I think I can get away with it though, given that the THFy forums have been pretty slow.
The basic is a "what do you think THF needs?" kind of thread.
To go further, I'm thinking about S-E saying they want more ways to add to THF's utility. Considering I stopped thf and I'll never play it again until S-E fixes the magic-freeze glitch and/or makes it so I can stand in melee range w/out losing SATA charge, (Blus can do SATA disengaged and pop Cannonball at their leisure - from a distance at that - while THFs have to engage to use WS), I was hoping to find the opinions of ye glorious thieves.
For me, I don't think THF need more damage. The only way to increase THF invites via damage boosts is to make them retardedly overpowered -- like Triple attack 100% proc rate or something.
At any rate, my things I've been thinking about regarding THF are their incredible ability to survive (that almost never helps parties) and the fact that everyone's always associated them with pulling, yet they don't have much in the way of making them good pullers. Oh, and they're mostly useless in parties that don't need hate control.
One thing I've thought of would be like Fascinate or something. A job ability that forces the monster to look at the Thief. Not like Provoke though, because it wouldn't give tremendous hate... it'd just function like Provoke does in PvP. For a short time... say 12-30 seconds, the monster simply cannot attack anyone else. Give it a long recast (5 minutes+) so it can't be easily abused for funny end game tanking tricks. The biggest thing would be that it could be combined with Perfect Dodge to actually make the 2 hour useful in parties. In parties where their Trick Attack-ery isn't needed, at least you can save the Paladin from getting hit some 4 times without even effing up his hate control. I realize other games use abilities like this that automatically get the mob's attention, but they're always on Tank jobs. I think it'd be very interesting to put on a support fighter instead.
I've had a bunch of other ill-developed ideas (as all of mine are). There's the obvious "move-that-lowers-someone's-hate." I'm actually not too fond of that. Though maybe a "hate switch" move. the thief's hate becomes target's hate, and the Thief takes target's hate instead. I just thought of that one and I think it'd be hilarious to do to your tank. Also, I was thinking of an ability called Lock or something. "Locked" targets are effectively asleep (curing/damaging wakes them up) but if the THF performs any action other than move, they become unlocked. With a decent duration and almost entirely unresistable and a low recast, a Thief could choose not to fight and instead do nothing but keep one target locked down. It'd be interesting, but NMs would have to be immune/have very little effect from it or otherwise be balanced.
So yeah, those are my random ideas. I wanna hear from our THF community!
The basic is a "what do you think THF needs?" kind of thread.
To go further, I'm thinking about S-E saying they want more ways to add to THF's utility. Considering I stopped thf and I'll never play it again until S-E fixes the magic-freeze glitch and/or makes it so I can stand in melee range w/out losing SATA charge, (Blus can do SATA disengaged and pop Cannonball at their leisure - from a distance at that - while THFs have to engage to use WS), I was hoping to find the opinions of ye glorious thieves.
For me, I don't think THF need more damage. The only way to increase THF invites via damage boosts is to make them retardedly overpowered -- like Triple attack 100% proc rate or something.
At any rate, my things I've been thinking about regarding THF are their incredible ability to survive (that almost never helps parties) and the fact that everyone's always associated them with pulling, yet they don't have much in the way of making them good pullers. Oh, and they're mostly useless in parties that don't need hate control.
One thing I've thought of would be like Fascinate or something. A job ability that forces the monster to look at the Thief. Not like Provoke though, because it wouldn't give tremendous hate... it'd just function like Provoke does in PvP. For a short time... say 12-30 seconds, the monster simply cannot attack anyone else. Give it a long recast (5 minutes+) so it can't be easily abused for funny end game tanking tricks. The biggest thing would be that it could be combined with Perfect Dodge to actually make the 2 hour useful in parties. In parties where their Trick Attack-ery isn't needed, at least you can save the Paladin from getting hit some 4 times without even effing up his hate control. I realize other games use abilities like this that automatically get the mob's attention, but they're always on Tank jobs. I think it'd be very interesting to put on a support fighter instead.
I've had a bunch of other ill-developed ideas (as all of mine are). There's the obvious "move-that-lowers-someone's-hate." I'm actually not too fond of that. Though maybe a "hate switch" move. the thief's hate becomes target's hate, and the Thief takes target's hate instead. I just thought of that one and I think it'd be hilarious to do to your tank. Also, I was thinking of an ability called Lock or something. "Locked" targets are effectively asleep (curing/damaging wakes them up) but if the THF performs any action other than move, they become unlocked. With a decent duration and almost entirely unresistable and a low recast, a Thief could choose not to fight and instead do nothing but keep one target locked down. It'd be interesting, but NMs would have to be immune/have very little effect from it or otherwise be balanced.
So yeah, those are my random ideas. I wanna hear from our THF community!
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