SAM: The new SAM flows really well and the buff change to also apply on the third step combos along with charges on both meikyo and tsubame-gaeshi are fun to use in combat. It may just be being less experienced on it but I felt like I was over capping on kenki a lot but it did not feel like an issue but something to mention. The main change I suggest for SAM is putting ogi Namikiri and its follow up onto Ikishoten due to them only coming up after you use it and staying around for only 30 seconds leaving 90 to see the cooldown come back. Otherwise SAM is fun, look forward to playing it more
RPR: Reaper feels good to play and has an active kit with things to do without getting overwhelmed. After spending a bit of time it all clicks and makes sense but I felt like I was a little locked into my rotation but similar to SAM I assume that’s mostly due to inexperience due to having the range hold 2 shrouds and there being charges on soul slice. The elephant in the room of arcane crest being absolutely crazy has been addressed and with talk of balancing other DPS to catch up there is not much to be said about RPR. Only change that comes to mind is speeding up hells ingress/egress as the animation hangs for half a second but that may just be me being spoiled by shikuchi and gyoten.
MCH: MCH surprised me in how little in changed this time around. All the skills aside form chain saw just upgraded in place and while the charges are nice and rocket punching robots will always be a win in my book the fact that you don’t interact with it at all meant I did not really feel any impact when I got the upgrade. The only main change specific to MCH I want is to make wildfire an aoe and potentially have a larger impact on detonation but that’s not a necessity. Tactician has the same issue as troubadour in being very strong but kinda boring to use but MCH continues to be in the standard ranged spot of I would like more interactive utility and for them to be more competitive DPS wise but otherwise doing fine