I am scared that the fact that there is one DSR clear with samurai now will probably lead this "dev team" to pretend that samurai is perfectly fine and all of 6.1 changes are amazing, ignoring all the feedback to the contrary.


Sadly, they likely will. "Damage is fine, so samurai is fine!"
"Viable" and "fun" aren't mutually exclusive. It's something most tend to forget. And like you, I fear the devs will too. It's why my thoughts on the next patch are, "I wonder what they're gonna F up next?"
Speaking of next patch, Naoki Yoshida mentioned something about "fixing" AST and DRG. I will be back supporting those players when this "dev team" inevitably screws it up.
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.
SAM was part of the world first clear? I thought no one was using it because of the synergy thing, damn.
That means there's a chance the devs will consider it perfectly fine. We don't want them thinking that. We want the changes fixed, explained, or reverted.
To be fair, I always liked that SAM felt so freestyle. I don't mind the gameplay, but forcing the job to play mostly like it is at level 50 just feels bad.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.
And also, just like with any job, just because it's easy to get into doesn't mean you can't still have fun improving it and trying to optimize. Doesn't matter what job it is, unless you're a healer, apparently, because they've got nothing but spam.
It was never freestyle. It could just be played that way because its dps was so high that unless you were playing in an optimized environment it didn't matter.To be fair, I always liked that SAM felt so freestyle. I don't mind the gameplay, but forcing the job to play mostly like it is at level 50 just feels bad.
And also, just like with any job, just because it's easy to get into doesn't mean you can't still have fun improving it and trying to optimize. Doesn't matter what job it is, unless you're a healer, apparently, because they've got nothing but spam.
That's why Freestyle SAM is a meme.
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.
Small clarification: it wasn't part of the WF clear, but rather in the first 10 clears of this fight. Regardless, the rest of your points stand and are valid.
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