
Originally Posted by
Mimilu
I already have an entire thread for my idea, so I'll spare you that... >w>
Here are my thoughts:
Question, when Nothing Ventured or Before Swine counters, does it still stay for 20 seconds and work continuously or is it used up and we have to wait for the cooldown? If it lasts the whole 20 seconds , it seems very Tank-ish, you're lowering the damage by half and redirecting it for double. It works like Perfect Dodge, it gets used up and we have to wait for the cooldown.
Early Bird would be useless in boss fights that are heavy in none-cleanse-able debuffs (specifically, debuffs that play an important part to the battle). Not every job has to have every skill be viable for bosses. BLM Aetherial manipulation and NIN's teleport move have limited use in battle.
Cornered Rat is very situational and I would hope your party's healer(s) wouldn't allow your party's HP to get that low during an important fight. This also seems like a Tanking skill, you're decreasing the damage done onto others, it's almost like a pseudo-Cover. >A>() See below.
Abyss is another situational move and it would mess up your tank's Stuns. Well i also made this mock-up with the tank role in mine as well as DPS. It could be use to take soem of the load of the tank by having another class be able to stun, In fact, NIN has something similar with Jugulate
Timber is a bit wasted because you don't have any Magic abilities to begin with. It's cuppose to be a me a move to stop magic damage, not augment it
For Haste Makes Waste, when you refer to "them" getting a Skill Speed boost, do you mean the user or the enemy? Because I don't think anyone would willing want their enemy to be faster. The enemy, and the point of SAM is to use counter so the faster the skills, the faster the counters
For It Takes One, I think x6 is a bit high. For example, if you are hit for 1000, which is then halved to 500, you would counter for 3000. This would be crazy in EX/Coil fights. Hence the high cooldown period
On The Wall seems kind of situational because Reflect hasn't been implemented in this (yet?). It could only be used while fighting other Samurai. It has been in the game since at least 2.3. Agrippa and Sycrus Tower's 2nd boss has that status.
Bushido's Potency is way too high. Lancer/Dragoon's highest is 330 and that in a combo and Rogue/Ninja's Sneak Attack only gets to 300 when used in Stealth and when they are in front of them. And your using it after a counter, which is already double the damage you received. Good point. Will consider tweaking that
Unstoppable Force is too broken as is. If maybe there was a required of buffs needed to activate it, maybe, but then that's could be a lot of useful utility thrown down the drain. Fair enough will add a proccing condition.
My Recommendations
- Instead of Countering for double the damage you received, how about if counters had their own potency based on what skill you used? Maybe one skill has a lower potency but last for the whole 20 seconds, while another has a high potency but is one-time only. I'll think about that
- I also think the damage potency reduction would make tanks green with envy, I would suggest removing them. Again this partally conceptualized with tanks in mind just in case SE decided to acualy make SAM a tank instead of a DPS like it has been implied so far, besides Healers have enought to deal with tanks as is (especialy considering Dark Knight)
- Replace Early-Bird with a regular DoT attack. You only have one other DoT and it's from a combo. I'll consider that
- Replace Abyss with a regular Stun skill, it would be far more controllable that way. Not sure about that, part of that take (with oen obious exception) is implimenting one half of a praise for a skill name and the other half for the status name Also a counter class needs to be difficult to play, as tank or as DPS
- Replace Timber with a regular Silence skill. Again, it would be way more controllable. See above