Yeah, I know that. It's something that I tend to forget since I'm no longer looking at the boss, but my own bar instead. Maybe if I didn't need to actively tell myself not to press a dead button, I wouldn't have that problem. But my solution so far has been to play a different job
Let's be honest: damage in casual content is really low and the majority of damage is taken care of through aoe heals while melees aren't exactly squishy by nature and also have 2 selfheals as role skills. There are situations when 10% makes the difference between life and death but in most situations you just take slightly less damage and are full HP from getting the same heal as everyone else slightly faster which... doesn't really matter when the next raidwide is another 30s away. Skills like Addle and Feint at least reduce the damage for everyone and are more likely to make a difference while having to heal 1 of 8 people for slightly less when having to heal everyone anyway definitely has far less impact.
I'm not argueing against using mitigation at all, don't get me wrong, it's a good habit to develop and casual content is good for practicing. More people need to realize that mitigation exists on every class.
But I understand that with the lack of incentive many SAMs don't bother anymore unless it looks like healers are struggling or outgoing damage is generally high, then Third Eye, Bloodbath and Second Wind help a great deal. I just miss the impact it had and how well it fit the class fantasy. Anticipating an enemy attack and using it to your advantage for a counter is just perfect Samurai fantasy for me with their focus on efficient, precise strikes instead of backflipping 3 times before doing a double swing and another two backflips.
Same with kaiten removal. Concentrating on and charging up a single powerful and precise strike. That's Samurai.
But can't have complexity and rewards for good gameplay, right?
Last edited by Rilifane; 07-13-2022 at 10:41 PM.
I would _love_ some more interaction with mitigation abilities all together. "Reaction" abilities like group-wide mitigation adds a lot to break up the monotony of static rotations and makes you feel good whenever you use it "correctly."
It would be nice to reward "smart" use of those abilities (and others) more. It's fairly obvious that some abilities like Bloodbath, Second Wind, etc aren't even on DPS players' hotbars and Phys Ranged definitely don't use their group mitigation abilities.
Similar to Third Eye/TBN it'd be nice to "get" something if your mitigation ability mitigates a certain amount of damage.
Put shinten in the spot you had kaiten in. Its what I did so I basically have shinten on my bar twice.Yeah, I know that. It's something that I tend to forget since I'm no longer looking at the boss, but my own bar instead. Maybe if I didn't need to actively tell myself not to press a dead button, I wouldn't have that problem. But my solution so far has been to play a different job
It was the only way I could get over my muscle memory. Eventually I took it out of the kaiten spot, but initially it was the best way for me to slowly move away from that muscle memory on my rotation.
Still playing it, that's some dedication. I did the first week of DSR and P4S as a samurai and dropped it like a bad habit soon after. Going from 27 to 59 shinten uses...Ugh.
I just didn't feel like gearing another job. I guess I could have played mnk, but I don't really like how they play either ATM. I'm waiting for the next tier to swap depending on what my static wants to do. Some want to move to different roles so I'm leveling getting my BLM and WAR up to level 90. I might level gunbreaker too just to see how it feels at 90, but I've never played GNB while I have played WAR in the past. PLD aesthetic is great.....but its really boring to play.
The changes just comes off as "we don't trust the playerbase to git gud so we'll just nerf everything" There's a fine balance between making every job viable and not making them cookie cutters. Imo 4.0 was the first and last expansion to achieve both. Sure some jobs had downsides but for the most part that was just due to questionable job design. Like why did MNK have a move which removed your GL stacks and slowed your gcd for miniscule dmg? Regardless I think we will further see vitriol in the future in addition to more homogenization if they lock all jobs to the 1-2 min bursts.
What you will see is ppl who don't know how to maximize burst windows fall behind and be excluded. They've ironically added more pressure to perform because now you HAVE to do your burst correctly since everyone else is doing the same thing at the same time. At least before you could get away with the notion that my job doesn't fit into every burst window but now there is no excuse. Couple with the fact that parsing is becoming more prevalent, this design choice is going to bite them in the rear sooner rather than later. The return of "skip soar" is drawing near and the devs have no one to blame but themselves for turning every job into a dps.
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