When looking at the new samurai job, I got the impression that there are a lot of things that you need to manage to play it to its fullest - is that the intent?
Yoshida: Yeah. It's meant to be an extremely strong job. I mentioned it on the producer letter live, it's a difficult job, but it has great potential.
Although the mechanisms are easily understood on the surface, when you start thinking about how to use them most efficiently, it is really deep.
Yoshida: Where do you consume Keniki to use Hissatsu, and what kind of Hissatsu do you use... I think there will be differing takes on things like that.
It also had a good set of AoE attacks. It should fit right in to instanced dungeon play. Was that also a goal with the samurai job design?
Yoshida: We've added a number of jobs now, and especially with players going to instanced dungeons as part of their daily routine, it's definitely something we think about when we add a new job.
Certainly that makes sense.
Yoshida: The first reason is that since it's a new job that a lot of players will want to use in instanced dungeons, it would be better to have more AoE attacks. However, more importantly, the samurai is designed in such a way that they will always need to be conscious of Keniki and Sen. We were conscious to make it so that players aren't just repeatedly hitting a powerful AoE attack, but going through more of an AoE attack rotation. In order to properly use the AoE attack rotation, you'll have to think about the resources you accumulate using AoE attacks alone, and consider what kinds of attacks to use so that you're not wasting resources.
We'll talk more later, but there certain areas where we've looked back at the new jobs we implemented in Heavensward and made decisions to make the new jobs somewhat stronger this time because it took a while for the new jobs to truly shine with Heavensward. It might be necessary to remind people that samurai need to remain conscious of their rotation as opposed to focusing just on strong hits in instanced dungeons. It will be tough to keep that standing in end-game content, but it's intended to be a highly challenging job.
It should be fun to think about what the most efficient attacks will be for each content.
Yoshida: I think it's good to have jobs included for pro players. It's a type of melee job that gets better and more capable the more you play it and get used to it - it's packed with potential. The only simple part of it is moving around (laughs).
It definitely felt like there was room for players to develop their skills on samurai
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