Just did reclears... Feels awful. Agree with OP 100%. Even worse than I imagined.
Just did reclears... Feels awful. Agree with OP 100%. Even worse than I imagined.
I posted a handful of times before this myself, but since the 6.1 changes were announced and then implemented, I've been adding my voice and my 'like' to every thread and every comment I agree with. The concentrated and largely uncoordinated push from SAM mains to rally behind this has been awesome to be honest. To see that so many people care so deeply about the job that they're signing up to the forums and getting involved is actually super wholesome. SAMs unite! Let's push for that revert!
This reminds me of another time a class had the heart of it removed to make things simpler. Scrapper Scoundrel in SWTOR.
It used to be there was an animation through an ability called "Flechette Round" that would load a shell into the character's shotgun with a cool little flourish. Gameplay wise you would have to preload the shell while your energy level was high to ensure it didn't reach too low due to the burst of loading the round and using "Back Blast" immediately after.
It made the class a bit more challenging, the animation was cool and you could even spam it for no reason just for the looks (assuming you don't lose all your energy). It added flair and heart to the class; strengthened the player enjoyment of the role.
I'm getting the same vibes with the removal of Kaiten and I'm afraid it might not come back. SWTOR got ruined in part because they kept making stupid changes to the classes. I really am hoping that SE actually listens to the outcry and makes the right decision, good MMOs are hard to come by.![]()
Last edited by Spiderllama; 04-13-2022 at 11:29 PM.
At first i was fairly ambivalent about the changes announced. However after trying them out in game, man they really all feel...off? I guess that's the best way to describe it. Kaiten not being there feels really slow and makes Iai feel kinda lackluster. The big numbers missing off Iai also feels bad (on a purely aesthetic mindset) honestly if they wanted to remove action bloat they could have kept Kaiten and instead made Shinten and Kyoten high potency high cost long CD dumps. Made SAM all about the big wind up hits instead of the rapid spam of one very lackluster button. It's so strange because the best way I can describe it is, there's nothing wrong with SAM 6.1 but it feels like there's nothing right with it.
Might as well jump on the bandwagon.
I realllyyyyy miss Kaiten. It was the one animation I just loved seeing from this job. I feel empty without it.
Shinten spam feels cheap and boring.
Also, I feel like my crits are wet noodles now. Job just feels weird. Considering changing jobs at this point.
The pinnacle of iaijutsu and the 'ogi' skill of the samurai feel incredibly bland an unrewarding now. Namikiri felt like a huge deal when I started using it, now it feels like an extra midare that takes up a button space on my bar for 2 minutes between uses.
Beside affecting enjoyment of the job negatively, autocrits hurt synergy with support jobs I feel. I feel bad being in a group with them because their critical chance buffs benefit other melee so much better now. Autocrits just seem like a very poor design decision. A critical hit is a reward for the player, making it granted means it's no longer special.
It seems to me that the specific choices made to address fluctuating damage numbers compiled in someone's spreadsheet are rather harmful towards the player and these adjustments were made more to please the developer side. If overall damage isn't that vastly far away from where we were in the last patch, why upset the players who loved the job?
The button bloat excuse is not true that much is clear. Anyone playing SAM can immediately say and I'll echo the same sentiment: I have a quickbar dedicated for job actions that are either rarely used, share a cooldown or are otherwise mutually exclusive. Kaiten was never one of these, it was the "I'm going to have a lot of fun landing the next hit" button.
Stacking potency boosting and a critical hit feels good as a DPS player. As a tank, I when mitigation, shielding and healing makes me shake off hits like a badass - it's awesome. As a pure dps job I could overlay and stack different increases, procs and support buffs for big damage to feel like awesome.
Personally I'm not happy about the new tenka goken changes either, especially since I loved spinning kaiten before it on dungeon trash, and it felt very satisfying obliterating the mobs before me. Now it feels like most of the attack only hits air.
While they boosted higanbana's dot and put that tragedy of an autocrit on midare, goken didn't get any 'compensation'. The cone already hit everything in a pull it's not like we can hit more targets with it now... in exchange we can't boost it and if I decide to spend kaeshi on it, the second hit is just as bland as the first.
I do miss Kaiten, as I did every time I got old content in the roulette. I just came back to the game, so I don't have top-end SAM raiding experience anymore, but the change feels obvious even to me. It's not just the one button being gone, but the overall feeling of the class is worse for the changes. We don't have the behind-the-scenes information, but it seems like such a half-hearted attempt and a solution looking for a problem.
There have been many smart ideas from the community how the stated reasons could have been addressed better, so I won't try to fumble my way through any of mine, but I'm kind of stuck with SAM unless I want to get another combat class leveled. So I will continue to play with the changes, leaving that space open on my hotbar forever; still pressing it out of habit and remember halcyon days when I do.
Long time player, first time forum poster here! I've been playing FFXIV since Stormblood and have mained Samurai almost exclusively from the moment I hit lv.50.
The removal of Kaiten is absolutely unacceptable. If they wanted to cut back on bloat, there were so many ways they could have done that without cutting Kaiten. They could have made the Ikishoten skill transform to Ogi Namikiri, they could have merged Shoha and Shoha II with some damage drop off for single target. They could have outright removed Hissatsu: Guren as the skill is very situational and seldom used over Hissatsu: Senei.
The class feels so... what's the word...
Boring. They took my favorite class, hands down, and made it a bore. The rotation finishers now hit for only slightly more than the rest of the abilities in the rotation, so the payoff feels so... pathetic.
This change genuinely made me both sad and angry at the same time and, after having 24 hours to sit on it, I'm still feeling a fair bit of both. So much so I broke my silence on the forums to write this.
Please revert this change ASAP, this was an enormous blunder on the Dev side and I pray they actually listen to the massive outcry for this to be reverted as immediately as possible. I don't even wanna play the game again until it's fixed.
If I wanted to play lvl 52 Samurai, I would just go do that instead of dealing with this awful band-aid solution to fix Sam's crit variance. If Yoshi P and the team spent a long time on this like they claimed, then I would be frankly embarrassed to be so out of touch with what a large portion of their players want out of the job.
The changes to SAM have overall been a big failure and I'm pretty unhappy with most everything Square has done in 6.1. The one lone bright spot being Enpi not using Meikyo stacks, keep that and throw the rest out.
I agree, it feels so hollow. There are so many things they could do that achieve the stated purpuse of the changes but the way they chose is the least satisfying, nah it is just not satisfying at all.
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