I'm trying to recall, but I think Shinten was originally 300 Potency for 25 Kenki? While Gyoten was 100 Potency for 10 Kenki.
Normalising to 12 PPK, that would have put Gyoten's 10 Kenki at ~20 potency loss relative to Shinten, right?
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Regardless, the wisdom was still "try not to do it", because it was still a Potency loss — same as "Try to do it" with Seigan, because it was still a Potency gain.
If you (in the collective, not personal, sense) are going to hold up Seigan — a pinhead-sized drop of potency gain — as some sort of epitome of true mastery and skill expression, then you shouldn't dismiss the pinhead-sized drop of potency loss from unnecessary gap-closing.
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But anyway, I'm not doing the "scream emoji" and saying, "Gap-closing Samurai RUINS DPS output with this ONE MISTAKE!"
I'm saying that the lossy 10 Kenki cost added very little over not having a cost at all, and in fact contributed to a psychological "guilt" / "pressure" over using it, regardless of how "rational" that feeling might have been when zoomed out.
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If anything, I think that Gyoten (and rarely Yaten, when a solar eclipse happens and you need Yaten but can't insert another GCD into your loop with Enpi) becoming potency-neutral to Shinten has done more to make Gyoten/Yaten's Kenki costs interesting than their "lossy" design ever did.
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Now come on, this isn't even fair.
You literally (intentionally?) cut my sentence in half, in order to attack an implication that I was not making:
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In the sense that every single Job inevitably ends up having some sort of "rotation"? Yes.
In the sense of having a complete structure and strict 60s-timing goals like the ShB changes gave it? Absolutely not.
ShB aggressively-sync'd Samurai up with the 60s burst cycle that the game broadly operated under, and in turn, gave Samurai a repeating and identifiable 60s structure to its filler cycles — which was a dramatic change, and revitalised the Job in many ways.
There was a vague feeling of this in SB — things like staying on-track so that Higanbana / Kenki-dumping ended up in Trick, not drifting Guren, etc — but it had far less structure and was, by and large, operating on the "ad hoc" model, compared to the firmed-up "loop" that became established in ShB.
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I have to be honest, I am really not sure where to begin with this.
The original context that you're responding to was, explicitly, referring to the difference between the SB "just kind of chillin' " Samurai, and the ShB "now I, too, am a 60s burst Job!" Samurai (which EW modestly-expanded upon via Tsubame/Meikyo charges and the addition of Ogi to differentiate 2-minute windows more strongly).
But now you've suddenly leapt into a critique of the Endwalker design.
If you want to do that, could you start by elaborating on what you currently see as "massive lulls and bloat" ?
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I suppose if you want to attack it as "pure opinion", and duel it with your own "pure opinion", that's your prerogative, sure.
In that case, I'll try to lawyer-up more thoroughly, and say:
"I personally think that the ShB design changes significantly-matured and refined the SB Samurai design into a more robust and complete Job, especially within the broader XIV party design that has become established in coordinated content over time, and I suspect that the developers feel similarly, hence their apparent comfort with deemphasising the (ostensible) complexity of the Kenki system, which I see as one of the few 'legs' that was implemented to prop-up the original SB design."
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Okay, now it feels like you're swinging all over the place, gluing things that I've said together seemingly at-random. This is becoming mildly-frustrating.
First of all, I am speculating about why the developers are doing things, not objectively advocating for or against any specific change.
Second of all, you're (intentionally?) taking out-of-context a comment about the fact that lossy gap-closers led to them being considered something to ideally avoid using if possible.
Thirdly, I'm pretty sure that I didn't say anything about increasing gap-closers to 30s — you seem to have just inserted that at random.
Fourth, at no point did I say that "increasing Shinten's cost to 50 would be a more mature design".
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Instead, the actual statement was:This is a cause-effect statement.
A. Because Samurai has matured as a design over time, and added significant additional details and breadth to its rotation,
B. The developers may feel that there is no longer a need to have so much detail or attention focused specifically on its Gauge management,
C. And therefore they may continue to push Kenki towards functioning like other Job Gauges,
D. To the point that I wouldn't be surprised if they eventually normalised Shinten to the generic "50 Gauge cost" that most Gauge-spenders use.
I did not advocate for this happening, nor comment on whether I see it as a good or bad idea, nor state that this change, specifically, would be a cause of a "mature design".
Instead, I identified it as a possible cascading consequence of developer response and perceptions related to how the Samurai design has evolved and expanded over time.
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Well, we don't honestly know that, though.
It's extremely-difficult to retroactively go back and razor-out how many players signed up for Samurai because they felt that they could achieve high levels of "skill expression" with Kenki management, or liked how many Kenki-spending decisions the Job gave them...
...versus how many just wanted to play a Samurai, because it's a Samurai, and wields a katana, and looks cool, and is accessible and comfortable to understand at an entry-level.
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If anything, I'd say that a contributor to Samurai popularity was possibly (note that I am making a speculation, not an attempt at factual assertion) due to the fact that there was actually so little relevancy to most of the Kenki system.
ie: Seigan could pretty much not exist; the gap-closer costs were basically a formality for most players beyond level 62; and just banking 20 Kenki for Kaiten at all times would rarely cost most players anything noticeable.
So, the fact that the bulk of the Job's Gauge performance could comfortably be boiled down to: "Don't overcap; save enough for Kaiten; spend on Shinten; make sure you can use Guren/Senei on-cooldown"... very likely increased the appeal to a lot of players — ie, it was intuitive, accessible, and quite forgiving outside of stubborn optimisation goals.
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I think that Shoha 2 is indeed an utterly-underwhelming addition, right down to its comically-uninspired and frankly-inappropriate name (in the sense of not following the Samurai naming conventions / flavor)...
...but I feel like Shoha 2 is also a bit of a "decoy target" here, being an easy and recognisable "punching-bag".
Shoha 2 changed ~nothing about the rotation, it's just "there". You didn't "trade" anything core to the rotation out in order to get Shoha 2 tacked-on to Expert Dungeon clears.
Likewise, Shoha 2 wasn't a specific attack on Samurai — it's just another in a long line of semi-lazy "AOE versions" that the anxiously-smiling developers keep trying to disguise as birthday-presents each expansion (eg, Orogeny, Energy Siphon, Shadowbite, etc).
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As for the "Do I X... or Y" sarcasm, I don't honestly get it — by that same reasoning, you could ask the same sarcastic question about Fuko, Mangetsu, Oka, Kyuten and Guren.
Is the argument here that you feel that there is no need for separate AOE rotations?
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I'm honestly struggling to connect this one together.
The Samurai "filler" between 60s bursts since ShB is basically just what it was doing full-time in SB, except structured into more of a definite and recognisably-repeating pattern, with the additional puzzle-piece of how to arrange filler and adapt to disconnects.
Samurai isn't even on a strict 120s cycle, because you have a distinct mini-burst at 60s that you still want to build-to, manage, and then adjust fillers around.
And compared to ShB Samurai, you're still performing ~the same sort of filler loop, with the same considerations for counting fillers, adjusting for speed, and "fixing" with Hagakure.
You've now stripped 1 (one) Kaiten keypress / gauge-spend out of that filler period, and while you've lost Seigan, you've gained a significantly-stronger incentive to weave in Third Eye whenever possible, as well as the option of using Gyoten/Yaten for fine-tuning instead.
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If anything, I'd say that the loss of Kaiten has much more drastically-affected the feel of the burst windows — dropping from machine-gunning up to ~4 Kaitens in short succession, to (obviously) zero Kaitens in that same window.
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Could you elaborate more specifically on what you feel has been lost during the apparently "actionless" 100s that you're referring to?
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Once again, that is not what I actually said; that is not what I suggested here.
What I said was, to rephrase yet another way:
"I think that the depth of various components of X is being overexaggerated in hindsight, and on account of that, as well as [other factors], the developers were probably motivated to consider various underwhelming aspects of X to be expendable, when considering the Job more broadly on the whole".
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Well, for the reasons I've outlined at length.
In case this is coming across wrong, I am not saying that you — or anyone else — are wrong for having found satisfaction, depth, or enjoyment in any of the previous tools or designs that have been attached to the Kenki gauge.
Saying, "Hey! I liked pressing Seigan!" or "Hey!! I liked pressing Kaiten!" is completely-valid, and you are well within rights — and doing exactly what you should do — by offering this honest feedback to the developers.
And Deo's thread here is a well-formatted, considerate, and legitimate way of trying to express that feedback.
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What I am instead trying to say is that, I think, a lot of these experiences were very niche and specific, and more of a manifestation of personal preferences, rather than truly being part of a particularly-deep or meaningful system compared to what Samurai has now — especially considering the mitigating (but not completely-recompensating) factors of the dramatically-increased value of Third Eye, and the new use-cases now available to Gyoten/Yaten.
And that, in turn, is probably why the developers have done things that seem incomprehensible from the perspective of players who were already eyebrows-deep in the system, and finding personal enjoyment in those niche details.