
Originally Posted by
Mimilu
A counter-based Avoidance Tank is very nice. I like your class overall but it needs some adjusting.
A few notes though:
-I would like to know more about the Counter-Stances that some of the skills give. How long do they last? Are they like a buff? Are they the same or does each attack have a different stance that can add to the others? Do stances reduce damage done?
Counter Stance is a buff that lasts until you are hit physically or magically. All it does is deal low damage when hit. Think of it like having a vengeance buff, but without the vulnerability down buff. Being in Honor Stance decreases damage taken majorly ONLY when in counter stance. So a good samurai tank will cycle cooldowns and gcds appropriately so that they can be in counter stance more often than not.
- Mirror of Equality has a bit too much going on, it's a kind of like a Rampart with Second Wind built in that also attacks a foe for 250 potency and you get it at level 8! I get that you tried to balance it with the 20% HP limitation but then you're counting on the player to not have a healer there to cap them. It's either going to be too good or under used.
I like this skill a lot, and chose to have it at low level for soloing things. You're right in that it would be fairly useless with healers constantly keeping you up. Hopefully the trait alleviates that, but it's more of a solo/PVP skill than anything, but if it procs, why not use it! Maybe it can be balanced though, like lower damage/heal, or a TP cost, or longer cooldown, or a dodge rate of 30%. But the dodge rate only lasts for one attack anyways.
- Reverse Grip's Counter Stance stays up til the cooldown is done? That's an 120 seconds then just hitting the button again. That would make all the other ways to go into counter stance redundant then. >A>
thank you so much for pointing this out. The point was to make this kinda similar to Red Sky but stronger with a longer cooldown. However, with Red Sky cooldown so low, I'm gonna have to balance it so that these two will be cycled appropriately. Red Sky is too OP so I'll make sure to fix that.
- Purity Channeling, if I'm reading this correctly, turns an enemies attack into a DoT on the Ronin which can then be removed by a healer when they are in a counter stance? I don't mind the idea but the fact that it's cleanse-able is kind of broken. Also, how is the DoT's Potency determines? Does it just spread the damage over a period of time equally?
I was trying to be very careful not to make this skill broken, but I needed something similar to Hollowed Ground/Holmgang. If the Samurai takes a hit for 9000 damage, the damage is lowered to 6000, and spread evenly to a 30 second dot that can be cleansed only in counter stance. This gives something healers to look out for, because the samurai will take 6000 damage otherwise. I do realize this is pretty broken, so I'm seeing two fixes: don't reduce damage at all (still take 9000), or make the DoT last 10 seconds and therefore deal more damage with less ticks.
- Chirijiraden's comboing Potency is way to strong at 290, not even the DPS can reach that Potency, the only thing that can be higher is PLD's Spirits Within, when their HP is full and that has limited use because it's their Silence move. MRD only get's Storm's Eye at 50 and that's only 270 when comboed. And it also doubles their next counter's damage?!
thanks for catching this other typo: it should be 280. Still strong I'm sure, so perhaps it shall be reduced. But being in their tank stance they will deal low damage, and dragoons do have higher potency I believe. Counters are very weak attack, so a double counter would be akin to a critical auto-attack. Double countering is also meant to be used in conjunction with Heaven's Cloud.
- Hellish Slash is not very team-friendly. You're removing all you're team's DoTs, which I sure for a SMN, would be excruciating. Maybe if this class/job focused more on DoTs and this only effected DoTs placed by the user I could see some use but as it is, it lowers the whole teams DPS.
I am aware this skill is very strange for FFXIV. But I believe this game can use more team play then disembowling an enemy so that bard deals a bit more damage. This ability will not necessarily decrease DPS because all the damage the DoTs were going to do is dealt anyways, in a burst. Plus, it takes into account the oldest buffs, so it won't ruin the DPS rotation terribly. This skill is meant to be used as a team, and especially on adds that hit really hard. Imagine tanking melee snakes in t7. Get the DoTs up, burst this snake and take a lot less damage because of it. This will only work if the team works together.
- Kiyomori is like a Foresight on steroids plus Parrying and increase to Counter Damage.p
This is the scrub button, lol. For the players who want to play samurai more like a regular tank. Foresight increases defense by 20% and this only by 15% but it adds magic defense to that. So it only matters with good gear. The parry rate is just to help mitigate a bit, and the counter boost is really small. That said, it is a somewhat beefed up foresight. Maybe the duration of the ability should be reduced by 20 seconds.
- Muramasa is extremely underwhelming compared to other skills.
underwhelming? I was afraid this would be considered broken lol. Buffing the critical damage everyone deals from 1.5x a normal attack to 1.55x is fairly huge. Plus those extra heals will be very small, but very welcome. This is basically so that the samurai has more options juggling GCD as I feel the GCD abilities are a tiny bit limited. But if it's underwhelming I can buff it, or change it so that instead of higher crit damage, the enemy being debuffed has a 5% chance extra of being hit critically (allowing samurai and bard to get more procs).
- Free Lunch is a smidge too OP. Maybe if it just effected the user for an extended period versus a one use.
again, I'm going for "team strategies" over single player. That said, you might just be right. But the way it would work isn't really all that OP. Whatever spell is being cast or whatever weaponskill is about to be used, the TP/MP cost is just zero for that one and that's it. It's not like a party wide invigorate or shroud. And in a pinch it gets that samurai cooldown back up. Perhaps instead of a four minute cooldown it should be five?
- A lot of your skills say that they decrease damage taken but no for how long.
huh, I thought I detailed it enough. Since I'm on iPad, I will fix OP when I'm on a computer. Sorry about that.
- I would also recommend a skill that increases your odds of Criting. I'm sure you're probably thinking of adding PUG as a cross-class and getting Internal Release but I think Ronin or Samurai having their own to stack with it would be healthier especially considering you're main tanking tool comes from landing Crits.
definitely gotta make Muramasa offer a higher crit then. That's a better idea.
- For utility purposes, I would have two separate skills for stun and silence.
the point here is balancing with other classes. Paladin can stun lock but not stun Ogcd. Paladin can also silence separately. War can stun ogcd but obviously has cooldown. I was thinking that Samurai stun should also be a silence not because that would be overpowered, but because it means they have to use the ability with caution, and that is the drawback of the skill.