My concern there is that --though admittedly DPS may have higher standards for their kits-- Samurai itself switching to a Samurai-lite has already cost many a Stormblood/Shadowbringer SAM mains I know the enjoyment of their job.
There's a pretty high investment threshold for those systems to reach a cohesive and compelling value. To provide the bones of such a system and little to none of the flesh or macrorotational implications would seem rather bloated.
That's not to say we shouldn't do anything like this, but if attempt such a system, we ought to go all in and be willing to tweak the surrounding systems for cohesion.
:: And again, even Endwalker SAM is already pretty well a SAM-lite, so if we're we to look at a past or present examples, it should probably be Stormblood's or Shadowbringer's SAM -- i.e., back when no one could possibly mistake the Sen gauge for being just a product of ordering one's positionals (especially given that SAM has 3 different ways to deal with that without reordering combos).
Again, this feels like an oversimplification that purposely ignores all the other ways Sen was handled prior to Endwalker. And, again, swapping between whether to use Gekko or Kasha next was among the least typical of 4 different ways to deal with incoming lost opportunities for positioning. Keep in mind that Iaijutsu itself has no positional and can be woven in at any time up until the next finisher. Those 2 GCDs of flex could already deal with incoming brief boss spins, and anything else was pretty well absorbable by Yukikaze, True North, or even Yaten-Enpi-Gyoten (especially when it's been potency-neutral).
To say despite that that the only difference between having a generated and spent Rune system or the like and a single long combo is just positionals, then, seems... very odd. Did you not play SAM in Stormblood or Shadowbringers?
:: If we're to limit ourselves to concrete examples for the moment, shouldn't we at least look at the one that hasn't been butchered? What your saying doesn't much hold water for any other iteration of that system.
I'm a little confused by this, though.Gnashing Fang is interesting in its own rights, but I see that more as a finisher sequence in the same vein as Enshroud, especially with the buttons merged down.
It's less flexible than Goring Blade, has fewer use cases than Goring Blade, and varies combo use less than Goring Blade, is not remotely so bankable as Enshroud, isn't built up a secondary resource unlike Enshroud, and is used as an opener rather than a finisher. What makes it particularly interesting, let alone like Enshroud?
The MP gain on Delirium is per attack anyways, each granting the average MP/gcd of our combo, so we shouldn't need to double its MP gains. However, is this to say that Delirium should then essentially grant 6 GCDs (3 sets of BS+1)? Is each of those post-Bloodspiller steps to be free?Now you could always have Bloodspiller initiate a combo, which would change up the Delirium window as well. Although it would probably have to be a two step combo to fit safely into the current window length, and the MP gain on Delirium would likely double to offset what you lose from missed Syphons.
My first concern in adding a second step to Bloodspiller would be our Blood generation over time. At present we generate ~170 Blood per minute (160 natural, +50 from BW, -20 from 3 GCDs spent on Delirium, -20 from 3 GCDs naturally spent on Bloodspiller, increasing to 4 every 2.5 minutes). If we turn each Bloodspiller into a two-step combo, then we nearly double its uptime costs. Though that would in turn delay a natural Bloodspiller to 3 in 5 1-minute cycles, that'd still mean losing 20-40 Blood per minute.
As 20 Blood will not be neatly divisible by 3, moreover, you wouldn't be able to just give it the Delirium treatment of (combo resource/GCD granted per gcd of this post-Bloodspiller step) to even things out.



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