What ranking are you if you want to shareWhile I agree with various points in the thread to the point it may be a bit much to list every single one of them, I'd like to clarify what I meant earlier citing Samurai as a "pseudo tank".
When I define a tank, I define them by their access of crowd control abilities or alternate peeling abilities. In the case of Samurai, this means their access to stun [Mineuchi] and bind [Hyosetsu] as their available interuption/peeling tools. The fact it has [Hissatsu: Chiten] and lifesteal via [Oka] is just some level of tankiness. Jobs in this category for me are:
[Tank] Paladin, Warrior
[DPS] Samurai
Being "tanky" does not automatically define a tank, pseudo or real deal - being "tanky" while being a good DPS means you are essentially a Bruiser. You go in, do the hurt and either hold the ground or bail if you fail, but you have limited or no crowd control/peeling tools. Jobs in this category are:
[DPS] Dragoon, Reaper, Monk
[Tank] Dark Knight, Gunbreaker
Short: tanky =/= Tank, but a Tank generally is tanky.
Do you really not know what that helmet he's wearing means? xD
https://na.finalfantasyxiv.com/lodes...or_achievement
But it's pretty asinine to only weigh the opinion of top players in a discussion around PvP design, particularly regarding mechanics and roles that are the basics of every team-based PvP game ranging from MOBAs (LoL) to FPS's (Overwatch) to MMOs like XIV. He's described how PvP tanking works in almost every modern PvP game.
Being good at the game doesn't also mean being good at game design or understanding how it works, though it's clear Reinhardt is good at both.
It's so silly to me you're here stalking player profiles before deciding whether or not what they said has any meaning to you.
Last edited by Geryth; 10-06-2022 at 08:03 AM.
Would you take someone stuck in bronze seriously when you ask how a job plays?https://na.finalfantasyxiv.com/lodes...or_achievement
But it's pretty asinine to only weigh the opinion of top players in a discussion around PvP design, particularly regarding mechanics and roles that are the basics of every team-based PvP game ranging from MOBAs (LoL) to FPS's (Overwatch) to MMOs like XIV. He's described how PvP tanking works in almost every modern PvP game.
Being good at the game doesn't also mean being good at game design or understanding how it works, though it's clear Reinhardt is good at both.
It's so silly to me you're here stalking player profiles before deciding whether or not what they said has any meaning to you.
If they've played enough? Absolutely. Hell even someone who only queues casual has valid insight to share. This entire thread is about a buff to SAM and went a lot into how jobs and job roles play, and you don't even need to have played XIV to know how a tank functions in a team-based PvP game. Anyone who plays online games who's never touched XIV could have had a productive conversation here in this thread.
A vast majority of the XIV PvP experience happens outside of crystal tier. The only valid time to gatekeep the discussion to crystal players is if the topic at hand is about crystal-level games and the meta there, or when the skill ceiling of a job is so high that a successful style of play is vastly different at different ranks. Being that the design philosophy of XIV's PvP has been catering to the lowest common denominator and flattening the skill floor and ceiling as much as possible (there's like maybe 10 buttons to press in XIV PvP) for many many years, that's not really something this game sees a lot of like you commonly see in other games.
Season 19 The Feast, Top 100 (ranked #85), playing WAR DRK
Season 20 The Feast, 2000ish Diamond, playing DRK WAR
Season 1 Crystal Conflict, Crystal below 1000, playing DRK WAR
Season 2 Crystal Conflict, Crystal below 1000, playing DRK PLD
Season 3 Crystal Conflict, a very lazy Plat 1-ish, playing DRK SAM
I am going to be honest, I enjoy PvP heavily, but I have been mostly doing scrims or playing for improving on multiple jobs and trying new techs. But the lack of incentive for Ranked really hits on my mood to play.
Well, it has been a while since the gear came out, so I don't blame people not knowing.
I feel a little flattered, thanks mate.https://na.finalfantasyxiv.com/lodes...or_achievement
But it's pretty asinine to only weigh the opinion of top players in a discussion around PvP design, particularly regarding mechanics and roles that are the basics of every team-based PvP game ranging from MOBAs (LoL) to FPS's (Overwatch) to MMOs like XIV. He's described how PvP tanking works in almost every modern PvP game.
Being good at the game doesn't also mean being good at game design or understanding how it works, though it's clear Reinhardt is good at both.
It's so silly to me you're here stalking player profiles before deciding whether or not what they said has any meaning to you.
You have no idea what you are doing, do you?I have an idea to help out samurai to be more felxable.
Make it so the Kaiten buff we get with our dash can either boost our Midera and Ogi damage,say by 50% damage boost the same as the monk buff, or enhances our basic combo to aoe.
This would allow Samurai more flexabilty with our dashes and allow us to swap between single target or aoe without wasting kaiten charges for an aoe since the gcd timer makes it a punshing choice to do while chasing or fighting a single person.
Also this could allow samurai some help without really changing much.
>FlexibleI have an idea to help out samurai to be more felxable.
Make it so the Kaiten buff we get with our dash can either boost our Midera and Ogi damage,say by 50% damage boost the same as the monk buff, or enhances our basic combo to aoe.
This would allow Samurai more flexabilty with our dashes and allow us to swap between single target or aoe without wasting kaiten charges for an aoe since the gcd timer makes it a punshing choice to do while chasing or fighting a single person.
Also this could allow samurai some help without really changing much.
>Adding more damage
Am I missing the punchline or something? If you were aiming to make the job more 'flexible', you'd move around the power budget. Less damage and more utility. Nerfing the LB in favour of adding something into the base kit would be preferable imo, so the LB isn't just a win fight button.
yeah samurai is just a meme class at the moment lol.>Flexible
>Adding more damage
Am I missing the punchline or something? If you were aiming to make the job more 'flexible', you'd move around the power budget. Less damage and more utility. Nerfing the LB in favour of adding something into the base kit would be preferable imo, so the LB isn't just a win fight button.
Job itself is more or less fine imo, the people who main it are the memes or the ones making it a meme at the very least.
Like, if I wanted to make samurai more flexible, I'd remove the one-shot gimmick from the LB entirely since it encourages non interaction with no counterplay and shift that power around into survivability. 4k shield per person hit with whatever the aoe drain is or whatever else. Not just MOAR DAMAGE!!1
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.