SAM gets a weeb run and a katana meter. Seriously, what more could you want? A "teleports behind you - Heh amateur" move?
SAM gets a weeb run and a katana meter. Seriously, what more could you want? A "teleports behind you - Heh amateur" move?
Everybody seems to want these flashy effects, but forget that they're often lost in the rotation shuffle and become "just another action" before too long, as muscle memory sets in.
Another way of looking it is that with simpler animation it feels more natural for one to follow into another. Better to successively swing a sword than to be like whm and have one big flashy stone that appear ages away and then an unrelated windblast from nowhere.
No. I think it's just right. Understated, very fast and deadly.
Looks very similar to any of the other melee class and I happy with it.
It looked interesting enough for me and they definetly didnt show all of it, what i noticed watching it:
3 sen to open up each with different requierment to open up (When Yoshi opened upp all 3 for the finisher the order was Dark Blue - Light Blue - Red, 2 sen finisher was Light Blue - Red)
guessing it has 3 combos and finishing each unlocks a sen. This gives up to 7 possible Finishers
Red
Light Blue
Dark Blue
red + Dark Blue
Red + Light Blue
Dark Blue + Light Blue
red + Dark Blue + Light Blue
All things considered, outside of solo play, you really don't have much opportunity to enjoy that. Most of the time, that'd be because you either need to watch your surroundings or the flashy effects of others (be it your party/alliance, the mobs, and/or environment) conflicts with your own lol.
Nah, once I know the battle well enough I can do that even in Raids... albeit mostly on the first 20~30 seconds of the fight for most of them, A12S can be played like this on surprisingly a long part. It is pretty fun, I do recommend it, just make a quick macro for hiding/revealing the HUD and give it a try, the game feels so fresh.
Samurai looks pretty epic in my opinion.
I personally just play with a toggleable massively minimized UI, hiding any skill that I don't need a progression or cooldown indicator on, my parameter bar (Hp/Mp/Tp still visible via party), the micro-menu, the mini-map, and my chat window. Still have everything I actually need, but the screen looks beautifully clean.
How are Samurai animations anymore dull than like Monk?
As a monk main.... I want more monk koolness. Sams can go get their own gear. >.> Tho as far as animations.. WHM got the least attention sadly. I feel for them.
I highly doubt we have seen all the job actions...SAM along with every other job is missing a few (on purpose, of course.) Can't wait to see the RDM and SAM LB's!
Yeah I agree with much of what you've said. On another note, I think my choice of the word "flashiness" may have been misinterpreted as fireworks, light shows, and particles within the thread, but what I meant was more so just overall stylistic flair. I think Ninja is a great example of a job that possesses stylistic flair. Ninja doesn't necessarily blind you with all it's fighting animations (except for maybe the ninjutsu), but all of it's attacks look amazing where it incorporates kicks, flips, and other elements into its attacks that are attention getting and makes you feel like a bad ass ninja. The only ability I saw Samurai use that felt like this was its AoE attack where it swings its great katana in a circle. It's swift, acrobatic, and makes you look like a master of the great Katana.
MNK animations are also a bit boring, stiff, and many of the combos lack fluidity honestly, not to mention the added elements of one too many positionals which makes it slightly undesirable to me. Even the new abilities they added didn't really make me feel like Monk was the poster boy of Stormblood the way that Dragoon felt during Heavensward. Personally I'd like to see more abilities like Tornado kick and dragon kick, but I'm a sucker for eye candy. As far as Samurai goes, I feel like the developers were spending more time on the visual aesthetic of all the job classes they were adding post 2.0, so I kind of had high expectations for them to really make Samurai feel like Samurai. Dark Knight, Astrologian, and Machanist during the heavensward launch all had amazing job animations that made you excited to play the classes because it had the wow factor to it, but that trend seemingly was lost upon Samurai.
definitely underwhelming. Midare Setsugeka is a 720 potency skill that needs at least 3 gcd to activate and its simply a 3 sword slash when MNK gets kamehameha, DRG gets alien tentacle blast, and NIN summon giant frog.
shame
Yeah I find the animations really bland, everything from the sound effects to the animations; they don't look like they really hurt.
more flashy like this?
http://oi67.tinypic.com/25spqbn.jpg
Bang. Right on the money. This idea that samurai should have boring, dull, and completely 100% lifeless animations because "irl samurai were masters of skill" is a line of argument I completely disagree with and will never understand.
I'm just not a fan of flashy moves in general. If I could turn off almost all effects, except for the AoE circles, I would.
Samurai has a certain aesthetic to it. I do believe they could have done more for example the 3 sen skill could have looked better but still looks okay.
I personally thought Samurai was really lame until this past live letter. Seeing the animations in action and in proper context I'm completely in love. I don't really plan to play or "main" it, I might play it on my alt character. Either way I just find it aesthetically pleasing, since I mostly appreciate the aesthetic they were aiming for. Like Yoshi-P I definitely appreciate the whole samurai-cinema aesthetic. The animations just feel really cutting edge and the movements aren't wasted. A lot of animations feel mechanical to me, especially stuff like some Dragoon or Ninja animations. While Red Mage had a lot of flashy ones, to me the Samurai ones just felt a lot more organic.
I feel dissatisfied with the live letter in general because they wasted too much talking about BLM mechanics when there are more interesting classes that could have used some of the time.
The only move I feel needs a bit more flash is the Midare Setsugekka, and that's really only at the end. It feels like the first two hits (which look super cool) are leading to a third really big thing and then it's done.
Everything else looks really awesome. Can't wait to play it myself.
This. I wanted to see a lot more from Samurai and the classes that didn't even get mentioned, like Dark Knight.
I think the Samurai animations are fluid, organic, they have lots of weight to them, and the movements aren't lost in a laser show (much like many of dragoons beautiful animations are). I have to disagree with your interpretation, as someone with a degree in animation, its clear a lot of effort and care went into Samurai, at least visually. I am sorry you are disappointed.
The only thing that made me feel let down with Samurai was the last skill they showed. It just didn't seem worthy of taking all of the gauge. Outside of that Samurai looked great.