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Thread: 6.1 Samurai

  1. #121
    Player
    SpeckledBurd's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    708
    Character
    K'ahli K'uhla'tor
    World
    Balmung
    Main Class
    Monk Lv 100
    I'm a Monk who only really dabbles in Samurai, but IMO taking out Kaiten isn't the play. It'd be better to just turn Hissatsu: Senei into an upgrade to Shinten, have Gurren be the de facto big damage Kenki skill with falloff, have Shoha just upgrade into Shoha 2 and gain a falloff component, and have Tsubame Gaeshi just slot into the existing Iaijutsu slot based on a gauge or something.

    Even if it's just powering up the next skill and the only use case for it is using it on Iaijutsu/Ogi Namakiri, it was a button that felt good. For a game with hotbar combat it had the "feel" of sheathing your sword for the Iaijutsu that you were going to do after it, on top of it acting as a check on preventing you from just spamming Shinten.
    (5)

  2. #122
    Player
    Toanerz's Avatar
    Join Date
    Aug 2013
    Posts
    1
    Character
    Dagmar Odinson
    World
    Excalibur
    Main Class
    Samurai Lv 90
    I agree, please do not remove Kaiten.
    (7)

  3. #123
    Player
    Renascent's Avatar
    Join Date
    Apr 2022
    Posts
    25
    Character
    Na'ih Renascent
    World
    Spriggan
    Main Class
    Red Mage Lv 90
    Removing Kaiten not only mean removing what have been one of the core aspect of the job since it's inception, it also mean the kenki mechanic is now pointless and may as well not exist at all, especially with Ikishoten being a thing.
    It's also a really unique skill that give a lot of flavor to the Samurai Fantasy, it goes without saying that my enjoyement and the enjoyement of many others who loved the job until now is surely going to deteriorate without it.
    Please i ask you to reconsidere the removal of Kaiten!
    (4)
    Last edited by Renascent; 04-07-2022 at 08:30 AM.

  4. #124
    Player
    Steppie's Avatar
    Join Date
    May 2017
    Location
    Gridania
    Posts
    6
    Character
    Steppie Voldaren
    World
    Ragnarok
    Main Class
    Samurai Lv 90
    Also chiming in with my fellow SAMs. Kaiten should remain! Not only is it an engaging mechanic, making sure you have the correct amount of Kenki to use it at the correct time but thematically wise it's also great, using that "power up" ability before you unleash Iaijutsu or Ogi.

    The crit changes whilst at a glance, look good, it overall ruins are synergy with any other class providing crit buffs.

    Overall it's a bad change and I hope SE realize that sooner rather then later.
    (3)
    | Twitch.tv/steppie - FFXIV focused streamer | SAM Main |

  5. #125
    Player

    Join Date
    Aug 2021
    Posts
    3
    Did this changed happened, cause JP-side hated the very idea of the channeling skills, Ogi Namikiri/Kaeshi: Namikiri, then thought that this was the perfect solution, was to remove Kaiten? Simplifying the job, on what makes the job unique, simply makes no sense.
    (1)

  6. #126
    Player
    geebster's Avatar
    Join Date
    Nov 2014
    Posts
    12
    Character
    Eros Storge
    World
    Mateus
    Main Class
    Pugilist Lv 90
    I've played FF since ARR. I dont play a healer so I cant comment on their pruning or homogenization but what happened to tanks and many classes going into ShB appears to be the ongoing design philosophy: lower the skill ceiling and the skill floor as much as possible. Any friction felt by the player or any decisions they have to make that come from their class should be removed. Look at what happened to DRK or tanking in general. Aggro doesnt even exist anymore, its just something that happens while you do your very simple dps rotation.

    Is Kaiten the most important ability in the game? Does it require incredible amounts of gameplay and planning to use? No not at all, but what makes gameplay fun or class design good is not simply the amount of buttons to press or the complexity involved, but the subjective feel of the overall kit itself. Kaiten requires some minor attention paid to the kenki bar that eventually becomes passive, as the rhythm of the overall rotation becomes second nature. Its main purpose (at least now that kenki is in surplus throughout the rotation) is to give you the feel of winding up for a big swing.

    Many have argued that its simply a button thats pressed before every Iaijutsu/Namikiri but by that token, why do ANY damage buffs exist? Why not roll buffs into potency of other abilities. Heck, why do we have to press Hakaze to start every combo. We sure press that button a LOT, why not simply have one button for each sen and thats it. The value of a button press is not solely in its utility, because if utility is all that matters, then the perfect class design is a single button that plays your class for you or you can hold down. The very purpose of having a variety of skills and abilities that interact with eachother is for providing the player with "fun". If buttons feel bad to press for the majority of players its bad design, if they feel good it is good design. The evaluation need not be more complicated than that. The difficult part is in the class design.

    As fun is subjective the best thing for the dev team to do is to make each class as unique as possible, give players as many different flavours of gameplay as possible. Try to raise skill ceilings as high as possible while lowering skill floors as low as possible. Does a casual player who doesnt research their class have fun? Do they feel rewarded playing the class? Does a player that puts time and practice and research in get rewarded with higher results proportionate to their skill? Do they get to make decisions in gameplay that feel good and improve outcomes?
    (4)

  7. #127
    Player
    geebster's Avatar
    Join Date
    Nov 2014
    Posts
    12
    Character
    Eros Storge
    World
    Mateus
    Main Class
    Pugilist Lv 90
    Continued: Homogenization and simplification of classes addresses the skill floor, lowering it further and making the game more accessible. It does however lower the skill ceiling and in the case of skills like Kaiten, reduces the fun many players have while doing so. This is a product of classes being designed to have a single rotation - a single correct way to play them. Good class design has branched decision making and priority based gameplay. A more casual player can stick to a rotation and be rewarded, a better player can diverge from that and do more. Alas, FF designs dps classes to largely be played a single way. Hit your 1 2 3 rotation and use your oGCDs on CD or when they line up. Ultimately, I am not optimistic about there being more nuanced class design coming to the game in the future, it simply is not how they view design. I do however hope they dont remove whatever flavour already exists in favour of keeping the skill floor as close to the ground as possible.
    (4)

  8. #128
    Player
    Luin's Avatar
    Join Date
    Dec 2017
    Posts
    287
    Character
    Luin Vereist
    World
    Lamia
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Aeryse View Post
    Did this changed happened, cause JP-side hated the very idea of the channeling skills, Ogi Namikiri/Kaeshi: Namikiri, then thought that this was the perfect solution, was to remove Kaiten? Simplifying the job, on what makes the job unique, simply makes no sense.
    It seems JP is more concerned about guaranteed crits hurting SAM's synergy and viability. Kaiten's removal is divisive but isn't discussed much in the JP SAM megathread.

    From what I've read on the official forum, the suggested SAM changes are generally disliked.
    (2)

  9. #129
    Player
    red_fang's Avatar
    Join Date
    Feb 2017
    Posts
    13
    Character
    Red Fang
    World
    Faerie
    Main Class
    Samurai Lv 100
    I've played SAM since it came out and XIV itself well before that, the direction this game is going with class design and identity is getting more disappointing as it goes on. It's hard to see the logic behind removing Kaiten, instead of consolidating other buttons that were added 4 months ago(!) so they can have AOE damage with falloff or combo from other actions (Shoha II, Ikishoten+Namikiri.) It mostly shows a lack of understanding. I don't personally know a single SAM player that wants this, and I would suggest to CBU3 to perhaps re-evaluate their thought process on melee job balance and changes.

    tl;dr Removing Kaiten is a bad change and I'm unhappy with it. Don't touch it at all, or revert it.
    (3)

  10. #130
    Player
    Edweena's Avatar
    Join Date
    Dec 2021
    Posts
    75
    Character
    Edweena Ermagherd
    World
    Famfrit
    Main Class
    Samurai Lv 90
    Quote Originally Posted by SpeckledBurd View Post
    I'm a Monk who only really dabbles in Samurai, but IMO taking out Kaiten isn't the play. It'd be better to just turn Hissatsu: Senei into an upgrade to Shinten, have Gurren be the de facto big damage Kenki skill with falloff
    Actual fucking genius holy shit, no /s I love the idea of Senei being the defacto animation for kenki spending instead of the dinky shinten poke animation.
    Tone down the excessive particles but keep the animation itself and you have perfection.
    (0)
    Last edited by Edweena; 04-08-2022 at 05:02 AM.

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