Results 1 to 10 of 54

Hybrid View

  1. #1
    Player
    HikariKurosawa's Avatar
    Join Date
    Jan 2021
    Posts
    746
    Character
    Hikaru Kurosawa
    World
    Ultros
    Main Class
    Dragoon Lv 95
    Quote Originally Posted by Dysvalence View Post
    You mention From Soft games- it's not the simplicity, it's the flexibility that allows for dynamic encounters. This change reduces that flexiblity and thus constrains encounter design. If you rotation is set in stone, the encounter has to make that possible, and it makes difficulty changes hurt newer and less consistent players more.
    That's one way to play the games, personally I don't cheese encounters by changing up my build but to each their own. It's like people who demand smn for ultimates. That's one way to do it. If you think the flexibility is what enables dynamic encounters in from software games I'm sorry but you're just not very good at the games.

    Quote Originally Posted by CelestiCer View Post
    The irony... Of players bashing " Hissatsu: Kaiten " for being restrictive? Only to use the same argument to promote restrictive Job design...

    We can run into the issue of Dungeon Mobs dying upon casting Tenka Goken and us being stuck with Kaeshi Goken cause we casted Meikyo with the inflexibility to cast anything else until we hit the next mob pack? or of course worse case we encounter next boss and its a feels bad. Open-world encounters can also be worse like Fates/Eureka/Bozja where Mobs die by Tenka Goken and you're in a wasted Tsubame state for no Kaeshi: Goken. And were going to have assume Square takes this into account... Could say just don't use Meikyo now forehead, sure... or how about just don't make Samurai clunkier with unnecessary changes that doesn't tackle/fix anything. It doesn't even make the Job more difficult either, just more restrictive to solve nothing. Were arguing more for the benefit of accessibility for newer players or players new to Samurai...

    Threads like these shows me that there players who don't wish to understand Samurai or adamantly happy in turning Samurai more face-roll then it is, without knowing to suggest how to do that? And the changes shows me that the Dev-Team has no Samurai main on it, mhm. There's also the Senei/Guren trait that we still have to see how that works, although it probably will boil down to casting Senei instead of a Shinten so we can finally not have our 1/5th of our gameplay be Shinten spam but... maybe 1/4th...
    did you watch the job actions trailer? The samurai uses meikyo, uses higanbana, then uses tenka gouken and tsubame tenka gouken. The last iaijutsu you use overwrites the current tsubame. So unless you're mashing tsubame you're not going to waste it on an unwanted skill.
    (0)

  2. #2
    Player
    Mogred's Avatar
    Join Date
    Oct 2022
    Posts
    4
    Character
    Mogred Aurelian
    World
    Adamantoise
    Main Class
    Samurai Lv 90
    Quote Originally Posted by HikariKurosawa View Post
    did you watch the job actions trailer? The samurai uses meikyo, uses higanbana, then uses tenka gouken and tsubame tenka gouken. The last iaijutsu you use overwrites the current tsubame. So unless you're mashing tsubame you're not going to waste it on an unwanted skill.
    Did you read the guys post? He didnt say anything about using the wrong version of tsubame. Our fear is that when we activate meikyo we are also going to get a buff called "Tsubame Ready" (similar to Ikishoten and Ogi) that lasts X amount of time. To use his example if we activate meikyo in a trash pack in a dungeon or overworld and we kill everything with the Iai cast we only have a short amount of time to get the next set of adds pulled before the buff expires which would effectively waste a Tsubame.
    (9)

  3. #3
    Player
    HikariKurosawa's Avatar
    Join Date
    Jan 2021
    Posts
    746
    Character
    Hikaru Kurosawa
    World
    Ultros
    Main Class
    Dragoon Lv 95
    Quote Originally Posted by Mogred View Post
    Did you read the guys post? He didnt say anything about using the wrong version of tsubame. Our fear is that when we activate meikyo we are also going to get a buff called "Tsubame Ready" (similar to Ikishoten and Ogi) that lasts X amount of time. To use his example if we activate meikyo in a trash pack in a dungeon or overworld and we kill everything with the Iai cast we only have a short amount of time to get the next set of adds pulled before the buff expires which would effectively waste a Tsubame.
    There are other jobs that already feature the same function and it is not based on a timer. Dragoon is a good example. I wouldn't worry too much about this "issue". The devs are better at their job than some forum doomer.
    (1)

  4. #4
    Player
    Dysvalence's Avatar
    Join Date
    Oct 2022
    Posts
    55
    Character
    Khierane Valscantaiga
    World
    Faerie
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by HikariKurosawa View Post
    That's one way to play the games, personally I don't cheese encounters by changing up my build but to each their own. It's like people who demand smn for ultimates. That's one way to do it. If you think the flexibility is what enables dynamic encounters in from software games I'm sorry but you're just not very good at the games.
    By flexible I meant that you don't need to put things in a specific pattern. Imagine losing if you don't input a predetermined 64 step sequence with perfect order, timing, and positioning. Accidentally heavy instead of light on step 20? Move a little too far to the left at 32? Half a sec late on 25 because you healed? Doesn't matter if you survive completely unscathed, you're out of sync and will hit an enrage. If this sounds asinine that's because it is, and encounter design would have to be dumbed down and stripped of any dynamic variablity to make it work.

    But sure we can roll with your definition too. You yourself state that Souls has more than one way to do things, i.e. the very definition of flexibility, and yet it has the dynamic and difficult encounters you claim to like. The two clearly aren't mutually exclusive.

    Still, you're right, I'm not good at those games- the overwhelming majority of people aren't. The overwhelming majority of people who clear the game still aren't. Those that actually are is a tiny fraction of the playerbase and hardly enough to financially sustain the game. But by understanding the game well I can still play it, and since the game is flexible it still leaves room for skill expression for those who are good. This range of skill expression is necessary- it allows the devs to retain difficulty without making it too inaccessible or ping dependent. The devs have made it clear that accessibility is a priority, so if you actually want those hard, dynamic encounters like you claim you do, then flexibility is paramount.
    (4)