The Kuzushi mechanic doesn't feel compatible with a game where so much of our kit has cleaves against someone besides our focus target. Just because counterplay exists, doesn't make it fun.



The Kuzushi mechanic doesn't feel compatible with a game where so much of our kit has cleaves against someone besides our focus target. Just because counterplay exists, doesn't make it fun.

Samurai isn't too bad as a melee DPS, but its major drawback is that is pretty much a gimmick DPS at the same time. Server tick is very much the bane of this class, its LB being reliant on 3 seconds of a debuff attached to a 5 second defence buff in order to apply it in the first place. If the server feels generous, this can be a massive boon with little downsides. But more often it's likely players will run into issues where they apply the buff, get hit once, have to wait until they see the debuff applied, and then when using the LB, there's a chance that the end result will be as if their opponent isn't debuffed at all, and now with the whole opposing team focusing on them they basically waste their LB and their life for nothing, leading to much confusion and annoyance both for and against the class.
This is further exasperated by the long cooldown for the LB, the primary focus of the class's kit, while its other major moves can hurt a fair bit per hit, the cast times of the charged moves can be unforgiving if the enemy moves in the slightest (losing track of your target mid-cast is a common occurrence, even if they're right beside you). In short, while the class clearly has a technical aspect that can be satisfying to utilize, it suffers to issues outside of its actual kit deficiencies.
So basically, you play as a tank with a surprise gotcha mechanic, but enjoy none of the actual staying power of a proper tank (something some tanks can help with, but not always) and are essentially at the mercy of server ticks actually registering buff and debuff in time before the actual strike of Zantetsuken, savvy players know how to avoid this and lock the samurai down, and compared to classes like Monk it can come off as unreliable but potent if used correctly. It's viable, but it is a gamble, more than many other melee DPS jobs.
You pretty well hit the nail on the head. I definitely think they should revert the Chiten nerf (or at least bump it back up to like 40%, given its low duration and SAM's relative lack of defensive skills other than Chiten), and I'd probably extend Kuzushi to 5 sec duration. I would also change Chiten such that it does not apply Kuzushi unless the SAM is hit by a targeted attack, though. Many classes don't get a choice about whether or not to use AOE damage, and opening them to instant death because the SAM hit Chiten a postal code away (thanks, server ticks) is just no bueno.Samurai isn't too bad as a melee DPS, but its major drawback is that is pretty much a gimmick DPS at the same time. Server tick is very much the bane of this class, its LB being reliant on 3 seconds of a debuff attached to a 5 second defence buff in order to apply it in the first place. If the server feels generous, this can be a massive boon with little downsides. But more often it's likely players will run into issues where they apply the buff, get hit once, have to wait until they see the debuff applied, and then when using the LB, there's a chance that the end result will be as if their opponent isn't debuffed at all, and now with the whole opposing team focusing on them they basically waste their LB and their life for nothing, leading to much confusion and annoyance both for and against the class.
This is further exasperated by the long cooldown for the LB, the primary focus of the class's kit, while its other major moves can hurt a fair bit per hit, the cast times of the charged moves can be unforgiving if the enemy moves in the slightest (losing track of your target mid-cast is a common occurrence, even if they're right beside you). In short, while the class clearly has a technical aspect that can be satisfying to utilize, it suffers to issues outside of its actual kit deficiencies.
So basically, you play as a tank with a surprise gotcha mechanic, but enjoy none of the actual staying power of a proper tank (something some tanks can help with, but not always) and are essentially at the mercy of server ticks actually registering buff and debuff in time before the actual strike of Zantetsuken, savvy players know how to avoid this and lock the samurai down, and compared to classes like Monk it can come off as unreliable but potent if used correctly. It's viable, but it is a gamble, more than many other melee DPS jobs.
Honestly, with the way server ticks are, I wouldn't really be sad if both Zantetsuken and Seiton Tenchou were redesigned to no longer have an execution mechanic.


The only rework SAM needs is being nerfed so I can laugh at weebs.
Execution just don't mix well with low tickrate servers. I've said several times that I think the PvP revamp and CC are actually really well done... but it feels like they were written for a completely different game. With how low tickrate the servers are, I think a slower PvP system focused on attrition and long duration CC effects (balanced by everyone having Purify without resilience and Fetter Ward) would make more sense, as each individual action matters less than the sum total.


I feel the same wayExecution just don't mix well with low tickrate servers. I've said several times that I think the PvP revamp and CC are actually really well done... but it feels like they were written for a completely different game. With how low tickrate the servers are, I think a slower PvP system focused on attrition and long duration CC effects (balanced by everyone having Purify without resilience and Fetter Ward) would make more sense, as each individual action matters less than the sum total.
Free the Glam!, Duel Pistols (Gunner)?
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