Results 1 to 10 of 19

Hybrid View

  1. #1
    Player
    Zeretus's Avatar
    Join Date
    Jan 2021
    Posts
    9
    Character
    Traveller S'zhet
    World
    Omega
    Main Class
    Samurai Lv 90
    So let's look at what was implemented in the patch 6.1 as a solution to that issue. Midare Setsugekka and Ogi Namikiri, as well as their Kaeshi counterparts, are now guaranteed to land a critical hit. Again, not a bad thing on its own and is rather close to my take on it as well, however the glaring problem now is that major samurai skills receive no benefit whatsoever from party buffs that increase critical hit chance of which there is a noticeable amount. The undermining of job synergy in my opinion is a far greater concern, one that in this case can be resolved by adjusting buffs to not only give crit chance but increase critical damage as well, which can be a big undertaking balance wise. So unless you are willing to commit to the idea of adjusting party buffs, I believe that the introduction of guaranteed crits and the concern over crit variance should wait.

    Action bloat
    Over the years Samurai has accumulated a vast amount of actions, on the release of the Endwalker sitting at 33 actively used buttons which really starts pushing the comfortable threshold if we consider future additions and development. I myself have encountered a number of players' concerns over this topic, so I'd say an attempt at tackling this issue is a welcome direction.

    By now the community has come and provided many suggestions on how this problem may be resolved, so I decided to share my feedback on some of them:

    The first one is combining into a single action Senei and Guren as well as Shoha and Shoha II with AoE damage drop-off. Now I can see the possible reluctance of the developers to not remove some part of decision making of choosing an optimal version for a specific encounter. That being said, in high-end content we are rarely presented with situations where this choice can be made and in casual content this choice rarely matters to begin with, so I'd say this adjustment is a worthwhile consideration.

    Second one is combining Ikishoten and Ogi Namikiri since one cannot be executed without the other. On top of that this plays nicely into the fantasy of Ikishoten being the empowering move before unleashing Ogi instead of a boring 50 resource generation button. However there might be an issue of Ikishoten being an ability and Ogi Namikiri being a weaponskill. Another concern might be the unintentional queueing of used actions due to button spamming causing players to be specifically careful about using it which creates unnecessary friction. So I guess it's up to devs to decide what is more prevalent.

    Same concerns go for combining Iaijutsu and Tsubame Gaeshi. While generally you would always want to use Kaeshi Namikiri right after executing Ogi, that is not the case with Tsubame Gaeshi. Additional testing required to establish whether gcd time is enough to not create the problem of unintentional queueing. With that concern out of the way, this is a decent option to consider.
    (6)

  2. #2
    Player
    Zeretus's Avatar
    Join Date
    Jan 2021
    Posts
    9
    Character
    Traveller S'zhet
    World
    Omega
    Main Class
    Samurai Lv 90
    The last prominent suggestion I've noticed is combining all combos into separate buttons. I am strongly against this idea. The use of 3 melee combos is at the foundation of the job's identity, changing that will create a negative shock reaction to its feel. On top of that it removes the fundamental mechanic of a proper decision making happening on a button to button basis. That will cause Samurai to be much less engaging and less involved even though it is a simple mechanic to deal with at its core. This also should not be introduced as an option available that you can toggle on and off since it blatantly provides more efficiency and leaves no room for error.

    With that out of the way let's move on to the actual adjustments of 6.1 that address this concern. I believe I should mention first the information I heard about these changes aimed not so much at the action bloat but at job's busyness during burst windows. And to be fair I completely fail to understand this reasoning if that is true. As things stood Samurai rarely had to double weave during bursts even at an optimal level of play or at least was much more lenient at that compared to some other jobs in the game. But even if that was the case the changes entirely fail to address this concern. So let's finally look at the elephant in the room, the removal of Hissatsu: Kaiten.

    I tried to come up with some positives brought with this change but I really fail to see any. All it achieved in practice was replacing one ogcd button press with another, using Shinten now instead, while sacrificing a portion of decision making, resource management and job essence. The change feels especially painful now due to the fact how often you had to use it during the course of an encounter, but even in the long term there aren't any significant benefits that are worth this price. The mechanic should not be complicated or difficult for it to be meaningful. Yes, it was just an ability that you always had to press before using Iaijutsu. Yes, it was not complicated in its essence. But it wasn't redundant. It always kept your mind occupied ever so slightly, it created a room for error and satisfaction of mastery, it had a very pleasing aesthetic. So I'm strongly in favour of reverting this change and bringing Kaiten back into the game.
    (7)

  3. #3
    Player
    Zeretus's Avatar
    Join Date
    Jan 2021
    Posts
    9
    Character
    Traveller S'zhet
    World
    Omega
    Main Class
    Samurai Lv 90
    Potencies adjustments
    After mechanical changes to the job the adjustment of abilities potencies are to be expected but this time I have a concern that these adjustments went overboard. I'd ask you to recall me theorising over possible solutions to dps fluctuation. Redistribution of potencies or guaranteed crits. Turns out the decision has been made, it seems, to incorporate both at the same time along with their respective problems. Not only is the redistribution of potencies away from your heavy hitting skills is harmful to the feel and identity of the job, it also makes those actions much less significant. Which is evident by the emergence of viable rotations that largely allow you to ignore those skills completely outside of burst windows. Which is a stange treatment of the skill that takes 8 gcds to build up towards.
    https://youtu.be/tXDHt0ueL4E

    Quality of Life changes
    My impression is overall positive outside of a single concern.
    The Third Eye extended duration is a welcome change, one that I'd argue addresses job's busyness during bursts better than any other. it felt especially justified with mechanics such as delayed raidwide damage of Elegeia Unforgotten in the latest new extreme trial.

    Ranged weaponskills no longer consuming a charge of Meikyo Shisui is also a very positive change that allows you to keep attacking the target when a forced melee downtime happens inside a burst window. The one example off the top of my head would be a certain Pinax mechanic pattern in Asphodelos: The Fourth Circle Savage.
    (7)

  4. #4
    Player
    Zeretus's Avatar
    Join Date
    Jan 2021
    Posts
    9
    Character
    Traveller S'zhet
    World
    Omega
    Main Class
    Samurai Lv 90
    Tenka Goken AoE change is a tricky one for me. At the first glance the change seems overall positive, with now all 4 AoE weaponskills streamlined to function the same way. The addition in the Endwalker that transforms Fuga conal targeted AoE into Fuka radial one at lvl 86 was a great change in my impression after all. However this is one of the adjustments that after playing with it for 3 weeks I changed my impression on and here's why. Tenka Goken unlike every other AoE weaponskill has a casting time. Radial AoE requires you to stand in the middle of the enemy pack in order to hit every target. That puts you in an unsafe position considering casting time and enemies point blank attacks, causing you to either get hit or miss a number of targets. The first Endwalker iteration of samurai AoE felt very satisfying with them having to keep a dance in and out of the enemy group with instant and casted skills. It feels to me that the change was prompted by the original feedback on EW changes that was more theory based, because in discussions brought up people seemed to heavily underestimate the time you have to adjust position between radial and conal aoe. As a joke I can also add the point about a funny absurdity of Gokken having now more than 5 blades

    This is a scope of 6.1 Samurai changes and that is my feedback after having some experience with it. We've yet to receive a post from the dev team about the 6.1 balance changes and reasonings behind them which I look forward to. But as a general impression I feel that the big part of those changes should be reevaluated and to some extent reverted back. In my opinion the Endwalker Samurai design initially started off very strong despite any early concerns so I have the trust the dev team will manage to deliver in the future.
    (9)