Quote Originally Posted by Runeslayer View Post
I've said something similar for DRK, and I'll say it for SAM because I've seen people downplay this aspect which I believe is very important.

Why in the twelve's seven hells do people discount animation flavor as a valid factor for how they derive enjoyment from a class in a /video game/?
I'd argue that's just as much, if not more important than the sheer numbers and mechanics. Taken to a logical extreme, you get pokemon sword and shield where attacks are indicated with a simple hop of a stationary model, and that's NO fun.

Even aside from the mechanical benefit of Kaiten, it just felt REALLY good to use visually. I still advocate for Kaiten to be reverted entirely-- animation, mechanics, and all.
Animation flavour is a subjective but still very valid reason for enjoyment. But since it's subjective, someone like lets say a job designer, can disregard subjective ideas like that.
Mechanical interactions are strictly objective, as people can outline specific reasons for why x is good or bad, making it harder for a job designer to disregard it.
When I try to get a point across I want to scrub out the subjective points to focus on the objective for a strategic purpose in service of the argument.