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  1. #1
    Player
    FenrirFenFen's Avatar
    Join Date
    Apr 2022
    Posts
    12
    Character
    Fenrir Fenfen
    World
    Coeurl
    Main Class
    Samurai Lv 90
    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
    (1)
    Last edited by FenrirFenFen; 04-13-2022 at 04:42 PM.

  2. #2
    Player
    FenrirFenFen's Avatar
    Join Date
    Apr 2022
    Posts
    12
    Character
    Fenrir Fenfen
    World
    Coeurl
    Main Class
    Samurai Lv 90
    cont.
    As it stood, samurai was probably the class most affected by crit RNG (and as a result, meta-team building was based on stacking crit buffs on samurais, crucial for both the SAMs and the buffers) and now Samurai is one of if not the class least dependant on crit rng. But now, some other class (probably RPR or BLM?) is now the class most affected by crit RNG. Now it will become meta for them to build around crits. Then what? Communio - Autocrit. Fire III - Autocrit. Fire IV - Autocrit. Starshatter dive - Autocrit. This change is just kicking the can down the road and SAM in the onigiri. As to what this under the hood change could be, I don't know. Give all potencies a shadow nerf after a certain "very lucky" crit threshold is reached? Add "pity" crit chance buffs to certain moves until they crit when they don't? Remove the crit substat? I don't get paid to figure it out!

    This is to say nothing of the wider problem that SAM now has negative synergy with any job that buffs crit rate. The devs have already talked about this and are fully aware, but it still bears repeating. Autocrits and crit chance buffs coexisting is a problem in general.

    DPS

    Uhhh I dunno man. I'm not a number cruncher or optimiser by any means, I'm relatively casual having done extreme and only recently resubbed for 6.1, I've barely scratched P1S but want to try it. All I want for SAM is for this boy to have the highest personal DPS by a not insignificant margin. That's it, that's how this guy works. He makes the MOST of your buffs at the tradeoff of not giving you any in return (unless you're a dancer, bard, dragoon, or scholar, lololol). I'm hearing reports that samurai's dps has been hit really hard and like, that sucks I guess. Please don't do that unless it was a balance outlier or whatever. Idk it's not my highest concern, I just don't want to see RPRs overtaking me on the aggro list while giving heals and damage buffs out to the whole party again, lol.

    Enpi

    To close out on a high note - enpi no longer using up a stack of Meikyo-Shishui is a bloody brilliant change. Totally in line with the change to make ranged attacks no longer break combos. Makes enpi usable in a very specific but frequent scenario where you were punished for using it, sometimes even blocking you from taking the effect of enhanced enpi. Great job, this was a good change that feels great.

    Ok part 3/3 there are my thoughts. Sorry for so many posts I had more to get off my tongue than I thought!
    (1)
    Last edited by FenrirFenFen; 04-13-2022 at 04:36 PM.

  3. #3
    Player
    CobaltKoso's Avatar
    Join Date
    Apr 2022
    Posts
    1
    Character
    Cobalt Koso
    World
    Coeurl
    Main Class
    Samurai Lv 90
    Yet another Samurai main making a forum account for the sole purpose of adding to this thread. I could easily write an essay about my experience with SAM as it changed from early ShB to now but instead I'd rather summarize my most pressing feedback since others have gone way more in depth about both the mechanical/damage output aspect of the job and how it actually feels to play.

    - Kaiten being removed was justified with concerns about "button bloat". Again, others have suggested much less impactful and iconic skills to be combined if the goal was to remove one button from the job's main toolkit. Even if you ignore Shoha/Shoha II and Senei/Guren (because those only matter in AOE situations) you could still make Ikishoten turn into Namikiri (which already turns into Kaeshi Namikiri). This doesn't happen for Iaijutsu/Tsubame-gaeshi either so they also could be combined into a sequential single button press.

    - Kaiten being removed 'makes sense because it was a button you always press' was something I previously thought was a better justification, but it really doesn't when playing the class now. Basically instead of pressing Kaiten before each Iaijutsu you now press Shinten/Kyuten whenever possible (or save up Kenki to spam in a burst window if you want to optimize it.) This was also the justification for things like Enochian and Blood of the Dragon being changed to traits (which I agree with) but the difference is those were buttons you would literally only press once as long as you were doing your rotation fine (or after transition/untargetable phases.) And as a friend of mine said, "this game is full of buttons you always press!" With this logic why doesn't SE remove Ikishoten, increase Kenki generation and put Namikiri on a 60s CD?

    - The compensation for Kaiten's removal being potency increases across the board and making Iaijutsu skills always crit is mediocre in practice. Ostensibly this is to help smooth out the high-end damage range due to crit luck, but the result is a weird situation where a basic GCD crit direct hit can do more damage than Midare now. Yoshi-P apparently said that the auto-crits will allow for more freedom in design and prevent party composition from being too fixed but all this did was make SAM stop synergizing with crit comps, leading to the other melee DPS looking even shinier. Also, if button bloat can be "fixed" with potency changes, why not just remove Namikiri and add its potencies to our basic GCDs? Why not just calculate the potency over a minute and remove every skill, replacing them with a 60s CD that does that potency???

    Anyway this turned into a rant so tldr: SAM morphing into one button murder hobo, DPS rotations less complex than Fell Cleave spam by 8.0 and that's bad
    (8)

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