
I can see them adding a cast bar to the SAM's "charge and release skill", like the one shown in the video, but I doubt any other skills would have it. Personally I'd rather have a cast bar than an animation lock for that - at least you can move and cancel the skill rather than die due to animation lock.
From the trailer the skill seems to have a longer animation than any of DRG's jumps. We'll have to wait and see what they do with it, but I wouldn't complain about having one skill with a cast time, as long as the other skills do not.


I agree with this. With the way the video looks your normal attacks don't seem to have "cast times" associated with them, only the burst-damage finishers seem to. This would be consistent with the concept of a Samurai gathering Ki to do a particularly potent attack. As long as the cast time does not cause you to lose more that 1 GCD it should be fine if the damage is significant enough to trivialize that GCD.I can see them adding a cast bar to the SAM's "charge and release skill", like the one shown in the video, but I doubt any other skills would have it. Personally I'd rather have a cast bar than an animation lock for that - at least you can move and cancel the skill rather than die due to animation lock.
From the trailer the skill seems to have a longer animation than any of DRG's jumps. We'll have to wait and see what they do with it, but I wouldn't complain about having one skill with a cast time, as long as the other skills do not.





I think this will be the case too, worse case being animation locked.. so I want the cast bar too (just for that charge up attack at least, keep everything else normal melee style).I can see them adding a cast bar to the SAM's "charge and release skill", like the one shown in the video, but I doubt any other skills would have it. Personally I'd rather have a cast bar than an animation lock for that - at least you can move and cancel the skill rather than die due to animation lock.
From the trailer the skill seems to have a longer animation than any of DRG's jumps. We'll have to wait and see what they do with it, but I wouldn't complain about having one skill with a cast time, as long as the other skills do not.
Casting bar > animation lock ;_;
Yes please cast bars..
I'm guessing it'll be something much like forbidden chakra, maybe fell cleave / tornado kick where you spend stacks of X to execute the attack. I'm hoping that SAM has it's own unique skill set, but since it'll be using the monk gear they may be modeling SAM after MNK but using a sword instead of brass knuckles. At this point it's a bit late to be asking for anything. Hard copies of the game have likely been pressed and any updates will have to wait until there's feedback from actual gameplay.I can see them adding a cast bar to the SAM's "charge and release skill", like the one shown in the video, but I doubt any other skills would have it. Personally I'd rather have a cast bar than an animation lock for that - at least you can move and cancel the skill rather than die due to animation lock.
From the trailer the skill seems to have a longer animation than any of DRG's jumps. We'll have to wait and see what they do with it, but I wouldn't complain about having one skill with a cast time, as long as the other skills do not.
Last edited by Llus; 02-23-2017 at 08:10 AM.

They will have a cast, or some variation (hold the skill button, or a long animation lock). The last thing we see the Samurai do in the trailer is hold a charge for about 3 seconds before unleashing it. Everything up until that point was a weaponskill (or at least, they seem to invoke the GCD)- You can tell because of the aura coming from the character during activation. The last hit has no ability, OR weaponskill aura. To be fair, there's no cast aura either, but I still think whatever it turns out being, will be functionally similar.


I'd rather have cast bars than animation locks on the "charge and release" skills.
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