Quote Originally Posted by Shippuu View Post
The evidence is all there that SAM was meant to be a tank, likely an offense styled tank not unlike our Warriors in FFXIV. They could wear heavy armor, had abilities that allowed them to avoid damage etc. But the big indicators are the stats upon the job's Artifact Armor. Not only does it boost stats such as evasion and parry (It was thought SAM was meant to be a parry tank but parry skill ups were difficult to grind out making it very hard to rely on said parrying.) but the body piece had a chance to boost your TP when you were hit (DPS don't get hit etc.) And the biggest one of all is that their AF also had +enmity on it. A trait only shared with 2 other job's AF, Paladin and Warrior. No DPS job has +enmity on their job armor, nor any reason to have +enmity, especially on a job that has no enmity reducing abilities like DRG had etc. These things combined easily show the job was likely intended as a tank, if not some kind of pseudo-tank.

And SAM throughout Final Fantasy isn't particularly known to be a powerhouse stat-wise. They boast strong physical stats usually, yes, but most of their strength comes from their abilities to outright instantly kill an enemy which would never translate into an MMO. In some games SAM even had weaker attack stats than even the Knight class.

But yeah, ultimately SE will decide what role it has and what kind of Samurai it will be when it eventually arrives in the game (Pretty much just a matter of when, not if lol). I will play it regardless of it's role.
Stats don't mean much to indicate a role in that game, and you're wrong about DPS not having +enmity, as well as jobs not having enmity reducing abilities. THF is a primary example of gear that has enmity (for Trick Attack, probably). Dragoon have a jump that temporarily wipes nearly all threat. Enmity transfer/reduction abilities were very seldom in general, initially only given through THF abilities (main/sub) and the specific DRG Jump... so arguing reduction on that end is kinda irrelevant.

And your mentioning of them only having strong abilities to dish out major damage in other games (nothing to do with defensively taking them besides heavy armor)... doesn't that sound a lot more fitting to be DPS? I mean we're going in circles here. All I'm saying is that nearly every point that you folks have about it being a tank, is ALSO fit for it being a DPS. That's all.

Quote Originally Posted by MomomiMomi View Post
First of all, the Ninja honor system is completely different. It's based on success/failure of the task at hand.

And I absolutely disagree that job image does not tie in to combat mechanics. You can see this in almost every job. Their roles, positions, abilities. These are all based on the image of the job. In this case, fighting honorably is part of that image. It's even more prominent in other games. So to say that it doesn't have an impact because this is a game is overlooking a lot of RPG history.

It was just as much, or even better, of a tank than WAR was. Guess what? When the game released, WAR was the only job that even came close to qualifying as a tank. For a very long time, there was no other true tank in the game other than Paladin, and that didn't even come until later. But there were definitely other jobs that were intended to do some tanking. SAM was one of those. WAR was another.
Uhmmm.... SAM wasn't released until Zilart expansion. PLD was long since a thing. Likewise, NIN came with SAM and some others, though the assumption that SAM was a tank was fitting, much the same way that people felt DRK, as it was only during the early levels. DRK was also a vanilla release Advanced job btw, just to note. It worked... until you got to the mid levels. MNK worked too, even at later levels for some content. Hell, BLM and SMN were often acting as tanks for specific parties.

As for this:
Why do you suppose they gave Samurai in XI a trait that boosts its attack when fighting face to face to an enemy? Here's my take on it: Job Image. Also, the trait was picked and used by pretty much every SAM, at least when it was current.
I replied with a late edit earlier:

Edit: had to step away from the computer for a while, but I looked up the specific trait you were referring to (I rarely played SAM). Hoo boy... you never played XI did you? In that game, did you know that you had to build TP to do your main attacks and your TP building auto attacks weren't your primary source of damage? In other words, that function, for anyone who has played it would know, is designed to be used for Weapon Skills. What are those? They're abilities that you use once you've built up enough TP. So that means the SAM would, if they deemed it worth the risk, move to the front of the mob to do their WS and then run back to the side or behind the mob (though some HNMs made everyone stand in front... so yay full-time trait use). It was a different game from what you're thinking, given you used that as an example for the tank idea, and really doesn't apply. I actually feel stupid for not recalling that myself now too. Would have just ended that point right off the bat. Actual understanding isn't required here, I guess.
Don't use topics that you think support you when it really doesn't. Anyone that played the game long enough would know that a lot of the mechanics in that game, be it involving traits/abilities/spells, often involved a risk vs reward factor.