


Read the guidelines (again), no rules to be found where we must abide to Mega-Threads.
My assumption is this is being said to tackle overlapping Forum clutter which is Square's fault for not making sub-sections for Melee DPS / Phys.Ranged / Magic.Ranged. We're all cramped into just DPS.
Also ironic. The OP join date is 2015 and has not even an " OUNCE " of total posts compared to those complaining about making the OP post in a Mega-thread which I assume is cause of forum litter. Perhaps OP is not a frequent poster/reader to know the unwritten/unexpected rules of common courtesy no one needs to abide by, i.e Mega-Threads.
Next to the 30th now Healer post on a SAM thread, I don't believe 1 job should suffer to improve another? But how about keeping healer topics in healer threads and DPS in DPS once. Pile that unwritten rule up next to " Post only in Mega-Threads " btw, we're not here to compare how much more flaccid our gameplay has become against one another no...
Anyone ever wondered? that perhaps this many threads on a singular topic? is the Communities feedback way of saying " Square, you done F'kd up ". Or at least the NA version since now we have multiple-threads and we have the JP method of a Mega-Thread.
I want Kaiten back, I want Square to know that they FK'd up with 6.1 patch. And so far that Mega-Thread on the JP forums has yet to make the Dev's and/or Yoshi address it directly. They of course know of it, but they are turning blind eye acting deaf. So at this point? I'll take any method any thread any post, cause Samurai as of now? is a farcry of how fun it used to be.

I've moved on to dual-main RPR/DRG. I'm going to tune in for the liveletter, but I do not have the SAM job crystal on my bar at the moment.
For me to play SAM again, they would have to do 3 things
Bring back Kaiten
Revert the crit changes so that we have our synergy back with other buff jobs
Restore the potency they shifted into our combos back into our midare and namikiri. There should be a reason (high potency) I'm building 8 GCDs with a castbar at the end to use a Midare
I doubt they will do any of these things, so I'll just play something else even if I don't find RPR or DRG anywhere near as fun as 6.08 SAM

What are the possible paths that they could take in regards to crit buff synergy with autocrit skills?
Like buffing crit damage instead of crit chance? or would it be something like buffing the crit stat in our profile (which i believe will still be good for SAM and everybody else)



My own suspicion is that they'll be moving even further away from any type of buff synergy between the jobs. SE has been working very hard, for good and for ill, to ensure no dominant meta composition is established as far as raids go. There's good reason for this; back in Stormblood, there was a significant period of time where six jobs were basically hard-locked into a raid due to buff synergy. WAR/NIN/SCH/AST/DRG/BRD were basically "required", leaving only a single tank and dps slot available as an option (which most often went to DRK and SMN respectively). WAR provided a slashing debuff that allowed NIN to skip their debuff combo in favor of their raw dps combo. WAR's debuff also buffed the other tank in the party by boosting their damage. NIN provided TA and aggro manipulation, allowing tanks to skip tank stance in favor of dps stance. AST provided the incredibly powerful Spread Balance buff, for a huge party-wide damage boost, while SCH and DRG both boosted crit rate via Chain Stratagem and Battle Litany. Lastly, BRD provided solid group buffs, including TP and MP refresh, in addition to dealing piercing damage, which allowed them to take advantage of the piercing debuff that DRG provided.
SMN brought a rez and a generic damage buff, so they were usually the preferred caster dps. DRK brought TBN which made it so healers could heal even less when dealing with tank busters and a handful of other mechanics, in addition to DRK being able to benefit from Mage's Ballad MP refresh during downtime, providing them an indirect damage boost.
Now, SMN and DRK weren't hard-locked in like the other six were, so you'd sometimes see RDM and PLD, particularly during prog. WHM was basically locked out of raids once prog was over because WHM was all about fixing mistakes through healing and if you were planning on a clear then healing was going to be kept to a minimum. SAM and BLM had a very tough time because a large portion of the raid community seemed to think that they were useless on account of not providing any meaningful group buffs (SAM gave a slashing debuff as well but WAR was so dominant that you basically never had a group without a WAR in it). MNK was like WHM; strong in prog and when at the lower end of the ilvl for a tier, thanks to how strong Mantra was, but ultimately hamstrung by Brotherhood being physical-only, meaning it had no effect on healer dps.
So in practical terms, MNK and WHM were froze out of raid groups after prog was finished and regular clearing had begun in earnest, while SAM and BLM were basically forgotten outside of friend-based statics. Pugging as a SAM or BLM was an effort in futility, despite the fact that they were the ones who could best take advantage of all those juicy raid buffs. It wasn't until the addition of rDPS on FFlogs that the larger, more idiotic-portion of the raiding playerbase finally understood what should have been obvious to them.
We....don't go to Ravenholmdon't talk about MCH. It worked....and it could work really well too. It just required such insane finesse and a super-low ping to pull it all off that it just wasn't worth it for most people. You also had to be comfortable with triple-weaving and loads of GCD clipping so the truth was most people just didn't bother with the job. It was the rarest job in high-end raiding by a large margin. But if you were into that thing it actually cranked out some pretty insane damage, with stuff like SAM openers pushing 6.5k and MCH openers cracking past 7k. It was just loads easier to get that 6.5k SAM opener than it was to get that 7k+ MCH opener (and SAM was by no means easy back then, what with four viable openers based on Sen usage timing and SkS tier).
So anyway, SE looked at what happened in SB and basically swore a blood oath to never let that happen again. Commendable, as party gatekeeping was a major thing that killed fun in FF11 for lots of people, but given their history, I think we'll see them go down the route of eliminating crit buff synergy altogether so as to ensure any given combination of jobs is equally viable. Whether that will be a good thing or not remains to be seen.

Thanks for that write-up. I started playing in 5.3 ShB so I never got to experience the game evolve (after reading what you typed up, it's more like devolve) into what it is today
So you think Battle Litany will become another Technical Finish, Chain stratagem will become another Mug Attack, and Devilment will maybe amp the standard finish 5% buff to x% for 20 seconds? I'm worried what 7.0 will look like



Like Afro said it'll probably be crit damage boosting, but they could also just be general damage% increases. That's the easiest most boring thing to do but it will ensure that no "crit damage" meta ever takes hold. Everyone will just boost damage and that's that. Makes it super easy to balance but also means you're less likely to see someone kicked out because they "only" bring a dmg% buff instead of a crit dmg% buff.
They could also go the entirely personal buffing route similar to what they did with NIN. Which would be stupid imo, but hey, 6.1 SAM changes were also stupid and here we are.
I had to use SAM again today and I want to complain a bit more, and since this is my self-made whining ground, I have to say...
Why is Tenka Goken a radial AoE now? Seems every cone AoE is/has been turning into a circle, why the cone hate? Genuinely who was asking to make their conal AoE into a circle, ever? I keep positioning to hit with the cone and I get this tiny, nonsense cone attack with an obviously frontal move animation. It blows. I know it may seem asinine but details matter. Let classes play and position different through AoEs and so on.
I think you guys have it horrible, I don't know how you still play those classes. I tried my first healing class since HW with SGE and... whew. That was supposed to be the active, damage healer too lol. I hope they are made more fun to play, there's room for us both to complain.
Last edited by Tetsujin; 08-01-2022 at 07:42 PM.
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