Pros:
- Double-sword thing looks cool, I guess? Even if tactically very unnecessary, give Guren already hits like a truck and could just turn truckier?
- Extra damage after Meditation? Looks cool, but it's not super applicable.
- ...I'm out of things already...
Cons:
- Losing Hagakure. I'm not sure why people are saying that its removal was a boon to Skill Speed. With its removal it feels like half the thought behind Samurai has gone out the door, all just for the appeasement of grey Midare spammers.
I've run every amount of Skill Speed from ~500 to 3k and there's never been a point where I felt I was inescapably screwed by more than 1-2 GCDs by my Skill Speed's alignment with Hagakure. At many a comfortable breakpoint anywhere from min to max SkS, I could have it timed perfectly to the GCD. Yukikaze (and, on a fight-by-fight basis, the buffed Yaten-Enpi) are surprisingly effective tools for alignment and the greater your speed, the more modular/"building block" choices you have by which to round out your macrorotation and align it to Hagakure. And I enjoyed having to account for those things.
Heck, one could easily make the point that removing the ability to Sen-shear will actually make gameplay harder and clunkier...- The AoE changes. I hate how people describe these as "buffs, because they no longer have damage falloff" when it's just... pre-falloff-ed. That isn't what cost our potency here, but, bare with me:
I much prefer having to weave in some single-target skills over just doing 121312131213 all day. It's also not nearly such a buff at 3-4 targets as it would first seem. Over the course of 30 seconds, now 14 GCDs, we'd be losing Shifu and Jinpu combos each cost us 4 GCDs of AoEs, now roughly 480 potency. But over the ~20 seconds of AoE remaining, the average potency difference is almost enough to offset that at lower target counts. I'd have much rather seen Fuma increased to 120 and Oku and Mangetsu maintain their fall-off but with an increased base of 220 so that we can really milk our Meikyo Shisui AoE and we could see more overlap in the 2-4 target range between AoE and single-target choices, which in turn would allow us better modular control for Hagakure.- Shoha. I was originally of the opinion that it should be a situational skill, but I'm noticing other fun functions it could carry that would keep it feeling unique without feeling outright neglected in particular fights. For instance...
Let Shoha be a skill of its own that you wouldn't usually bother to use. For instance, give it an effect like Monk's SSS, pacifying you for 2 GCDs after using it (preventing all but Gyoten, Yaten, Enpi, and your non-damaging abilities). Each stack of Meditate you generate (to a maximum of 4 stacks) shortens this penalty by half a GCD. Give it a 30-second CD and significant enough potency that it's a mid-combat damage gain after a few stacks, but otherwise should only be used before forced downtime or right after a jump, and can't be used both for a boss jump and the return immediately following it. It can be used for Hagakure alignment, timed to brief forced downtime with Yaten-Enpi for a net potency bonus, acts as free damage after jumps, and allows for sacrificial last-ditch burst on demand.


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