Actually, I recall them saying they were deciding between Samurai and Dark Knight for a tank and chose Dark Knight instead. In another interview Yoshida said he feels Samurai should be a DPS.FYI, they had hinted SAM will be tank job. they mention this early this year they SAM won't be coming coming in 3.0 release because they still figuring out how SAM could tank. While DRK was figure out.
I'm crossing my fingers that we would need to find SAM from Lady Yugiri homeland.
that is kind of lame, do they have something against dps classes having swords? the closest thing to a sword for dps in a ninja's daggers but daggers aren't swords.
If you can't comprehend his post, you should refrain from replying.This is not FFXI.
Skillchains don't exist in this game. It would be a DPS with GCD's and oGCD's woven into the rotation, like every DPS in this game. No one wants to go back to the days of auto-attacking a mob for 90 seconds to pull off a "skillchain".
You also insinuate above that ranged dps do not have a rotation/priority system. BLM would like to speak to you, so would the Bard and SMN.
It's obvious he is referring to essentially altering the combo system currently in the game. Sort of a middle ground between NIN's mudra mechanic and current combos. Skill 1 + 2 = effect A. Skill 1 + 3 = effect B. Skill 3 + 2 = effect C, etc. This is actually more or less how I always envisioned SAM being implemented in this game. Heavily combo focused with much more freedom than a simple 1 2 3 combo.
Huh. This is basically one of my thoughts for Red Mage ((since they can't have Black magic and White magic, since each class has their own skills, and they can't be a bit of everything, since we have a strict Tank/Healer/DPS set up, the only "thing" that it has to it's name is double cast.)). If I'm understanding the "Skill Chain" logic of move one>move two =profit.
I'm not sure how well cast times would work with a melee class. Melee has it even worse than ranged when it comes to having to dodge stuff and cast times could spell doom for them. That's why they have positionals instead.I think it would be cool to make samurai into a melee job that has cast times. It would be a new and yet challenging play-style that would use a combo system similar to say a ninja with cast times added to them along with some instant ogcds and long cooldown abilities. When i think of samurai I think of hard hitting precise strikes with build up. I think cast times would give it that feel.
I could picture samurai using a system similar to mudras-- they have a few different skills and depending on how they're used, it unlocks a more powerful, combo finisher. Or they could have it so attack fill a bar that unlocks the skills-- kind of like a mini lb bar. They could OGCD abilities that fill the bar faster or something.
Last edited by Ryaz; 07-10-2015 at 06:14 PM.
Here's something I was asked to type up for an old SAM suggestion thread.
DRK was given some of the thingsI sort of wanted to see on SAM. With the DPS thing in mind, aesthetically you could base it on fast and effective use of skills (a reason I'd want Rurouni Kenshin to be the inspiration for SAM like Naruto was the inspiration for NIN and Berserk was the inspiration for DRK). Combos could be abilities split into categories, with the caveat that one skill has a unique effect on the next. Alternatively, you could focus SAM on the sword spirit thing that Final Fantasy Tactics toyed with for a bit, though I fear it may end up being mechanically similar to SMN's Bahamut trance.
* 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)
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.