I assure that while this change was likely meant to simplify SAM and button bloat; it didn’t and there were far more skills to combine/have lead into direct follow ups. The point is that they pulled the trigger way too fast on removing Kaiten with 0 consideration of what it would do in the larger part of the job. All they thought was “you use it always before your finishers anyway” and thats that. I can’t assume they gave much further thought about how SAMs meter is honestly next to useless now as you really don’t need to play around it or overcapping at all. Because of this, third eye’s meter gain also really doesn’t do much anyway so it begs the question of why did they extend its timer and not realize this.

There’s also the fact that they shouldn’t just be making logic based changes to jobs otherwise you lose all their unique qualities and feel. Just look at how much of a WAR DRK is. Its changes were good but it still needs a rework because its basically just WAR but less healing and more damage. This sort of change is along the same line of thinking of basically just making the combos in pvp how the game works. Would that be fun? Because you’re pressing 1-2-3 in that order anyway, so why not change all jobs around that? You don’t want to do that because its less engaging and just feels terrible.

There are times when they need to make these changes, but I think they took a very fast and sloppy approach here and with some other 6.1 changes. They gave very little consideration for how the job would now feel, and didn’t even address button bloat anyway. There’s plenty to do with SAM in that regards if you took more than just the initial reaction to “how” Kaiten works and is used and considered it redundant.