It's me or Namikiri SFX from job trailer was a bait ? lol
It's me or Namikiri SFX from job trailer was a bait ? lol
don't start me on positional, i have a quite hard take on it. but i see what what you means. however what i means is i wish they add more to the sam and for this they will need to change stuff for get more room. i don't want to see a third expac with minimal change. i want to have the feeling that with expansion our character become stronger... because let's face it. with endwalker, outside namikiri.... our cycle didn't change. we simply did get more room for mess up or have different speed attack... what is nice, but not game changer. even namikiri is simply an overpowered iaijutsu that don't use our iaijutsu sen system.It's literally less. You've gone from obliged movement to... nothing.
By your logic, positionals have no gameplay element.
Again, I'm all for all targeted AoEs being changed to instead use the character's or camera's facing, since that'd be less finicky and more intuitive, but that does not necessitate that every AoE in the game is turned into a radial AoE. I prefer the obliged movement brought by having a mix of AoEs.
another point i want to clarify... what you call more gameplay i call it tedious, because you either go full radial or full cone, here we get 4 radial (3 combo skill and mumyo shoha) and 3 cone attack (guren, tenka and namikiri) but 2 of this skill have long cd, and namikiri is more a solo target skill with his -75% potency after the first target. (that is 300 potency in aoe after all).... but i digress, your main rotation will be 3 radial, then position yourself (while the tank move enemy because he avoid aoe) unleash tenka, repeat 3 time before add a mumyo.
and in fight where tank move a lot, the number of time where tenka can hit more than 3 target (especially if a few big target in inside the pack) is not that often. and we don't talk if the target die while your charge tenka and stuff like this.
and don' think i want less gameplay i want more tool and diversity... and for this they need to smooth this part for get us new toy to play with.
because right now, sam is one of the jobs with the most button to use... and if they want to add anything else... they either take some our skill or smooth part for make it more fluid...
Last edited by silentwindfr; 12-15-2021 at 10:27 PM.
Then I have to wonder how narrow a range of change would be acceptable to you as an addition to SAM...
I'm sorry, but that's straight up a matter of you lacking practice with conal AoEs and casts, then. You should never be targeting an enemy that will die before you can complete the cast. That's the same logic as with literally any other cast. And you absolutely can preposition Tenka sufficiently to deal with ADHD tanks.and we don't talk if the target die while your charge tenka and stuff like this.
There is no absolute need to add buttons to add interactions. Nor would the reduction to gameplay you're asking for reduce SAM's button count.because right now, sam is one of the jobs with the most button to use... and if they want to add anything else... they either take some our skill or smooth part for make it more fluid...
Nah. My screen still shakes a bit when used and it feels good.
As for the AoE stuff, I'm still constantly dodging enemy aoes even with the new circular aoe, so it's not like AoE is anymore boring. On the contrary, weaving two charges of Meikyo/Tsubame, Ogi, Kyuten, Guren and Goken keeps it very busy.
Get SAM to lvl 87 yesterday and Fuko feels good.
I can hit more Targets and even more kenki generated.
I love this.
While I have agreed with most of what you say, to pretend that positionals are some sort of deep mechanic that had complexity is like trying to tell me that putting orange caps on the orange bottles and blue caps on the blue ones is similarly complex and stimulating. Positionals are, by their nature, a veiled attempt at difficulty and more a "Are you paying attnetion?" check. This is not difficult. This is very inherently a chore and to call it gameplay would be akin to calling moving to the left the same. Technically, you'd be correct, but let's be real.Then I have to wonder how narrow a range of change would be acceptable to you as an addition to SAM...
I'm sorry, but that's straight up a matter of you lacking practice with conal AoEs and casts, then. You should never be targeting an enemy that will die before you can complete the cast. That's the same logic as with literally any other cast. And you absolutely can preposition Tenka sufficiently to deal with ADHD tanks.
There is no absolute need to add buttons to add interactions. Nor would the reduction to gameplay you're asking for reduce SAM's button count.
This is mostly the only bit that miffed me considering that, if this notion is rejected, suddenly someone has a narrow view of what could be added to SAM, which is honestly pretty... well, narrow-minded.
Then what of Savage raiding, 90+% of which is "move to X at time Y"? Mere chore? Just get rid of it all those mechanics, too? If preemptive movement is so "tedious" as to be considered gameplay only by the thinnest technicality... what is there to do among the endgame?This is very inherently a chore and to call it gameplay would be akin to calling moving to the left the same. Technically, you'd be correct, but let's be real.
This is mostly the only bit that miffed me considering that, if this notion is rejected, suddenly someone has a narrow view of what could be added to SAM, which is honestly pretty... well, narrow-minded.
But let's say we follow your line of reasoning and reject any and all mechanics that required paired consideration without requiring additional button counts. No more cast times. No more positionals. Done. Is that not a narrower span of gameplay than before such was excluded?
If a job had several or so paths of development available to it previously, but you sought to constrain that to just a few because the remainder didn't meet your personal definition of "worthwhile gameplay", have you not set a narrower view of what could be added to SAM?
Haven’t reached 90 yet but I have to say, I really wish we got condensed combos like GNB’s Gnashing Fang. I have issues with fine-motor dexterity because I have cerebral palsy. Would make it a lot easier for me to manage actual fight mechanics if I didn’t feel like I was fighting my own hotbars during combat. There’s a lot of abilities in SAM’s kit that feel like they could be traits or otherwise condensed combos rather than every single skill needing its own separate keybind.
I’m a huge fan of the AoE QoL changes though. Being able to apply our speed/damage buffs using the AoE rotation is such a simple yet tremendously rewarding change. Having them fall off during gaps in dungeon mob density and then needing to start up half the single-target rotation to reapply them was the worst feeling in the world.
If you're not streaming nor screenshotting your UI, there may or may not be mods meant to deal with exactly that (and reduce button bloat in the process).Haven’t reached 90 yet but I have to say, I really wish we got condensed combos like GNB’s Gnashing Fang. I have issues with fine-motor dexterity because I have cerebral palsy. Would make it a lot easier for me to manage actual fight mechanics if I didn’t feel like I was fighting my own hotbars during combat.
A disabled gamer should not have to violate ToS to make the game more accessible. Yet every time I see this concern brought up, I see responses suggesting that expanding PvP-style combos into PvE would single-handedly destroy the entire game. Why is it that arbitrarily hitting more buttons is somehow considered objectively more fun than hitting a smaller selection of buttons multiple times?
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