I will be surprised if the slashing/blunt/piercing mechanics make it through the skill pruning / combat revamp.people still want more slashing jobs? this game needs more Blunt classes currently monk is the only class who uses blunt but then you have dragoon with piercing and you have 2 ranged classes who use piercing which makes dragoon a very strong class since it buffs the dps of the other 2 ranged classes and still having strong dmg party buffs while monk brings pretty much nothing other than a mantra and int reduction when you can still have a DRK giving you that so what SE needs to do is either rework the slashing/blunt/piercing mechanics and make each class buffs its own damage only/working only on melees or add more blunt classes and adding more slashing jobs will just buff warriors more when they are already strong
Casters use magic spells and don't use their weapons to hit the boss and their magic spells doesn't get increased just because they have a blunt weapon if you want increased damage your better off getting a bard instead
yes it wouldn't make sense and I hope they just delete parry stat from the game I see healers complaining they don't get any accuracy from their gear well guess what its better than having Parry on your gear the most useless stat in the game id rather meld some accuracy than having to deal with my gear getting parry.
Last edited by Nolaie; 12-18-2016 at 03:40 AM.
Oh yeah, tanks are there to take damage as you say? That's good, because then we have such classic Final Fantasy Samurai abilities/skills such as:
Shirahadori (Blade Grasp): Catch and stop enemy attacks. Increases job's evasion against physical attacks. (Recurring games)
Sky (Retort): Perform a single non-elemental magical counterattack when attacked physically. Readies a devastating counterattack to unleash when next attacked. (FFVI)
Grace Under Pressure: Doubles damage dealt when HP is critical. (FFX-2)
No Fear: Bestows Protect and Shell on the user. (FFX-2)
Clean Slate: Restores the user's HP and removes all her status abnormalities. (FFX-2)
Hayate: Raises Evasion and bestows Haste on the user. (FFX-2)
Third Eye: When active, the next physical attack is evaded. (FFXI)
Seigan: reduces cooldown of Third Eye, gives Third eye a chance to evade multiple attacks, has a chance to counter-attack if hit. (FFXI)
Yaegasumi: For 45 seconds, the player can evade special attacks such as Weapon Skills (FFXI)
Bonecrusher (Meatbone Slash): Once the unit is in HP Critical condition, the user will counter any damage, dealt by either direct, ranged or magic attack, with damage equal to the unit's max HP, as long as the user survives after the attack and the opponent is within the user's weapon range. (FF Tactics)
Reflex: Improve your evasion by remaining calm and exercising sound judgement. (FF Explorers)
Quarte: Enter a state that lets you nullify a blow and counter. Guarantees weapon traits will inflict their ailments. (FF Explorers)
Curtain (障壁): Deliver a fierce slash that also creates a barrier capable of nullifying attacks. (FF Explorers)
Lots of history of defensive and tank-like abilities I'd say. And this isn't even touching games like Bravely Default where the samurai archetype Swordmaster is just chock-full of all manner of counter-attacks that require the user to be hit first.
You say Monk is the only class that uses the blunt mechanic and I'm saying that is not true, even if said casters never use their weapons as their main means of attackCasters use magic spells and don't use their weapons to hit the boss and their magic spells doesn't get increased just because they have a blunt weapon if you want increased damage your better off getting a bard instead
yes it wouldn't make sense and I hope they just delete parry stat from the game I see healers complaining they don't get any accuracy from their gear well guess what its better than having Parry on your gear the most useless stat in the game id rather meld some accuracy than having to deal with my gear getting parry.
I just want a sledgehammer. Keep the Katana guys (dps).
Player
Poor RDM, so much swag yet everyone thinks he doesn't count because he isn't a samurai
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Only have an issue with these ones, because following this logic some healers in XIV would be considered tanks as well. And they're obviously not.Oh yeah, tanks are there to take damage as you say? That's good, because then we have such classic Final Fantasy Samurai abilities skills such as:
Grace Under Pressure: Doubles damage dealt when HP is critical. (FFX-2)
No Fear: Bestows Protect and Shell on the user. (FFX-2)
Clean Slate: Restores the user's HP and removes all her status abnormalities. (FFX-2)
Hayate: Raises Evasion and bestows Haste on the user. (FFX-2)
Third Eye: When active, the next physical attack is evaded. (FFXI)
Seigan: reduces cooldown of Third Eye, gives Third eye a chance to evade multiple attacks, has a chance to counter-attack if hit. (FFXI)
Lots of history of defensive and tank-like abilities I'd say. And this isn't even touching games like Bravely Default where the samurai archetype Swordmaster is just chock-full of all manner of counter-attacks that require the user to be hit first.
And that skill from XI was garbage. SAM in XI were used mostly as TP sticks more so than anything else.
While it might be true that there's history of SAM being tanky.. how much history is there of DRKs being tanks?
Will elaborate further later if need be, posting on this site from a tablet makes me feel as though I'm going to have an aneurysm.
Last edited by Kyuuen; 12-18-2016 at 05:23 AM.
SAM's iteration in FFXI had the foundations of being a tank, just because it wasn't executed correctly and the system didn't work doesn't discredit those are absolutely abilities in-line with a tank role. Whether the skill was useful or not in the grand scheme of the entire job doesn't discredit the fact the job has a history of abilities that could be taken from inspiration-wise to be given to a new iteration of SAM in FFXIV.Only have an issue with these ones, because following this logic some healers in XIV would be considered tanks as well. And they're obviously not.
And that skill from XI was garbage. SAM in XI were used mostly as TP sticks more so than anything else.
While it might be true that there's history of SAM being tanky.. how much history is there of DRKs being tanks?
Will elaborate further later if need be, posting on this site from a tablet makes me feel as though I'm going to have an aneurysm.
I have no clue why you'd even bring up DRKs because that would only hurt any kind of argument against a SAM tank. DRK had LESS of a history with defensive abilities in past games than SAM has, and yet SE decided to make it a tank anyways, because it fit other criteria they were looking for (Tank armor, Thematically fit with planned scenario/setting, popular and requested job with lots of appeal/allure). The fact they took a job with less history of defensive abilities and made it a tank means that even if SAM didn't have ANY defensive/tanky abilities they could still use it as a tank for the same reasons they picked DRK. The fact that SAM does have a history of tanking ability (as well as stats/equipment) means it has an even stronger basis for a possible choice for another tank job.
We don't need any new tanks in Stormblood. We don't need any new healers in Stormblood. Whether they add any or not, and whether or not any job is Samurai, has already been long decided.
It would be a complete waste to make another Tank out of Samurai. But they either will or they won't.
You don't actually believe they will add 2 dps jobs at the same time right?We don't need any new tanks in Stormblood. We don't need any new healers in Stormblood. Whether they add any or not, and whether or not any job is Samurai, has already been long decided.
It would be a complete waste to make another Tank out of Samurai. But they either will or they won't.
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