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  1. #31
    Player
    VargasVermillion's Avatar
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    Aug 2013
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    Ul'dah
    Posts
    851
    Character
    Val Vermillion
    World
    Tonberry
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Duelle View Post
    I could be convinced to accept SAM as a DPS, but they'd have to pretty much look like this instead of this.
    Which actual samurai never did in battle, but I guess people want animes instead.
    (3)

  2. #32
    Player
    Duelle's Avatar
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    Mar 2011
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    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by VargasVermillion View Post
    Which actual samurai never did in battle, but I guess people want animes instead.
    It was peeve of mine in FFXI. I saw a guy in armor (SAM) but he was not a tank (despite having the highest parry rating, but XI was weird when it came to mechanics it gave out). All I'm saying is that if you keep the lamellar armor, you should make it a tank. If you're gonna make it DPS, there are aesthetics and a time period you can take inspiration from, but it should look different (not to mention lighter than how samurai is normally portrayed).
    (3)
    Last edited by Duelle; 05-07-2015 at 08:58 AM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  3. #33
    Player
    xanmoas's Avatar
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    Jul 2014
    Location
    Uldah
    Posts
    62
    Character
    Xan Moas
    World
    Lamia
    Main Class
    Gladiator Lv 59
    Quote Originally Posted by EdwinLi View Post
    If people want SAM to be a tank so badly then provide a alternative to a Sword focus user DPS Job because right now FF14 has this imaginary rule saying " All sword users must be Tank Jobs".
    So the giant axe is a sword lol
    (2)

  4. #34
    Player
    xanmoas's Avatar
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    Jul 2014
    Location
    Uldah
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    62
    Character
    Xan Moas
    World
    Lamia
    Main Class
    Gladiator Lv 59
    i just gonna throw my vote in i agree with the parry tank idea, but perhaps he should be a dual swordsman example ( Katana/Wakizashi) one bigger one smaller.
    if they separate it into shogun (tank) and samurai (dps) i reckon shogun should use the dual swordsman weapon choice.
    Also for a throw attack which all classes seem to have, have them throw kamas lol
    And throw in a kessan (baton fan) as a stun lol
    (1)
    Last edited by xanmoas; 05-07-2015 at 08:54 AM.

  5. #35
    Player Ceodore's Avatar
    Join Date
    Feb 2014
    Posts
    537
    Character
    Ulf Hednasch
    World
    Famfrit
    Main Class
    Gladiator Lv 90
    Good idea, however, I question its balance capability when put up against the current tanks, or even the future ones. The toggle skill would require some hashing out. Exactly how much damage will be negated? How much potency would be inflicted back? Would it be based on the damage received like a porcupine skill or a calculate damage based on attack and an internal potency? Then you slip in something like Inner Focus, which has a vast effect on a tanking class. To be able to parry magical attacks? No tank can currently do this, then combined with a skill that increases parry rate by 10% on a cooldown shorter than the duration? Not to mention a relatively low TP use for such a buff that lasts a full 30 seconds and still doesn't stop the toggle from taking effect. Sure, many of the skills in question have a slightly higher TP consumption, but you also provide a skill which sacrifices MP for TP, which warriors have begged for I might add, and traits which ignore TP requirements as well as other traits that cause TP to be negated from a skill's use up to almost a 1 out of 3 skills having their TP being refunded, then a job skill which entirely negates TP useage in place of MP usage for 60 seconds, which I might warn you, could land the tank in hot water in circumstances that they might find themselves already low on MP. You also provide for a 40% chance to counter attacks, which begs to question exactly how much damage is negated from attacks that are counted if just under half of all attacks are countered, are magic attacks able to be countered? (ex: Cloud of Darkness' Spam attack is considered magical, can not be blocked, dodged, or parried) Then, you provide two skills that can stun targets and one that silences. One stun on a 20s CD, and one silence on a 20s CD, and one AOE stun (Which no class has) on a 40s CD. I'm not saying these three crowd control skills are way out of balance as they all require TP to use, but to put some perspective, the only silence on a lower CD than 20 seconds is Monk's and it requires 130 TP and silences all enemies near by, however, the only real practical use for this skill is still single target. How often do you really have 2 or 3 mobs casting big hits at the exact same time? The only other silences in the game are single target, and have 30 second CDs, but don't require TP, however, to say a TP cost is a balancing factor is hardly an argument. They are good skills, and I do see their balance, but I'd be careful with an AOE stun specifically, which only has a 30 second CD and a lower TP cost than Shield Bash. It has much more strength behind it than an AOE silence does, since Stuns have many more applications for crowd control.

    This class seems very single target oriented to be honest. I'd suggest a rework for more large group reworking and less single target capability. Take the toggle skill for instance. "While under Counter-Stance target's melee attacks have a 35% chance to be countered" This line infers that only your main target can be countered. Well, many dungeons 50 and up revolve around large trash pulls, so if you have no real benefit for those kinds of pulls besides a 10% increase in parry rate, then you're going to be torn into confetti, or ignored all together for a class that can blanket negate damage like a Paladin or deal with the high damage like a Warrior. A skill that can cause all melee attacks to be countered would be better in this case. However, you're still looking at being passed over for another class against enemies that have more blanketing mitigation against magic damage. This class has entirely too much RNG in it to be quite effective. The skills that you have to keep up like your Parry buff provide no help against spike damage like Raven's Beak or Raven's Accent in T9 or Ank Morn (sp?) in T13. Predictable high spike damage will shred this Samurai apart like paper. You'll get passed over for classes that have more cooldowns available for such things and less RNG to their defenses. The only real CD for defense you show is on a CD longer than Hallowed Ground and only blocks "special or telegraphed" skills. What does special mean? 420 seconds sure is a long time for a skill that has to be popped on such a predictable instance, since the buff it provides is only 5 seconds. Even Perfect Dodge is only 120 seconds. The 3rd strike to your single target spam skill is a good thought, but such things generate a large conflict of interest. Waste it to go back to generating enmity, or save it to block a large damaging skill that is coming in about 5 seconds? You now have to either wait and stand there and do nothing, or do something and risk being pulverized when the counter gets wasted by an auto attack before the big hit comes. Since you have locked this skill into a combo effect, it has a built in draw back like Monks with Arm of the Destroyer. Also, give a duration for this buff. Is it 2 seconds? or 5? or 10? Is there time to switch to another combo before you should refresh it? Too many questions and possible draw backs for this, and there's too much going on all at once on one skill, things that could be removed, like the dot, in place of increased potency and enmity instead. The dot is entirely too long for a skill that is so obviously part of a 1,2,3 combo. I'd replace it for a slightly higher potency with enmity, since currently, all you have in this combos is two attacks with relatively low potency with enmity. My reasoning is because of how enmity works in this game. It's based of the damage inflicted initially by a skill (except in Flash's case, where it's based on attack power). With low potency, you have low lower damage, and lower enmity, resulting in a possible loss of agro, even with all your other skills or cooldowns that boost enmity gain. This third hit is really the one that you want to put your enmity boost on. If you really want a dot that bad, I'd suggest placing it on the first or second skill in this combo instead. My money is on the second skill, and lowering its potency by about 50 but lower the duration of the dot to about 12 seconds and remove the "buff". I'd keep the enmity boost on both of the first skills though, and increase the potency of the 3rd to at least 250 and give it an enmity boost. So, it would look something like this:

    Tachi: Enpi - 100 potency, increased enmity
    Tachi: Kagero - 100 Potency, increased enmity. Combo effect: 15 potency fire damage for 12 seconds
    Tachi: Koki - 250 Potency, increased enmity, Combo effect: Counter next incoming melee attack for 50% reduced damage and a potency of 100 for 10 seconds

    This is better tool tip as it explains how much the countered damage is worth (Like Vengeance) and tells you how long the duration of the buff is. However, I'd still not "rely" on this kind of buff for things like Raven's Beak, or Ahk Morn (sp?) since it's easy for it to be wasted by an auto attack. Still, it isn't quite enough for big pulls either (assuming I'm right about the toggle skill tool tip) as 1 hit out of 7 or 8 hits coming in is very small in comparison to a full 20% of damage from all sources, or a 20% boost in healing in. Even 'relying' on 40% of hits to be lowered is a lot to leave up to chance when you're talking about RNG. It's a huge risk to take.

    As for your AOE spam it's a good thought. Warrior already have the frontal cone that does damage, and Paladin already has the self centered AOE that does no damage. It seems like you kind of tried to split the difference, but came up with something that feels a but more like an awkward step brother. I would have reduced the range by 1 yalm and the potency by about 30 but spread it out over the entire AOE, instead of just 1 target to give it more application towards group pulls. A combo skill off of it was a good idea, and I like the combo you came up with. Seems like something that would be good for using against groups of mobs. However, the TP usage of the first skill is drastically low. So much that it seems very easy to abuse for these kinds of pulls, especially for a class that seems like it would get shredded in large pulls (unless the tooltip for your toggle buff is wrong). The skills that follow are pretty good, but feel like they should have been more a part of your single target rotation and not an aoe enmity rotation, especially with such high potency on them, but their TP consumption is quite high for single target attacks, while the AOE enmity generator is so much lower in comparison. The balancing aspects aren't really there. If anything, I'd have reduced the second and third skills to at least 70 and increased the first AOE skill to be more than Warrior's at about 150. You provide way too many TP management abilities to risk losing out on a balancing factor on an aoe enmity generator, which should not be so spam able. You risk dumbing down the class too much in this way. If you're going to make a class that is so much about TP management, then don't make such skills that become bread and butter in such situations able to be abused. You already have two levels of combo skills after this attack that provide for ample time between using it again, so make sure there is a high incentive to use them, instead of just spamming the aoe enmity skills over and over at a loss of pretty much just a 5% buff to your counter buff (which again, seems underpowered if I am right about the tool tip)

    Other skills that leave a lot of question:

    Indignation: What is the duration of the buff? Potency of the attack? So if the incoming attack is only worth a base 50 potency, you counter with an attack equal to a potency of 25 for your attack that gets then augmented by your str and attack power like any normal attack? That's very weak for a 300 second CD
    Hasso: How much does it lower your counter attack and parry? Is it negligible or is it significant? 15 potency isn't much, so is the loss just as small?


    While the basics are there, AOE enmity, single target enmity, a good concept on a toggle, and an overall sense of resource management and usage, finer points need to be hashed out better to make a functioning tank. From a personal stand point, I would have liked Samurai as a tank. It's a class that makes sense using armor, it's a different kind of slashing class, and there are other kinds of slashing classes that could be use as DPS instead. (Fencer, Red Mage) My suggestions is go back and consider more useful cooldowns on lower timers. Things that can be popped for big boss mechanics. I'd change the AOE stun to a guaranteed Parry on a 30 second CD. Parry isn't such an overpowered mechanic, and it can be applied, thanks to your trait, to magic attacks as well.

    TLDR: relying on RNG makes for a really bad tank.
    (1)
    Last edited by Ceodore; 05-07-2015 at 10:03 AM.

  6. #36
    Player
    Chihaya's Avatar
    Join Date
    Apr 2011
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    Moving Cardboard Box
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    1,027
    Character
    Syanonn Rias
    World
    Balmung
    Main Class
    Paladin Lv 80
    Quote Originally Posted by abzoluut View Post
    link pl0x
    3 seconds quick googlez

    Game Watch (JP) - Nov 2014
    http://game.watch.impress.co.jp/docs...12_673698.html

    Comics Gaming Magazine - Mar 2015
    http://www.cgmagonline.com/articles/...-with-yoshi-p/

    Quote Originally Posted by Duelle View Post
    Nothing wrong with disagreeing with him on that one. Firstly because we don't have many jobs that can can naturally be pushed into the tank role (the whole thing with DRK easily showed this). Secondly, a guy in lamellar armor (which is what samurai wore) not taking hits is just silly. Sure, lamellar armor can't take the same type of hits as well as plate armor can, but it wouldn't be unreasonable for SAM to have a mitigation mechanic to still bring them up to par with WAR and PLD.

    I could be convinced to accept SAM as a DPS, but they'd have to pretty much look like this instead of this.
    Yea... and DRG wears plate mail and have a reputation of tanking the floor. I don't really care whether samurai is tank or dps, just saying Yoshida have repeated said that samurai would fit the role of DPS more than a tank.
    (1)
    Last edited by Chihaya; 05-07-2015 at 10:08 AM.

  7. #37
    Player
    OMEGA_HACK's Avatar
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    Mar 2011
    Location
    Gridania
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    1,260
    Character
    Altrage A'uli
    World
    Zalera
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Chihaya View Post
    3 seconds quick googlez

    Game Watch (JP) - Nov 2014
    http://game.watch.impress.co.jp/docs...12_673698.html

    Comics Gaming Magazine - Mar 2015
    http://www.cgmagonline.com/articles/...-with-yoshi-p/
    To be fair in the most recent interview linked, he doesn't really say SAM = DPS. He's more pondering the application of Samurai in the game, and which role it would better suited. Not really a "statement" saying one thing or the other.
    (2)

  8. #38
    Player
    Chihaya's Avatar
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    Apr 2011
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    Syanonn Rias
    World
    Balmung
    Main Class
    Paladin Lv 80
    Quote Originally Posted by OMEGA_HACK View Post
    To be fair in the most recent interview linked, he doesn't really say SAM = DPS. He's more pondering the application of Samurai in the game, and which role it would better suited. Not really a "statement" saying one thing or the other.
    English interview
    Would it be a tank? But that doesn’t seem to make sense because Samurai seems to be more of a DPS. Or if we were to go in the vein of a tank, wouldn’t it be a Shogun?
    JP interview
    僕の中の侍のイメージは、着流しに刀を下げ、居合の達人という感じです。どちらかと言えば、ロールはDPSのイメージの方が強いのです。
    Both pretty much saying that his view of samurai leans strongly towards DPS than tank. I never said it MUST be a DPS, just saying Yoshida feels that it fits the role of DPS more.
    (1)

  9. #39
    Player
    OMEGA_HACK's Avatar
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    Gridania
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    Character
    Altrage A'uli
    World
    Zalera
    Main Class
    Lancer Lv 90
    Oh not saying you did, just saying that like some things Yoshi-P has said in the past, it doesn't mean that it will be that way, or come to fruition in that manner.

    To the manner of his Shogun statement though (just for giggles), a Shogun was just a general of an army, it doesn't really imply that it was a protector or defender. However Samurai literally translates into "Warrior Knight" and was a variant of saburai "to be in attendance, to serve"

    If we are looking at root words we can also get this:
    [Japanese, warrior, from Old Japanese samurafi : sa-, pref. of unknown meaning + morafi, to watch, frequentative of mor-, to guard.]

    Source Link

    That being said in the world of Final Fantasy the Samurai was usually depicted as a Damage Dealer, sometimes though 'mystical' like arts and sometimes through shear swordsmanship skills. Either way I cannot really see a better suited parry/counter type tank that could be added from existed Jobs in the FF universe.
    (1)

  10. #40
    Player
    EdwinLi's Avatar
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    Aug 2013
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    4,887
    Character
    Edwin Li
    World
    Balmung
    Main Class
    Machinist Lv 100
    Quote Originally Posted by xanmoas View Post
    So the giant axe is a sword lol
    That is not the point I'm making and by your comment you missed the point I was making.

    Yes we have a Axe user as one of the tanks but right now all Sword Users are going into Tank Jobs being Paladin and Dark Knight both bring Sword users and placed. Tank Jobs role.

    A Sword User DPS Job is something people been wanting for a while now but so far we have yet to gain it. Adding SAM as a DPS Job would be one way to add a Sword focused user DPS Job and with FF series lack of Sword users we have limited choices now when a good amount of the sword users can only be seen more suited for Tank Jobs for FF14 when they can be suited for DPS role as well if adjusted right in FF14.

    You can add Red Mage as a DPS job but it is not really known for being sword users but a Job that uses Magic and having a sword more for cosmetic iconic image.

    Other than SAM, we also have Mystic Knight/Rune Fencer as a possible canidate for a sword user type DPS Job if they are adjust right.
    (2)
    Last edited by EdwinLi; 05-07-2015 at 02:14 PM.

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