Much simpler and easier for them to reduce the potency granted by Kaiten than to gut the moves AND remove Kaiten. They chose class destruction over something more refined because Kaiten was "restricting" them. Which is BS reasoning if I've ever heard it.
We've been doing this. Where have you been? Have you just ignored all of the discussion that's occurred about that in the past 3+weeks?
I would really like to see how and why you're so confident that changes won't be reverted. Are you privy to some sort of internal discussions at SE? No? Then your baseless speculation is more worthless than any suggestion SAM's have made about rolling changes back, because there is at least some historical proof to suggest that SE can and will roll back changes.
This is just a terrible take, and again reeks of rank ignorance. Kaiten was absolutely talked about; any time a new SAM asked "so how do I SAM good?" we always said the same thing; Kaiten is your most powerful ppK Kenki spender but ONLY when used on Iaijutsu, so make sure you always have enough in the tank to use Kaiten. It was the entire reason behind why we had to manage Kenki. It was literally the basics of the basics, and anyone who played SAM even semi-seriously understood how important and core it was. That's why it was the first new ability a SAM would gain at 52. It tied the entire kit together. Just because it wasn't talked about constantly outside of when SAM was first released or when teaching a newbie doesn't mean that it wasn't important. By your argument, because DRG's don't talk about how important Jump is all the time then it should be fine to remove it, and that's a stupid argument to make. But after all, Jump is "just a button you push for damage" so why not just roll that damage into the GCD's to make the job "more accessible?"
Because if you did that it would kill the fun and thematics of the job and by extension the job itself. Like what has happened with SAM.
I don't know a single SAM who wasn't at least open to the idea of Kaiten being removed provided we received something at least as engaging in compensation. They point behind Kaiten was a concrete actualization of the design direction that Yoshi P. and his team spoke of in the post-HW/pre-SB direction. Notably, they talked about how they liked the idea of "mini limit breaks" that a job would build towards. You see this idea ALL OVER Stormblood and Shadowbringers; RDM with their melee combo build-up; SAM with it's Iaijutsu; DRG with it's LotD phase; DNC with it's resource pooling and dump during TF; BRD with it's Pitch Perfect build-up; GNB with it's cartridge build-up and dump during NM. I could go on.
So what did SE do? They chose to release a part of a planned overarching job balance change, but the only part released was SAM and it also happened to remove the key thing SAM had that tied its resources together and required thought and planning to utilize correctly. As if this wasn't enough, they also gutted the "mini limit break" style they had talked about, and we've currently seen NOTHING to tell us what the new job design direction is supposed to be outside of "we'll remove abilities if we find them too restrictive to design around."
Had we received something at least as engaging as Kaiten in response then no, the loss of Kaiten wouldn't have been a big deal. But we got NOTHING. The class was dumbed down in an irreparable manner and the reasons given were spurious at best, constantly changing in such a way that it felt like the goal posts were being moved right before our eyes. Barring any kind of access to internal job design plans, no one could conceivably come up with anything to suggest as far as replacing Kaiten goes because Kaiten was simply such a core part that it cannot be replicated without simply restoring it. You could have a button that does the same thing that Kaiten does and call it Boop-a-Doop for all we care, but the point is there needs to be something that allows the player to engage with the job. Right now SAM is braindead because SE has made it braindead and it is 100% because of them removing Kaiten.
Please do yourself and everyone who has to read your drivel a favor and explore any of the many threads that have discussed SAM issues since the LL first revealed that we would be losing Kaiten. We have been suggesting alternate things to do that would both preserve the job gameplay and flavor/theme of SAM while also allowing for Kaiten to remain, damage spike variance to be smoothed out, and button bloat to be reduced. We have received zero (0) feedback from the devs in any way except to say that Kaiten was "restricting" their ability to continue to design new stuff for the job and that part of the change was as a result of them gradually rolling out some planned changes that are in the works. Putting aside the rank idiocy of releasing something that is clearly unfinished and doesn't belong/have support in the game as it stands now, the fact is that their decisions have destroyed the fun in the job and replaced it with exactly nothing.
Here, I'll even do you a solid and provide the link to the post wherein Yoshi P. discusses the upcoming plans that they have been working on:
https://forum.square-enix.com/ffxiv/...-anymore/page5
post 47 and 48 by Quyn, reading as such:
If you read the latest Yoshi P translations, it paints a different picture :
"Of course there are times where I thought of just flip the table and not change anything...but still...yeah on SAM's guaranteed critical, having that will make SAM's performance jump really high but there are also parts where SAM doesn't see drastic jump as they should...and on Kaiten getting removed we did that because we want to do away having to be restricted by that move, and as for its sub stats, the influence of those stats as the patch moves on will become bigger and bigger and it'll jump the job's performance really high, more so than expected and in reverse the numbers on lesser patch will see the job not jumping as high as the job should....hmmmm...Indeed, it is true that the job's strength and weakness will depend on whether the job's amount of critical dealt and I agree the job relied on that aspect too much, and as for the strength and weakness...yeah that's what it is. I of course do understand that this is part of the fun for the job....and, as for this time, we saw specific actions determined the the composition of DPS and perhaps it leaned way too much so we let some of the weapon skill value loose and we know that if we just increase the potency of weapon skill it'll result in those skills at lower level being too strong, so we adjusted on those values as well by... please refer to the new traits added to SAM located below. So...yeah, this is the adjustments for the job we made for this patch.
And then, I am also well aware of how the critical synergy works well with jobs...and I'm definitely aware, but this is also the overall problem of FFXIV itself, and there are discussions where we should have change that itself to begin with. But we can't be doing everything simultaneously at once so please understand that we want to tackle on that gradually. We do experience cases where it's hard to adjust when a skill with and without critical can cause such a huge disparity...and so we performed this adjustment precisely we care about that so I apologize but I'd like you to please give it a try first."
Part 2
"However, as for opinions, Of course we do and indeed read those properly, including those that think it's not right to over standardise jobs or comments like "you overdo yourself when it comes to our only trait or the optimization elements we have". We do indeed want to push it for as much as we could, and we are very well aware of people who understand this, as well as people who are already used to what they have now and people who told us not to do anything unnecessary. We really get that but in order for the expansion to continue and for each jobs to continue getting new actions, and whenever we think of trying to maintain the individual characteristics of each job, we found out that this "optimization" is quite tied and connected to the irregular element that was created in the past, and if we don't work to address this we can no longer build upon the existing elements and improve things further, and it'll land us in a situation where we can no longer steer ourselves forward. (edited)
Still, I of course do acknowledge that there are parts where people did not ask for, like Ninja or Samurai..and regarding Samurai's guaranteed Critical, we indeed struggled a lot on the balance adjustments due to the strong ratio fluctuation here, and we really attempted to close the variance gap for as much as we could, and we know this is done for the sake of job balance so I really appreciate if you can understand what we're trying to achieve here. You can send us feedback from there and if the voices of how a job's identity has been taken away too much then these comments will act as a reference to the direction of job balance and improvements we'll be performing in the future. So please, if you do think it matters to you, do send us a feedback regarding the matter.
Well, of course I am very well aware and understand that players will feel lonely and their displeasure will get really big when certain elements of the job they played and got used to for quite a long while now gets changed or removed, so it's not like we're purposely looking away these comments with disapproval or something, but it'll definitely be much appreciated if you can tell us which part you want us to retain or tell us more on which aspects are more favorable to you after touching on the adjustments so that we can take your comment as reference, and from there we'll know where to draw the line. I'll repeat myself that we really did all these adjustments for the sake of player's enjoyment here so I'll be thankful if you all can understand this. (The rest omitted) "
Translations taken from https://discord.gg/ffxiv