Important to keep this on the front page. Lots more discussion recently, including the notable lack of SAM's in the new Ultimate fight, as well as the general job balance issue of certain jobs being major boons in the Ultimate compared to others.



Important to keep this on the front page. Lots more discussion recently, including the notable lack of SAM's in the new Ultimate fight, as well as the general job balance issue of certain jobs being major boons in the Ultimate compared to others.
Not only the notable lack of samurai in the new Ultimate, but also a suspiciously high amount of monks. HMM...

It's almost like there wasn't enough time to gear another job before ultimate after slaughtering the job in 6.1. They're doing a great job over there. I wish these awful changes could have waited until 6.2 or whenever they planned on doing their major changes
Indeed. They say it was restrictive, but that hardly explains why. If we had an idea of what they mean or intend behind that, we as a whole might be able to find ways to move forward, but CelestiCer is right so far in that nothing has been solved by this change.I think you have the right of it. From what I've read on this, it sounds like Kaiten was difficult for them to design around, but there isn't a lot of detail on why exactly. If you look at these changes through that lens, it makes sense that a primary goal of these changes was to remove Kaiten. I suspect that the devs locked in on removing Kaiten early in the process and that explains why they did not do some of the button merging ideas players have suggested as alternatives that would be more aimed at reducing button bloat. Essentially, button bloat was not the problem the devs were trying to solve.
What I'm unclear on is what the nature of their "restriction" with Kaiten was. Was it just causing problems for patch to patch balancing or was more of a difficulty when trying to make changes for major expansions (like adding new actions). If it was the latter, I 100% agree that they should have waited until 7.0 to remove Kaiten.
Ultimately, my biggest problem with the changes is that the rotation feels hollow now. Without something else to spend Kenki on we're left just spamming Shinten and Kenki may as well not even exist anymore, and that just isn't very fun. I think I'd be more ok with the changes if they added something else to spend Kenki on that would impact the rotation in a meaningful way.
A translated quote from Yoshi P. from the FFXIV Reddit Discord Translation\Live Letter Channel (https://discord.gg/ffxiv):
"...and on Kaiten getting removed we did that because we want to do away having to be restricted by that move"
I hope we get an explanation somewhere soon. I want my main job to be fun again.
Don't bother. They are full of shit.Indeed. They say it was restrictive, but that hardly explains why. If we had an idea of what they mean or intend behind that, we as a whole might be able to find ways to move forward, but CelestiCer is right so far in that nothing has been solved by this change.
I hope we get an explanation somewhere soon. I want my main job to be fun again.
All they doing is spinning shit for damage control.
Originally I made my post trying to be more open-minded and bargain the changes, try and parse them out in my head in a way that could make sense, or try to see the intentions in a measured way. But after three weeks of dealing with them, I can safely say they are all awful and they FEEL worse every time I touch my formerly favorite job.
Here to hoping they actually acknowledge our cries, come to their senses and revert these awful changes. Because right now for me, playing SAM is actually depressing.

Samurai burst was causing dancer and bard to become degenerate with respect to Machinist and that made balancing the ranged role very difficult for them. They explained that part of the reason for Samurai's rebalancing of power was because it was too much in terms of the raid-wide burst windows and that they wanted to take power outside the raidwide burst window.
So with that in mind, imagine if they brought Kaiten back the way it was.
That would mean to maintain their stated goal of rebalancing power outside job burst, the base potency for MSQ would have to be reduced to 427 w/ autocrit.
Now just think about that. Do you really love Kaiten? Is Kaiten the button you really want to fight to keep?
Or is it the 1000+ potency MSGs you really care about?
Legitimate question, and it'd be interesting to see your answers. But please understand--Kaiten back or not, MSG power is NOT coming back, and they need it that way for other roles to be balanced well.

For myself, I want Kaiten back. The feel of the class was ruined, for me, by its removal. As for damage & burst, they can figure that problem out another way. But stealing away the flourish of a class that was almost entirely beloved, for the sake of 2 other classes (I guess) who have plenty of other complaints, does not seem like a very wise solution.
Now just think about that. Do you really love Kaiten? Is Kaiten the button you really want to fight to keep?
Or is it the 1000+ potency MSGs you really care about?
Legitimate question, and it'd be interesting to see your answers. But please understand--Kaiten back or not, MSG power is NOT coming back, and they need it that way for other roles to be balanced well.
Agree 100%.For myself, I want Kaiten back. The feel of the class was ruined, for me, by its removal. As for damage & burst, they can figure that problem out another way. But stealing away the flourish of a class that was almost entirely beloved, for the sake of 2 other classes (I guess) who have plenty of other complaints, does not seem like a very wise solution.
I understand what SE has stated, but I don't agree with the sentiment that SE is forced to go the route of homogenizing all damage, or there is no possibility of reverse course.
Nor that DNC or BRD failing in some way means redesigning one of the classes in the game people largely universally loved.
Seems absurd to balance around classes that are having less fun and making SAM not as fun to match those classes, rather then to bring BRD and MCH up to the state of classes like SAM.
Its been proven through many threads that the damage variance caused by things like Midare crits was hardly an issue in the first place when considering how people play the game. It was only a problem that was noticeable on spreadsheets and no one really felt it in game. The Iaijutsu crits barley effected game play... And if this truely was such a big deal for SE, it seems entirely counter productive to give us Tsubame-gaeshi in the very same expansion that they flatten all finisher damage. Removing Tsubame-gaeshi (instead of high crits and kaiten) and redistributing the damage throughout our rotation would have been a far more positive 'fix' then the one that they hobbled together from their 'failed ideas' bin.
Quick edit: I was getting my moves mixed up and when they released... Tsubame-gaeshi was released in Shadowbringers and I was thinking of the Namikiri release. But all the same, this just further reinforces my point. SE has been doubling down Tsubame-gaeshi, and tripling down with Namikiri, on this very specific type of play style. SE made SAM in this theme, and reinforced it with every expansion.
I rather they back off on the Tsubame-gaeshi and Namikiri, leave Kaiten and Midare crits alone, and redistribute damage, rather then gut the class from the very theme they built it for and leave those lingering moves that created the problem in the first place as awkwardly disjointed with the awkwardly disjointed new direction they are taking the class.
Last edited by FrogBiscuit; 05-06-2022 at 04:25 AM.

It really does! I'd also like improvements to both BRD & MCH. (I make alts to specialize, and I still have my bunny as main Bard, but I would appreciate improvements there - and I pretty much dropped my MCH since the Summoner was just as easy for learning fights and did more damage.)
I can't think of another class that seemed as perfect as the Samurai. The most I can imagine is combining abilities to cut down the buttons. I'd be fine with that. Fiddle with potency if they must, but the feel of the class did NOT need a change. I'm nervous about what they're planning for the Dragoon, but it's not as perfect as the Samurai was. (I wouldn't be as nervous if not for this change.) To their credit, the Rdm was a genuine improvement - I'm happiest with that, by which I mean "DON'T TOUCH IT!" Well... I wouldn't object to combining the melee combo, for the sake of my fingers, but anyway...
Kaiten was important. Maybe they just look at numbers so much that they forget how much the feel matters. I HOPE we're reminding them.
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