This is my main?
It's the only character I have.
Classy response as always, insults, degrading ones intelligence, making false claims, ect.
Seems someone has gotten upset.
This is my main?
It's the only character I have.
Classy response as always, insults, degrading ones intelligence, making false claims, ect.
Seems someone has gotten upset.
Oh my bad that this is your "only character". Then, "false claims" says the "player, who enjoys SAM for what it is" without so much as unlocking SAM. Weird how that works, eh?
So you're saying that there are no SAM players, who still enjoy the job post-kaiten removal? The posts here on the forums from SAM players, are a very minute fraction of the total base amount of SAM players across the playerbase of FFXIV, so taking the voices of the few, to speak for the many, is absurd.
As is taking the voices of the exactly zero people who have come out in unanimous support of these changes to "speak for the many", as delivered by someone who has not so much as unlocked the job to understand what is causing this deluge of feedback.
I don't see people gushing on youtube, reddit, the Balance Discord, the FF14 Discord, the Hunt Train Discord about these changes either.So you're saying that there are no SAM players, who still enjoy the job post-kaiten removal? The posts here on the forums from SAM players, are a very minute fraction of the total base amount of SAM players across the playerbase of FFXIV, so taking the voices of the few, to speak for the many, is absurd.
Been seeing a lot of Sam’s as of late so idk what your talking about




I hung up SAM with the 6.0 changes. 6.1 only confirmed my fear of where they were going with SAM. I still didn't see no reason to quit the game, and it saddens me that players will invest so much into one job. Jobs/classes falling out of favor, and back again is pretty normal for mmos. All I did was hang up my Katana for now, and wrapped my fists. Good to go.
If they make changes to SAM in the future that will entice me to play it again I will do so. Not happening in its current iteration though.
My sub ran out on Tuesday. If there really is a 2 week timer then congratulations, you only have to put up with me for 10 more days.
It's amazing how many stages of grief some people go through when someone openly proclaims to have quit a game they play. I've seen anger, bargaining, and a lot of denial recently. Not a lot of depression and acceptance though, I see that more in the SAM camp so far.
Hate to break it to ya'll but SAM has long been a shallow job.
It's never really been a greatly engaging job with clear defined weaknesses that you compensate for.
Unlike MNK that had and still has no range attack to speak of so has to optimize their uptime better than anyone else
Unlike DRG that was hampered until recently with Animation locks and weaving clipping their GCDs
That's why Freestyle SAM became a living meme, because of the lack of depth the job has always, always had.
They just took away a bit of the flashiness with Kaiten and now you have had the curtain pulled back to reveal the reality of the job that many of us already knew, but chose to let ya'll live in that world because of SAM being the undisputed melee king for such a long time.
Alright, I'll take the bait. SAM had no "clearly defined weaknesses"? Have you tried having a castbar in melee range when the boss is actively casting things? Have you tried having to manage two different job gauges in order to better line up your big skills and maximize your damage during your team's buff windows? Compared to the current state of SAM where your "big skills" hit for barely any more than your regular combo negating the aspect of sen gauge management, and the kenki gauge management is not really required since you can fit in as many Shintens during buff windows as you require without worrying about it too much.
And your examples. As a fan of both MNK and DRG (both behind SAM), MNK having no ranged attack is not a weakness given no melee uses their ranged attack as part of any reasonable rotation, except in exenuating circumstances (like before the first trio in P2 of the current ultimate, where it is a mathematical gain to use Yaten+Enpi for SAM). Moreover, MNK always had high mobility to account for disengages and minimizing downtimes in the form of the (former) Fists of Wind, in combination with Six-Sided Star, and the current Thunderclap.
DRG's weaving issue almost never existed due to the 2.49s-2.5s GCD most DRG gearsets default to unless the DRG player is slow on the uptake or just forgets to press the button during the correct OGCD window, so you know, player skill causing issues as opposed to the job's fault or inherent weakness.
Freestyle SAM was a meme because of the people that played it, as opposed to the job. You know, ones that just press whatever they feel like without so much as reading tooltips? Those ones. It never "performed well", nor was it an "optimal way" to play it like you seem to suggest. Now if you mean ad-hoc SAM, that was mostly restricted to ultimates, and required a lot of planning around group buff windows and boss phases and arguably harder to execute than the loop rotation.
I hope this cleared up the misconceptions you might have had about these three jobs.
Last edited by AsiTsurugi; 05-08-2022 at 11:19 AM.
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