It’s understandable that when you think of the word Samurai, you think of Japan. The Samurai is heavily indoctrinated (indoctrinated might be the wrong choice of word, no ill intended but such a word has weight/impact) with Japan’s culture so much, that, I am left to think as to the reason why SAM class is brokenly Overpowered. There may be bias and or favoritism towards this class, after all this game does originate from Japan.
I’ll define what I mean and later express a “tactic” that I’ve been using in this new mode called Crystalline Conflict to counter these SAM users.
1-Has two CC: Mineuchi, which stuns for 3 seconds and Hyosetsu, which binds for 2 seconds.
2-Three gap closers (charges) called Hissatsu: Soten, with a 10 second cooldown for each when used; deals 4k potency in a linear path of 20yards (“yalms”) and offers a buff called Kaiten, which changes one of your single ability combo. (More on this later)
3-Has a second Purify called Meikyo Shisui (while also giving SAM user the ability to use Midare Setsugekka. This one is fine but with Purify?)
4-Two abilities have cast time called Ogi Namikiri and Midare Setsugekka; the problem? The problem is that these abilities can be casted at 1 second, SAM users can move, and the ability will still go off after an additional .3 seconds. This is not animation cancelling, this is cancelling the cast.
-4.1-Ogi Namikiri and Kaeshi:Namikiri both gives an 8k potency shield to self AND able to deal 50% more damage when used on a single target. (An AoE dealing more damage to a single target…)
5-Hissatsu: Chiten, the “cheating” DPS shield. It’s no longer 5 counter attacks, its 5 seconds of 2k counter potency AND 50% damage reduction for the whole duration. On top, it gives this buff called Kuzushi; which allows the SAM to deal 25% extra damage for 3 seconds which in turn, buffs their Limit Break.
6-Speaking of their Limit Break; Zantetsuken is an AoE ability, deals 24k potency, and can be used at 20yards. But here’s the catch; when opponent is inflicted with Kuzushi (from Hissatsu: Chiten), SAM will deal 100% of the opponent’s max health, in other words, 1 hit K.O. AND ignores the effects of Guard (grants damage reduction of 90% plus a few more buffs), can be used at 20yards. This is the reason range classes can get destroyed by this melee DPS at range.
7-In regards to Kaiten (from “2-“) Mangestu and Oka are two AoE abilities can that be used only when the gap closer is used. This would be fine IF SAM didn’t have so much as stated above “1-6”. Why use Gekko (single target ability, deals 4k potency) when you can use Mangetsu (AoE, deals 8k potency) and why use Kasha (single target, 5k potency) when you can use Oka (AoE, 5k potency AND absorbs 100% damage dealt as HP). (This could be defended with “What if SAM has used all their Hissatsu: Soten? They wouldn’t be able to use those abilities” This is easily manageable, and considering that you only need two charges; this is way too much)
As for this “tactic”, hard focus the SAM opponent. You should prioritize killing the SAM first before any of the four healers that you may or may not encounter; I’ve been doing such so while notifying my intent to the other four friendlies and have won more matches this way than instead of focusing their healer rather than their SAM. This "tactic" unfortunately will make that player (SAM) have an absolute bad time for such instance. The moment that SAM returns from spawn, they should immediately be killed within 3-5 seconds after they return from spawn. I do feel bad for that player but, this is a must at the moment to ensure a more possible win. I'm not asking for SAM to be gutted into oblivion; SAM is way too overpowered to be left in its current state; Not even Reaper pales in comparison; Ninja and Dragoon are extremely good, almost on par with Reaper and then there’s... Monk.
*Side Notes*
-Some Range DPSes seem a little lack luster; about range DPS, MCH instant chance to K.O. seems over the top. 3% is a lot, look at some other games with 1% drop chance, 1% happens a lot more than you think. (Black Mage may be at a good spot)
-Why was it a good idea to put 7 abilities all into one? Monk is such a lack luster compared to the other melee DPSes. Its Limit Break is a joke, heavily relies on Enlightenment to even do decent damage; isn’t an AoE for how little it does. It removes Guard but, SAM ‘s is so much better that it just K.O. a player with Guard with a gimmick.
-Tanks; they weren’t kidding when they mentioned that Tanks will be able to deal DPS near on par with melee DPSes.
-They should’ve allowed for organized groups to queue against other organized groups. And let solo queue, queue with other solo players. As to the reason? Poor resource management to PvP? Maybe.