Yeah, agreed. I hadn't really seen any halfway competent RPR until like late last week, and it's a night and day difference. Bad RPRs just feed even more than SAMs do, but a good RPR makes a good NIN look like a joke.Yea sure every 45 seconds, full anti cleanse aoe fear with full immunity dealing tons of damage, what could go wrong?
RPR absolutely needs no buffs, they can win overtime solo, they fully enable lb of other jobs, they have pressure, movement and a shield.
Just because 99.5% of all reapers blow doesn't mean it needs a buff, you just don't know hot to play it properly because it needs more brain
activity than a simple I PRESSED DA BUTTON LULW
I disagree. One kill is always very easy to pull off with that LB. And one kill from 100% to 0% is already one hell of a LB. And it's not like "countering" the LB is foolproof and costless. When you see a Samurai coming with its LB bar filled you have to either avoid it or risk ccing it in case the debuff comes up which more often than not will not work on your favor. Oh, yes, and also avoid using AOE near it. Finally, it's not like you miss in case the target is not debuffed either, it is still 24k(?) 5-yard damage.I disagree with your Sam points. Sam's LB is the most counter-playable LB. At higher levels of gameplay even a 2-piece kill is rare because people learn how to shut down Sam. In comparison, Mnk LB for example has no counter play, if they want you dead you are dead. Imo every LB should involve this sort of minigame where there is a chance of countering or nullifying the LB. Drg has a similar counter minigame but people seem to be blind to the blue circle, which is why Drg is so good still.
In the end in CC there is very little difference between getting a multi kill as Sam vs a 1 kill on any other job's LB. Why? Because once you kill one person the engage is lost most of the time anyway due to the snowball effect of 4v5. Therefore you'd rather go as a job with a faster LB buildup and get constant 1-kills that you can easily choose who to take out, vs a slow building LB that can be whiffed and you're dependent on the opponent messing up.
Introducing an ability like that was a very poor idea, and I don't think any of us should be defending it. It should be reworked into an affective but non-1-hit-ko ability.
As a counterpoint SAM is one of the or the LB with the longest cooldown, RPR by that time has theirs ready around 3 times. In higher elo people look out for you and mark you, double kills are actually rare because people know how to stand split. It's not fun design for both sides because when you don't have lb ready as a SAM your threat level isn't really that great and you're an easy focus target. If this gets changed it doesn't need a nerf but a full rework after all SAM is a pure damage job and baiting people into Chiten to be useful feels bad.I disagree. One kill is always very easy to pull off with that LB. And one kill from 100% to 0% is already one hell of a LB. And it's not like "countering" the LB is foolproof and costless. When you see a Samurai coming with its LB bar filled you have to either avoid it or risk ccing it in case the debuff comes up which more often than not will not work on your favor. Oh, yes, and also avoid using AOE near it. Finally, it's not like you miss in case the target is not debuffed either, it is still 24k(?) 5-yard damage.
Introducing an ability like that was a very poor idea, and I don't think any of us should be defending it. It should be reworked into an affective but non-1-hit-ko ability.
Also you can be polymorped, stunned or die and ultimately the 24k damage is not true damage either.
Last edited by drtasteyummy; 05-20-2022 at 08:32 PM.
Full agree. SAM is a noob stomper class, much like WHM, but I feel like it falls off pretty hard against high skill opponents. MNK, NIN, and RPR are the only options against high skill players, IMO. I suppose we'll see what's what in that upcoming custom tournament, though.As a counterpoint SAM is one of the or the LB with the longest cooldown, RPR by that time has theirs ready around 3 times. In higher elo people look out for you and mark you, double kills are actually rare because people know how to stand split. It's not fun design for both sides because when you don't have lb ready as a SAM your threat level isn't really that great and you're an easy focus target. If this gets changed it doesn't need a nerf but a full rework after all SAM is a pure damage job and baiting people into Chiten to be useful feels bad.
Also you can be polymorped, stunned or die and ultimately the 24k damage is not true damage either.
SAM can still work just fine, especially since Chiten reflects against AOE attacks for some dumb reason, but you have to work harder than the other three classes above do, and often for fewer results.
They probably oughta just remove Kuzushi spread from AOE, increase Kuzushi duration by 3 sec (6 sec duration meaning around 2-3 GCDs inside it) reduce the charge time on the LB, ensure it's "true" damage, and remove the one-hit KO mechanic from it. It would still be a dash that deals 24k damage and can be amped by the substantial Kuzushi modifier, and it would still ignore Guard. That's still a pretty solid LB option but makes it both less binary to use (currently you don't touch it if you haven't put Kuzushi on them) and play against (if the SAM has LB or is about to have it, you either ignore them or CC chain them into the dirt... or just let one person be a sacrifice while the rest spread out.)
Where is reaper suggestions?
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