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  1. #1
    Player
    Yenrz's Avatar
    Join Date
    Aug 2017
    Posts
    15
    Character
    Yenrz Zvezda
    World
    Famfrit
    Main Class
    Conjurer Lv 100

    Why people still seem to be disagreeing about SAM/Kaiten

    Since the 6.1 SAM change I've hardly touched it, and every once in a while I bring myself to play it in endgame content to try and give it another chance, and unfortunately every time it just feels so monotonous to play now.

    In my latest attempt to try and convince myself that I can get over the Kaiten removal, I brought it to Tower at Paradigm's Breach, since I had such good memories of keeping uptime in the final boss fight on SAM with the color rings, knockback mechanics, etc. What I found was that...SHB/Lvl 80 SAM rotation still feels pretty good! Even without Kaiten somehow.

    Turns out, having to use Meikyo Shisui immediately before every midare+Tsubame Gaeshi window worked out almost like a proxy/pseudo Kaiten in terms of creating the sense of buildup and release that Kaiten served.

    Unfortunately, this principle can't really work with the current endgame/lvl90 rotation as the optimal rotation that we see in the Balance involves using a Meikyo Shisui stack for Higanbana, and using the remaining two stacks with a 2 GCD Yukikaze combo to get the third seal for your Midare. With this, there is no smooth buildup and release from the Meikyo press to Midare, it is interrupted and diminished. Feels like any other skill to press

    Funnily enough, this observation could absolutely explain the divide between current dissatisfied SAM mains, and casuals who don't see an issue with Kaiten's removal, as casuals are most likely still using most if not every meikyo shisui stack to build up to Midare exclusively, therefore still preserving the intended job flow of slow buildup and release that Kaiten used to support, and still making each Midare burst feel good to cast.

    This disconnect between the playerbases seems to be a result of dev oversight in not having comprehensive knowledge of how the lvl 90 optimal SAM rotation and how it affects job feel, eg. like how they thought adding another charge of Tsubame-gaeshi/Meikyo Shisui would make the rotation more flexible, but ironically for anyone trying to play optimally, it's just as rigid. In this case, perhaps they intended for players to mainly use their Meikyo Shisui stacks on Midares. But in optimal play, this is not the case.

    But even then, even with all of the interrupting spells between your Meikyo press and your Midare press, Kaiten was enough to make it still feel good to cast. One could argue that it's our own fault for making the job feel worse by not playing as the devs intended. However, it's the devs' responsibility in the first place to ensure that the job still feels good when played optimally.

    Conclusion? Pls just give Kaiten back.
    (8)
    Last edited by Yenrz; 05-10-2022 at 06:05 AM.

  2. #2
    Player
    cjbeagle's Avatar
    Join Date
    Apr 2022
    Posts
    265
    Character
    Nishi Il
    World
    Jenova
    Main Class
    Samurai Lv 90
    I'm a casual who still used Meikyo to build up for Midare instead of Higanbana and I still think it felt terrible without Kaiten, and that's not even taking into account that you're using Midare way more than Meikyo, so even if it did feel good, it'd only feel good like once a minute - that's...not great.

    I miss Kaiten more than anything, but what I'd really like to see is a full reversion back to 6.08. Give back Kaiten, undo the potency redistribution, make Tanka Goken a cone again - undo everything.
    (11)

  3. #3
    Player
    Alex1337's Avatar
    Join Date
    Apr 2022
    Posts
    52
    Character
    Superlinda Cuzynot
    World
    Lich
    Main Class
    Lancer Lv 80
    I’d actually compromise and keep the potency redistributions wherever that lands [kaiten] ogi 1200(?) but revert everything else.

    Reason being; had they done guaranteed crits or potency redistribution independently of one another, the wet noodle hits would not half felt so bad, again not sure where that lands ogi and midare, unfortunately they did both at the same time which heavily watered down what I felt was a relatively satisfying aspect of SAM.

    Although I still think guaranteed crits aren’t the most imaginative path for an MMO where RNG is a huge part of the game in more ways than just one.
    (3)

  4. #4
    Player
    Ruminous's Avatar
    Join Date
    Jul 2015
    Posts
    232
    Character
    Minerva Goldwinne
    World
    Siren
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Alex1337 View Post
    Although I still think guaranteed crits aren’t the most imaginative path for an MMO where RNG is a huge part of the game in more ways than just one.
    It's to remove damage variance. If you do any log reading, you'll notice that the variance between midare setsugekka now on most is within about 4k damage difference if it's at the same ilvl. The only thing it can do is crit or direct crit, so it keeps the average between multiple samples very close.

    That being said, while it's good for balancing, it's less fun for the player. The excitement of building up to a big hit is all gone. Midare setsugekka is just "another skill" that you do. It just saddens me that critical hits are the problem and the system they have for it is flawed. Seeing big numbers, no matter what role you are is definitely fun and exciting. Making it common just rips a lot out of it.

    As far samurai, well, they just need to fix what they broke. Kenki management, making shinten less of a thing, making collecting the stickers mean something...Or change the system to add complexity and thought to the role. Because what they have now might be fine number wise, it just feels like a watered down monk with an oGCD to hit every 6 GCDs or so. Making shinten auto cast every 7 seconds would literally change nothing about the class other than the player remembering to hit it that frequently.
    (4)
    Last edited by Ruminous; 05-09-2022 at 08:17 PM. Reason: Fixed a typo.

  5. #5
    Player
    Alex1337's Avatar
    Join Date
    Apr 2022
    Posts
    52
    Character
    Superlinda Cuzynot
    World
    Lich
    Main Class
    Lancer Lv 80
    Quote Originally Posted by Ruminous View Post
    It's to remove damage variance. If you do any log reading, you'll notice that the variance between midare setsugekka now on most is within about 4k dps difference if it's at the same ilvl. The only thing it can do is crit or direct crit, so it keeps the average between multiple samples very close.

    That being said, while it's good for balancing, it's less fun for the player. The excitement of building up to a big hit is all gone. Midare setsugekka is just "another skill" that you do. It just saddens me that critical hits are the problem and the system they have for it is flawed. Seeing big numbers, no matter what role you are is definitely fun and exciting. Making it common just rips a lot out of it.

    As far samurai, well, they just need to fix what they broke. Kenki management, making shinten less of a thing, making collecting the stickers mean something...Or change the system to add complexity and thought to the role. Because what they have now might be fine number wise, it just feels like a watered down monk with an oGCD to hit every 6 GCDs or so. Making shinten auto cast every 7 seconds would literally change nothing about the class other than the player remembering to hit it that frequently.
    Thank you I am aware and not questioning how well it works but rather it removes an aspect of mmos entirely RNG.

    Why have crit chance if you force a crit?
    (3)

  6. #6
    Player
    Ruminous's Avatar
    Join Date
    Jul 2015
    Posts
    232
    Character
    Minerva Goldwinne
    World
    Siren
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Alex1337 View Post
    Thank you I am aware and not questioning how well it works but rather it removes an aspect of mmos entirely RNG.

    Why have crit chance if you force a crit?
    The answer I gave is the one they've stated. Literally, that's it. They don't like the damage variance being what it was, and that's how they chose to deal with it due to their broke-ass crit system currently. It's just putting band-aids on a gushing wound until you can treat it. But we don't know when they'll fix their system, they've never set a timeframe for it.

    As for why they have crit at all? Probably because of their system. Shit, your answers to your questions would be as good as mine would be at this point. Maybe it's fun to hit big numbers, but too big a numbers throws off balance...Dunno! Chances are their "fix" later on in the game's life is just to remove variance entirely and just make hits do fixed amount of damage. 'course that'd probably make the game boring to play, but it's how pvp works right now.
    (4)

  7. #7
    Player
    Alex1337's Avatar
    Join Date
    Apr 2022
    Posts
    52
    Character
    Superlinda Cuzynot
    World
    Lich
    Main Class
    Lancer Lv 80
    I just don’t think introducing a constant to eliminate a variable which you introduce into a system yourself in the 1st place is good design, I’m not sure what implying if I did any log reading has anything to do with it, I understand the maths and never questioned it
    (1)
    Last edited by Alex1337; 05-10-2022 at 05:16 PM.

  8. #8
    Player
    cjbeagle's Avatar
    Join Date
    Apr 2022
    Posts
    265
    Character
    Nishi Il
    World
    Jenova
    Main Class
    Samurai Lv 90
    I think they meant 4k damage (per Midare), not dps. What I'd be interested to know is what the dps difference is between an "unlucky" clear and a "lucky" clear. Over the course of an entire fight I find it hard to believe that crit variance matters that much basically ever.
    (1)

  9. #9
    Player
    Alex1337's Avatar
    Join Date
    Apr 2022
    Posts
    52
    Character
    Superlinda Cuzynot
    World
    Lich
    Main Class
    Lancer Lv 80
    Quote Originally Posted by cjbeagle View Post
    I think they meant 4k damage (per Midare), not dps. What I'd be interested to know is what the dps difference is between an "unlucky" clear and a "lucky" clear. Over the course of an entire fight I find it hard to believe that crit variance matters that much basically ever.
    That makes way more sense!
    (1)

  10. #10
    Player
    Ruminous's Avatar
    Join Date
    Jul 2015
    Posts
    232
    Character
    Minerva Goldwinne
    World
    Siren
    Main Class
    Machinist Lv 100
    Yeah, I mean 4k in variance between hits. While doing some log reading, lowest I've seen is 22k to 28k on a midare setsugekka hit with an average at 24-25k. As for the dps, it's more like 100 on variance. It's also interesting to note that for most recorded logs, ninja and samurai have swapped places. Samurai used to have a high number of representation in groups, while ninja was at the lowest for melee. Now it's the other way around. How 'bout that for changes? Seems making a class boring as shit to play has a way of fixing your problems too!
    (2)
    Last edited by Ruminous; 05-09-2022 at 08:18 PM. Reason: Fixed some grammar.

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