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  1. #191
    Player
    Keres's Avatar
    Join Date
    Mar 2011
    Posts
    615
    Character
    Taja Shin
    World
    Excalibur
    Main Class
    Samurai Lv 70
    Quote Originally Posted by Chrallmal View Post
    Is there really nothing to spend Kenki on until Lv52 when you unlock Kaiten? I mean, it's only 2 levels, but that pretty much means your Kenki is useless in any of the ARR dungeons/trials. that cap at/below 50.
    The other thing is that from levels 30-39 you only have access to 1 sen (so you can only ever spend it on Higanbana), and between 40-49 you only have 2.
    (0)

  2. #192
    Player
    Owl_Hawk's Avatar
    Join Date
    Feb 2013
    Posts
    29
    Character
    Frost Raven
    World
    Phoenix
    Main Class
    Paladin Lv 70
    my personal feedback on the abilities mainly comes down to this:

    The "Starry Eyes" ability that is used after Proccing a hit taken while having "Third Eye" up...should have an additional effect: halves Enmity

    For the cost of the ability "25 Kenki" it does 100 less potency than Hissatsu: Shinten...so it makes NO SENSE to even have that ability there as it is now...4.0 is meant to remove pointless abilities yet here is this (And yes I know this is not final patch notes...but its worth pointing it out incase they DO leave it as is)

    The 1/2 enmity will be extremely useful when tanks lose aggro (which happens ALOT to me now when I play monk....many tanks STILL don't know how to pump that enmity! ; ; )

    Given how powerful SAM's hits are meant to be...I wouldn't be surprised if they will be taking aggro alot..and so the Additional Effect will go a looooong way for this class AND makes this ability a good one to utilize in roulletes and whatnot.

    Giving it an effect like generates kenki or one of the Sens will drive healers insane and be too dangerous..so this is the best solution since Diversion has a 2 min CD and might not be ready for each trash pack in dungeons and whatnot.
    (0)
    Last edited by Owl_Hawk; 06-10-2017 at 10:51 AM.

  3. #193
    Player
    Tinkerblue's Avatar
    Join Date
    Aug 2015
    Location
    Gridania
    Posts
    55
    Character
    Tinker Rose
    World
    Faerie
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Owl_Hawk View Post
    For the cost of the ability "25 Kenki" it does 100 less potency than Hissatsu: Shinten...
    I believe it will cost 15 Kenki. It was updated somewhere, but correct me if I'm mistaken. I do agree that SAM looks like it will need all the help we can get to minimize aggro.
    (0)

  4. #194
    Player
    Owl_Hawk's Avatar
    Join Date
    Feb 2013
    Posts
    29
    Character
    Frost Raven
    World
    Phoenix
    Main Class
    Paladin Lv 70
    Quote Originally Posted by Tinkerblue View Post
    I believe it will cost 15 Kenki. It was updated somewhere, but correct me if I'm mistaken. I do agree that SAM looks like it will need all the help we can get to minimize aggro.
    perhaps they did correct it somewhere..I am not up to date with some of the corrections...but if it is indeed 15 kenki for 200pot then it will be worth getting hit to use Starry Eyes to max DPS which means healers are going to have a fit :s since 300pot for Shinten costs 25kenki = 300/25 = 12 pot per kenki...and 200 pot for 15 200/15= 13.3333....it seems little the +1.33...but thats a bit more than +10% dmg...if it is 15 kenki, then they should keep it to 15 and reduce its potency to be less than the 12 pot per kenki but add the -1/2 or even 1/4 enmity or risk SAMs getting hit just whether because they got aggro or on purpose to max dmg...which will cause healers and tanks to possibly just leave group when they see us ; ;
    (0)

  5. #195
    Player
    Tinkerblue's Avatar
    Join Date
    Aug 2015
    Location
    Gridania
    Posts
    55
    Character
    Tinker Rose
    World
    Faerie
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Owl_Hawk View Post
    snip
    As a healer main, I hope no one purposely gets hit for such a reason. As a possible SAM main, I think it's good to pop 3rd eye for unavoidable damage where heals would be given to party anyway (no wasted healer time).
    (0)

  6. #196
    Player
    EdwinLi's Avatar
    Join Date
    Aug 2013
    Posts
    4,887
    Character
    Edwin Li
    World
    Balmung
    Main Class
    Machinist Lv 100
    I am curious if SAM may get that Nerf Hammer due to how strong it is.

    it has a lot of high potency skills than any melee DPS in the game currently with no Position requirments.

    Just look at these skills!

    https://ffxiv.consolegameswiki.com/wiki/Samurai

    Basic 123 combo starts with 150 potency damage on Hakaze, 1 skill, jump to a 280 potency damage on Jinpu/shufu then a 400 potency on Gekko/kasha, the 3 skill.

    The slash debuff combo is 150 potency from Hakaze then to Yukikaze with a 340 potency damage pluse the 10% slash debuff.

    then there is the 720 potency on the 3 Sen skill
    (0)
    Last edited by EdwinLi; 06-10-2017 at 03:29 PM.

  7. #197
    Player
    AlphaDragoon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    466
    Character
    Renault Cathetel
    World
    Ultros
    Main Class
    Samurai Lv 90
    Quote Originally Posted by EdwinLi View Post
    I am curious if SAM may get that Nerf Hammer due to how strong it is.

    it has a lot of high potency skills than any melee DPS in the game currently with no Position requirments.

    Just look at these skills!

    https://ffxiv.consolegameswiki.com/wiki/Samurai
    1. It does have positionals. Just because they don't affect potency directly doesn't mean missing their positionals don't hurt. The loss of Kenki on missing positionals means less Hissatsu skills, and less DPS.

    2. It remains to be seen just how far the gap will be from other DPS, but it needs to be high to offset its complete lack of group utility. Otherwise we fall into another Heavensward Monk scenario where their damage wasn't enough to make up for how good Dragoon and Ninja's party contributions were.
    (6)
    Last edited by AlphaDragoon; 06-10-2017 at 03:26 PM.

  8. #198
    Player
    EdwinLi's Avatar
    Join Date
    Aug 2013
    Posts
    4,887
    Character
    Edwin Li
    World
    Balmung
    Main Class
    Machinist Lv 100
    Quote Originally Posted by AlphaDragoon View Post
    1. It does have positionals. Just because they don't affect potency directly doesn't mean missing their positionals don't hurt. The loss of Kenki on missing positionals means less Hissatsu skills, and less DPS.

    2. It remains to be seen just how far the gap will be from other DPS, but it needs to be high to offset its complete lack of group utility. Otherwise we fall into another Heavensward Monk scenario where their damage wasn't enough to make up for how good Dragoon and Ninja's party contributions were.
    1) If you look at each skill the skills will increase Kenki no matter what and there is no mention of positionals required to increase the Kenki.

    The positional requirement most likely got removed sometime between they mentioned it to current testing.

    The increase to Kenki is now a passive skill Samurai obtain in 52 and 62


    2) High potency is nice and all but when the potency is bigger than all other melee DPS in the game there may be some issues later with balancing the Job when they finally introduce a Party Utility skill unless they fully intend SAM to be the selfish DPS Job and focus on itself for the rest of the game as it get older.

    We also have to consider how big the difference having larger potency skills than other melee DPS Jobs can be as their Utility can only last for a short time compared to long term effects of always having higher damage than other melee DPS jobs that Samurai has.
    (0)
    Last edited by EdwinLi; 06-10-2017 at 03:46 PM.

  9. #199
    Player
    Leonus's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    677
    Character
    Kenrir Amnis
    World
    Sargatanas
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by EdwinLi View Post
    1) If you look at each skill... has.
    If Sam can't bring significantly higher dps to compete with the raid utility the other jobs bring, there would be no point to ever bring a sam.
    (2)

  10. #200
    Player
    Subarys's Avatar
    Join Date
    Aug 2013
    Posts
    13
    Character
    M'ajjhim Aerosh
    World
    Moogle
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by EdwinLi View Post
    1) If you look at each skill the skills will increase Kenki no matter what and there is no mention of positionals required to increase the Kenki.

    The positional requirement most likely got removed sometime between they mentioned it to current testing.
    Positionals requirement are still there (Gekko : Rear/Kaska : Flank). English Tooltips are just not accurate yet.

    Famitsu ITW :

    <2017年6月9日追記>コンボをつなげて閃を付与するという仕組みは上記で説明してある通りだが、コンボの3段目となるWS“月光”や“花車”に方向指定がある点に注目してほしい。威力は変わらないものの、指定の方向からWSをくり出すことで追加で剣気が上昇するので、ダメージ効率を突きつめたいなら、かなり重要になると思われる。方向指定が成功するかどうかで剣気の運用も変わってくると思うので、侍をプレイする際には注意すべきポイントになるだろう。

    Yoshida & Samurai on Famitsu ITW :

    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

    https://www.bluegartr.com/threads/13...ew-Translation
    (3)
    Last edited by Subarys; 06-10-2017 at 05:45 PM. Reason: Add Famitsu ITW

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