / 40 DRG / 38 RNG / 37 DNC
Posting from a Giant Chicken
KnivesJonquil wrote:
I think it's pretty ridiculous that the only actual equipment in the game that thief can steal is the Buccaneer's Knife from Brigandish Blade, a sky NM...
...If you're not fighting a beastman, you'll likely never steal anything because most monsters just don't carry anything. If they do, it's a dinky trinket you're probably better off just tossing.
Since I took my last merit out of Aura Steal to max 5/5 Assassin's Charge...I haven't touched the steal command once.
Quote:
Gimmicks like "Steal-Crit hits" are nice until you realise they have retarded recast timers and have a minimal effect on DoT...
...Just my opinion, but hey, like I said; gimmicks are nice and fun to play with, but FFXI became more than that a long time ago.
...Just my opinion, but hey, like I said; gimmicks are nice and fun to play with, but FFXI became more than that a long time ago.
I'm not looking for gimicks or long recast timers. What I want is a 30 second global steal recast timer, and attach steal comands (similar to waltzes and sambas) that are actually USEFUL.
If I could steal DEX or crit rate before I pop off a WS I would welcome that boost in damage. IF I could steal TP to build TP faster on HNMs without having to feed them lots of TP in the process, I would welcome that boost. If I could steal Enmity from a DD or a mage and give it to a PLD, I would welcome that boost in utility.
Its not a gimmick. Steal is an ability that should be the bread and butter of a THIEF class. There is precedent and creativity with the battle applications of steal in many other games and FF series. Steal is something that could be way more useful than it is WITHOUT being even remotely close to unbalanced in this game.
Stealing monster buffs was a really really great idea. If Square Enix hadn't royally screwed up the implenetation of Aurasteal and attached it to a rediculous 5 minute recast timer...I would have 5/5 in it. I know a lot of people are happy with it and thats great if it works for you. But in my oppinion they put a band aid on a shotgun wound. As a career Thief I take it as a slap in the face. SE: "We aren't going to do anything to make steal useful any time soon, so here...have this random trait attached to it and kindly stfu...and too bad if you want to steal ice spikes from bones...take your Bone Chip, have a coke and a smile...and kindly stfu"
Edited, Nov 6th 2009 2:29pm by ThiefKiller
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Nebo THF75/BLM75/BRD75/BST60/NIN50
Posting from Garuda
Posted: Nov 6th 2009 12:32pm | IP: Logged | Reply to this
Not that it matters, but I always found steal to be the most useless THF ability because you had never the time to use it successfully on something that dropped armor, without causing your whole party to die.
I'm still trying to figure out how a THF attack round always managed to be so important to me. You'd think a THF wouldn't even need to attack once for a party to kill something.
I'm still trying to figure out how a THF attack round always managed to be so important to me. You'd think a THF wouldn't even need to attack once for a party to kill something.
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