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  1. #1
    Player
    Biu's Avatar
    Join Date
    Jul 2019
    Posts
    1
    Character
    Ame Nagame
    World
    Spriggan
    Main Class
    Samurai Lv 90

    Regarding 6.1 Samurai Changes

    I am very well aware about the fact this is coming fro my "stomach" rather than my brain, but i'm in crybaby mode right now so... where do i begin:

    - Kaiten removal: this was basically the reason Samurai gameplay felt so smooth and fluid to me, a part of the job's identity i would say. The excuse SE used to remove this core skill for samurai was from preventing SAM to be busy with all the button bloat. But how about this:
    was it actually hard to just remove the potency increase from kaiten but instead making it so that by using Kaiten you would ensure next iaijutsu to crit? that would alone solve the issue of potency/stability of your nukes. if you wanted to prevent the button bloat you could easily make kaiten like this and merge ikishoten > Ogi:Namikiri in one single button, obtaining the same result.
    By totally removing it you took off a job's identity and diversity in his gauge usage, which will make the job so worse and boring to play.

    - Critical hits ensured:
    i mean, this is good. In the end you should've balance a job based on the logging comunity. In the end this solves the issue where 2 samurai doing the same thing would have a considerable difference in damage output just cause of rng on big hitting skills.

    - tenka goken/higanbana crit:
    Higanbana feels weird? the dot potency was increased to be on par with previous kaiten > higanbana increasing the dot potency but what about the hit straight up being nerfed but not ensured the critical hit part?
    same for Tenka Goken: did they just forget to make it crit? because this was samurai just lost about 140p for free and it just feels awful.

    - shoha nerf:
    I mean, was this really necessary? 80 potency loss on a skill you don't even use that much anyway beside every 3 or so rotations. we already lost overall potency anyway and we can't exploit crit based comps to touch higher damage ceiling so this really feels out of context. Shoha nerfed.. okay i guess.

    - shifu/jinpu damage (no combo)?
    I don't even know what to say about this beside hoping that they just f*ed up how they wrote it, cause if they meant to really upgrade the base potency but not the combo one, then this is straight up useless.

    - meikyo/third eye
    the only QoL they implemented that was actually useful

    I know this was a lot (was it really?) but i feel like these changes are here to just hurt the job rather than improving his gameplay feeling.

    Thank you for the attention
    (8)
    Last edited by Biu; 04-12-2022 at 08:22 PM.

  2. #2
    Player
    Gil-Khorinis's Avatar
    Join Date
    Apr 2022
    Posts
    1
    Character
    Gil Khorinis
    World
    Omega
    Main Class
    Samurai Lv 90
    - Kaiten being removed is one of the weirdest choices they could've done because it indeed just completely removes the job's identity and it was always a main core in our rotation. Kenki management was also partially a thing due to that skill but now you don't realistically need to look at the bar because you only need to use it for shinten (If the ability lights up, hit it and that's it).

    - Crits being ensured can be a good thing in the future, since they mentioned the way crits work will be changed in a later update. That's why I feel like this whole idea of doing it now, especially with the massive potency drop, was a bad idea.

    - Higanbana currently is a nerf for no reason. Sure the dot has been updated but like you said the potency burst attack currently is still pre-kaiten. Weird. Tenka Goken's nerf is probably to compensate hitting more enemies by doing an attack around the character, rather than a frontal cone. Which again, will make the job easier as you're not exactly required to move around to adjust your abilities and do damage that way. Now you can just stand within the pact and spank those abilities..

    - Shoha was indeed such a weird thing to nerf because it's already an ability you don't often use. But meh.

    - I myself don't mind having the buff attacks between combos stay at the same potency. Yukikaze doesn't have anything and is now buffed by 20 and the combo ender got a 10 potency increase. Which is nothing but fine, what am I going to do about it.

    - Meikyo is a really good update and I am glad they've done it. The idea of third eye having an extra second felt completely unnecessary and it makes you not worry about the ability at all. Having a small window to time such a defensive skill with a kenki fill was actually a good thing as you get rewarded for timing an ability in such a short amount of time. I get it's only 1s, but I feel they did it just to try and alleviate the damage they've done to the job.

    I'm here with you. Currently a SAM main and I'll try to stay this way but I hope this gets fixed soon. The PvP counterpart is such a massive upgrade compared to what we have for PvE.
    (4)

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