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  1. #1
    Player
    ExcMiddle's Avatar
    Join Date
    Oct 2021
    Posts
    25
    Character
    Orhanna Horo
    World
    Cerberus
    Main Class
    Astrologian Lv 90
    Personally, I find all the damage and synergy complaints on Sam quite null (the synergy because it's 2 minute buffs). Changing the dps a job does can be done fairly easily in .x1, .x5, .x8 patches and to an extent and to an extent, they have some dps comparison they want out the jobs so if they want sam to get their dps reduced relative to the rest, they will do so. Complaining about it can be valid if this results in the pf hypocrisy where it gets very hard to get in a party like we saw with summoner at 6.0 (granted, for a different stupid reason). Samurai isn't having it that bad and from my understanding people know that making such an argument right now would be an exaggeration.

    So that leaves kaiten. And I think that part of the things I saw and read have been on a base close to what Lyth wrote:
    Samurai does some of the highest dps and lacks party buffing
    Therefore the job is relatively more complex and deserves to be so,
    Therefore the removal of kaiten implies removal of the complexity that the job SHOULD have.

    My personal gripe is not with Sam exactly but more with bard having been praised for the whole procs on songs simplification (among other things compared to media tour version) and people praising that 6.0 EW design (I never cared about dps or that bard was top of ranged rdps in EW). So without attributing this to everyone here annoyed with the removal of kaiten, it kind of feels like double standards to me.
    (4)

  2. #2
    Player
    CuragaCura's Avatar
    Join Date
    Nov 2014
    Posts
    27
    Character
    Cura Xelwna
    World
    Jenova
    Main Class
    Goldsmith Lv 90
    Homogenization of classes to make things simpler to learn is fine. Having different levels of skill enhance different levels of play ruin the people's enjoyment of the class in different environments is honestly a result of the "Fear of Missing Out" syndrome where you do not get the best results because you missed a weaponskill or ability within a certain window or the fight cuts off at a certain period of time.

    I believe that it is fine to have classes that are rewarded for more damage for their level of play in terms of complexity because all achievements and feats are performed based on your merit, your performance and your consistency. Dragging a class down because its damage output as a result of its performance and complexities created an environment where you are literally just all the is very bland. People should look at a class and understand that its performance is based on the class and that while it should not outstrip everyone else by a "wide" margin, it should still pull ahead. There are many nuances and degrees to the situation in which performance affects classes.

    Back in Shadowbringers, SAM and BLM were obviously some of the best classes for damage that you could bring to a fight that did not force downtime on anyone as a result of their rotations offering consistent damage over long periods of times but SMN had a distinct advantage of being able to recoup or ready their burst for fights that had downtime allowing them to match or even exceed BLM and SAM in something like TEA. There was also the added bonus of brining an extra Raise which could save the run assuming your goal was to farm totems or clear whereas SAM and BLM could guarantee you the faster clear or meet a DPS check assuming adequate skill and situation. You cannot just look at a -3 DPS loss and assume right off the bat this will not change how SAM plays. You cannot trivialize identity by camouflaging it with no net damage loss. That is not the only factor you should be observing because the main crux of the issue that most people bring up is the loss of identity and complexity which has resulted in a loss of satisfaction in the class.
    (2)
    Last edited by CuragaCura; 04-12-2022 at 03:41 PM. Reason: grammar fail