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  1. #1
    Player
    Shiro--Tsubasa's Avatar
    Join Date
    Jun 2015
    Posts
    163
    Character
    Freyja Valkyrie
    World
    Ultros
    Main Class
    Dancer Lv 88
    I think it would be cool to make samurai into a melee job that has cast times. It would be a new and yet challenging play-style that would use a combo system similar to say a ninja with cast times added to them along with some instant ogcds and long cooldown abilities. When i think of samurai I think of hard hitting precise strikes with build up. I think cast times would give it that feel.
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  2. #2
    Player
    Ryaz's Avatar
    Join Date
    Jun 2015
    Location
    Mist Ward 21, Plot 45
    Posts
    1,845
    Character
    Ryaz Darksbane
    World
    Brynhildr
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Shiro--Tsubasa View Post
    I think it would be cool to make samurai into a melee job that has cast times. It would be a new and yet challenging play-style that would use a combo system similar to say a ninja with cast times added to them along with some instant ogcds and long cooldown abilities. When i think of samurai I think of hard hitting precise strikes with build up. I think cast times would give it that feel.
    I'm not sure how well cast times would work with a melee class. Melee has it even worse than ranged when it comes to having to dodge stuff and cast times could spell doom for them. That's why they have positionals instead.

    I could picture samurai using a system similar to mudras-- they have a few different skills and depending on how they're used, it unlocks a more powerful, combo finisher. Or they could have it so attack fill a bar that unlocks the skills-- kind of like a mini lb bar. They could OGCD abilities that fill the bar faster or something.
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    Last edited by Ryaz; 07-10-2015 at 06:14 PM.

  3. #3
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Here's something I was asked to type up for an old SAM suggestion thread.

    DRK was given some of the thingsI sort of wanted to see on SAM. With the DPS thing in mind, aesthetically you could base it on fast and effective use of skills (a reason I'd want Rurouni Kenshin to be the inspiration for SAM like Naruto was the inspiration for NIN and Berserk was the inspiration for DRK). Combos could be abilities split into categories, with the caveat that one skill has a unique effect on the next. Alternatively, you could focus SAM on the sword spirit thing that Final Fantasy Tactics toyed with for a bit, though I fear it may end up being mechanically similar to SMN's Bahamut trance.
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    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

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