Why I would like to keep kaiten:
* Meter management. Kenki now exists solely to store up to four shintens for weaving whenever, just don't overfill your bar with ikishoten. As it stands the complete lack of punishment for using your kenki the wrong way and the lack of different ways to choose to spend it is... not fun. Anyway, yes you could say it boils down to an illusion of choice because it's always the best way to use kenki, but then we're back at my point about other classes being much the same. It's strictly better to use fire II when it procs when using basic fire again! and so on and so on. Playing a class "right" is a challenge that we all like to evidently win, and this is just one example of it happening. And since I've seen it said - Yes, you get tons of kenki this patch, I'm aware (in fact, if you want to reduce SAM's apm, hitting them in the kenki economy is a good way to go imo). Some people have said that removing SAM's resource magement is fine since it was already so simple, but if it supposedly so easy already, why make it even easier? Amusingly this also is the opposite of the point from the above post with regards to difficulty, so I like that anti-kaiten arguments actually cancel eachother out.
* Pacing and feel. Iai and Ogi are the only melee abilities in the game with a cast timer, and iirc sans RPR's projectile and self buff the only cast timers a melee class even has. Slowing down and getting glued to your spot for a brief moment are crucial to how sam flows, the quick "1-2" of kaiten-iai flowed excellently, a quick button mash followed by a moment of calm. It was fun! Not to mention how brilliantly the animations flowed into each other, as do all of sam's OGCDs.
* Cramming SAM's damage into small windows was a good thing, actually. Or at least, in my opinion. The class's damage being polarised into a tight spike was just one of its features, something that made it stand out, and something that made it vital to filling its role as a buff-sponge during bursts.
Auto-crits
Whilst I don't pay attention to the fine details of my DPS and don't notice nor care about my crit luck, I understand some people do and I fully understand the crit-conundrum SE has cornered themselves into. If crits are too emphasised, the game will become too rng based. First high-end raiding and speedrunning (via getting the highest DPS) will become uncompetitive (not that I'm too sympathtic, this comes with the territory), then at some point it will grow to have a significant effect of if content is even cleared or not. But, at the same time, crits are part and parcel for an RPG and something they designed. If the implementation of crits doesn't work in the game's current formula, then change the whole formula. Come up with ideas to change how crits work under the hood rather than playing whack-a-mole when crits being a problem rears its head.
(cont.)
part 2/3

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