The literal entirety of SAM's cinematic presence begs to differ, the very concept the job design team drew from, and even the name of the ability all beg to differ.
I'm not sure why you would loose that without the cast time. You are still building power in your katana thanks to Sens and Kenki, and then releasing it with Iaijutsu. The cinematic presence would still be there the animation would just play faster like it does with the min cool down ability. (I can't remember Japanese names easily)
let's not
The required stillness of Iaijutsu is what allows the skill to be this strong too and have no cooldown. Make Samurai able to move freely for it's whole rotation and you take away a part of its complexity. I mean, you take away the good part. Bad part is still tsubame optimization. It gets so important to know how to use this skill properly on some fights that requires heavy movement, removing the cast time would just make the class way too strong imo. It's a bit like dragoon jumps making them die in an aoe. You die if you don't plan properly ahead. Or ninjas using ten chi jin. This just pulls us closer to monk, making us a better monk in fact. And that we don't wanna, seeing how few peoples play monk right now.
Yes they removed the cast time of Tsubame, but that was mostly because two whole GCDs of stillness is not possible for a melee, especially since you can't delay the second one.
Last edited by Eliadil; 03-13-2020 at 08:51 PM.
Still not sure if Samurai's a tank who forgot that aggro was a thing or a dps that's way too much into it.
Ehh, once you get used to using Haga (or just go for such insane speeds that when running with BLM and MCH it's not worth using Haga and thereby wasting progress towards a third of a Shoha), Tsubame isn't too bad. I just hate when it fails to queue due to latency and that there's no option to share the key with Iaijutsu itself, since you can never use it except immediately after Iaijutsu anyways.let's not
The required stillness of Iaijutsu is what allows the skill to be this strong too and have no cooldown. Make Samurai able to move freely for it's whole rotation and you take away a part of its complexity. I mean, you take away the good part. Bad part is still tsubame optimization. It gets so important to know how to use this skill properly on some fights that requires heavy movement, removing the cast time would just make the class way too strong imo. It's a bit like dragoon jumps making them die in an aoe. You die if you don't plan properly ahead. Or ninjas using ten chi jin. This just pulls us closer to monk, making us a better monk in fact. And that we don't wanna, seeing how few peoples play monk right now.
Yes they removed the cast time of Tsubame, but that was mostly because two whole GCDs of stillness is not possible for a melee, especially since you can't delay the second one.
I'd be cool with Tsubame if there was a possibility to get it on cooldown without using fillers, who feels for me at least not intended by the devs.Ehh, once you get used to using Haga (or just go for such insane speeds that when running with BLM and MCH it's not worth using Haga and thereby wasting progress towards a third of a Shoha), Tsubame isn't too bad. I just hate when it fails to queue due to latency and that there's no option to share the key with Iaijutsu itself, since you can never use it except immediately after Iaijutsu anyways.
I do agree that Hagakure makes you bypass this issue in a sense, but it makes the rotation too convoluted to make sense to anyone that wants to try to learn to play sam optimally. Every class kinda has a natural feeling to it, a feeling that makes peoples see what they need to do in order to play properly. Sam on the other hand, good luck figuring out what to do with tsubame.
Still not sure if Samurai's a tank who forgot that aggro was a thing or a dps that's way too much into it.
I actually like it for that reason more than not, but I get where you're coming from. Personally, I play at such a high speed that I either have to fill 6 or delay by 3, so I typically just end up going for the Midare extra per TG when I have perfect uptime. It makes me wish SkS was a better stat in general, though, so that option would be open to people who care about performing optimally. (I haven't been in that group since I stopped playing with a static. I'll "tryhard", but not to the point that I have to play something dull to me.)
And admittedly removing Hagakure for a patch and then making it a trap for yet another patch certainly did learners no favor...I do agree that Hagakure makes you bypass this issue in a sense, but it makes the rotation too convoluted to make sense to anyone that wants to try to learn to play sam optimally. Every class kinda has a natural feeling to it, a feeling that makes peoples see what they need to do in order to play properly. Sam on the other hand, good luck figuring out what to do with tsubame.
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