Oh yeah, this is not something I'm suggesting for Heavensward. It's merely a suggestion to the developers, to possibly give them some fresh ideas (cloud sourcing and that kind of stuff you know) and to have healthy conversation with fellow forum goers (you guys and gals).
Oh also, I offered an idea for RDM (for those of the people saying they want a sword wielding DPS) you can see it here. LINK
Last edited by OMEGA_HACK; 05-06-2015 at 09:53 PM.
I remember reading if samurai was a tank job they would of renamed it as "Shogun" i cant remember where i read that
i dont see why they wouldn't increase the usability of the class and make a tank (shogun) and dps (ronin/samurai) tree.
"Try not. Do or do not. There is no try."
I'd like to see a samurai that doesn't use a katana for a change, considering it was 1 of the least used weapon during actual warfare .. Not that that will ever happen![]()
I'm hoping that SAM comes in as a DPS. They've already put one class that a lot of people want to play in the least desired role; adding another is not going to make more tanks. it will just aggravate people and we'll only see SAM's in fates and hunts. SAM should go in as a DPS with a stance mechanic between two handed, and dual wielding. Add in Kiai's that can buff the party or debuff the enemy. DPS so far has no sword classes; that's something that need's to change.
its good, but try thinking more out side the box, we have dark knight coming and its going to be some wha of a spell blade user. beside if all Tank class use swords when do they make other sword user
http://www.twitch.tv/mogul1x
Player
I won't speculate upon why this job won't ever get implemented as a tank because reasons...but rather I will answer your question in OP about what I think.
I like some of the concepts you have drawn up with your skills, especially counter attacking. However, I think in order to make a real assessment I would need to know exactly how much damage a counter-attack is supposed to mitigate. You do a good job at describing the % chance you have to actually land a counter with all of your skills, but the description in Counter skill says "Counter reduced damage taken and inflicts damage on target."
How much is the reduction? Is it similar to parry, where it can be in the 20-30% range? Is it more or less? Is the damage output from the counter exactly equal to the damage mitigated? Which of these moves generate more enmity than the other moves? I'm going to base my assumptions off of a "parry-esque" mitigation system and a (edit: sorry not 1-1 I explained that wrong after re-reading. I meant 1-.xx based on your parry rating i.e. 26% damage reduction meaning dealing out 26% of that as your own damage) ratio of damage mitigated = damage output, primarily because of the skill Tachi: Koki which allows for a 50% damage output. I am also going to assume that Tachi: Shoha is like the "Butcher's Block/Rage of Halone" for a Samurai.
I have a large problem with a few of the CD timers. This Job as described sounds much too bad-ass if played the way it is described. Let's assume you have a level 50 Samurai who has a base 40% chance to counter after getting Untouchable at level 48 (no tank job gets anything close to this in the game currently without some type of cooldown helping it). Tachi: Koki really seems like it should not be on a global cooldown timer and should have something more along the lines of a 60-90 sec timer. I am OK with it being the ending of a combo, but not being able to spam that combo at will. Hagakure seems like 20sec timer is too short.
Hypothetically, what I see is, I would open with Tachi: Goten (even on a single boss) and then Zanshin/Hagakure (these are off-GCD right? and you can couple them right?) my first Tachi: Shoha (which doubles+"increases" what already sounds like a whole boatload of enmity from a double attack move even with the 6sec delay between attacks.) You get to follow that with a huge 320 potency combo finisher, but depending on just how much enmity Shoha is intended to give it shouldn't even matter any more that Tachi: Ageha doesn't generate further enmity. If you are geared, and the enmity generation works similar to Rage of Halone or Butcher's Block, catching double enmity off Shoha would make it impossible for a DPS to pull off you during the delay+attack that gains no enmity.
After the opener it looks like you could literally just spam the Tachi: Enpi > Tachi: Kagero > Tachi: Koki combo forever, since the first two moves in that combo gain enmity also. And every 20 seconds (by your CD timers) you could double the enmity of Kagero, and that makes it seem like you would never be in danger of losing hate unless there was another tank to Provoke. It just doesn't seem risky enough to me to have a guaranteed counter for every 3rd attack with no repercussions. Coupled with the fact that at level 36 the Samurai can parry magical attacks....
I know in a raid setting a large portion of damage going out to the raid is magical, however Tanks eat a lot of physical damage. If you could 100% counter an auto-attack or a cleave (think Resonance in turn 11; huge damage = potential for high mitigation when percentage-based) every 3rd move in your combo it just sounds way to OP, unless I'm not grasping some inherent meaning you may or may not have implied into your skill set descriptions.
This is without looking at Konzen-ittai, which basically gives you either a 320 potency attack, or an instant-counter if you are out of combo every 30 seconds. And if I'm interpreting the traits correctly, at level 32 a Ronin will have 1500TP? And the ability to freely use their MP as TP if they happen to run out of that enormous pool?? I know you have assigned TP costs to things like Seigan, which sounds like it could be a traditional Cooldown, but the Cooldown timer on it shouldn't be shorter than the length the skill is active. This could be used with 100% uptime in most fights, and only would cause very minimal management issues in raids with being able to swap TP/MP.
I like the way you have conceptualized the class/job and it sounds extremely fun to play. However I can see some glaring balancing issues in what I described, and I would love for you to clarify or tell me that I'm wrong about some of this if I am interpreting incorrectly.
Last edited by JayCommon; 05-07-2015 at 03:16 AM.
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