It doesn't really do anything to Cooldown management, and kind of drops SAMs AoE damage in dungeons as it's now less convenient to use Tsubame on Goken.
It doesn't really do anything to Cooldown management, and kind of drops SAMs AoE damage in dungeons as it's now less convenient to use Tsubame on Goken.
This thread is starting to go a little off course with talks of standard vs non standard rotations. The main point I was trying to get across in the OP was that this change is needless, nobody asked for this, and all it will serve to do is screw up 3 years of muscle memory with regards to the sam rotation which doesn't seem to have changed at all other than this. Now instead of pressing meikyo after tsubame you will press it just before. I really just cannot understand what was going through the devs minds when they decided to make this change unless of course, like I said earlier, there is an additional change in the way that meikyo functions but there didn't seem to be any evidence of that from what they said or from the job action trailer. If they want to make big changes to the sam rotation then thats fine, great even. But to make us relearn the muscle memory of our rotation just for something like this seems so nonsensical.
Last edited by Azlith; 05-20-2024 at 09:58 PM.
It makes the job less prone to drifting, it's not hard to understand. Like instead of having 2 one minute cooldowns with two charges, you have one. Your meikyo and tsubame uses will always line up with 1 and 2 minute buff windows now instead of having a chance to drift apart.
They gave tsubame a 2nd charge in Endwalker to help with drifting. In Shadowbringers tsubame was just a 60 second cooldown ability with no charges and it was very easy to drift. Samurai was actually quite difficult to play perfectly back then. Now that it has two charges in Endwalker it has become extremely easy, arguably the easiest melee to play, which is fine. Saying that this change helps with drifting just doesn't make sense. This changes adds another qualification required to be met in order to use tsubame. Currently you need to have used iaijutsu in order to use tsubame. Now you will need to use both iaijutsu and meikyo in order to use tsubame. If anything this makes the ability more prone to drifting because if you don't manage to use it within the window of time (whatever that maybe be) you are allowed to use it after pressing meikyo you will have just completely lost a use of tsubame. It takes tsubame and makes it less flexible in its use not more.It makes the job less prone to drifting, it's not hard to understand. Like instead of having 2 one minute cooldowns with two charges, you have one. Your meikyo and tsubame uses will always line up with 1 and 2 minute buff windows now instead of having a chance to drift apart.
Last edited by Azlith; 05-20-2024 at 09:09 PM.
Maybe you're criticizing it because you're not able to understand what the changes actually accomplish? Tsubame will not have its own cooldown anymore as it will be tied to meikyo uses. Meikyo is the cooldown, tsubame is the granted use. It probably won't even have charges anymore, it will just be available for use every time you use meikyo.They gave tsubame a 2nd charge in Endwalker to help with drifting. In Shadowbringers tsubame was just a 60 second cooldown ability with no charges and it was very easy to drift. Samurai was actually quite difficult to play perfectly back then. Now that it has two charges in Endwalker it has become extremely easy, arguably the easiest melee to play, which is fine. Saying that this change helps with drifting just doesn't make sense. This changes adds another qualification required to be met in order to use tsubame. Currently you need to have used iaijutsu in order to use tsubame. Now you will need to use both iaijutsu and meikyo in order to use tsubame. If anything this makes the ability more prone to drifting because if you don't manage to use it within the window of time (whatever that maybe be) you are allowed to use it after pressing meikyo you will have just completely lost a use of tsubame. It takes tsubame and makes it less flexible in its use not more.
How are you going to be more prone to drifting when you only have to manage 1 60 second cooldown with 2 charges instead of 2 60 second cooldowns with two charges used at different times?
Less flexibility is good when it leads to more consistency. I am pretty much 100% sure now that everyone criticizing the changes just doesn't understand how it is going to play out in dawntrail gameplay. Presumptuous and baseless negativity.
There is not even going to be a time window on it. You will have a buff that says "tsubame ready" that doesn't expire and maybe it will even stack.
Last edited by HikariKurosawa; 05-21-2024 at 07:21 AM.
Funny how all this started after 6.1 (which is all valid tbf). They got alot of backlash from it and instead of fixing their mistakes fully, they said "welp, we arent doing any major changes ever again unless its an expansion patch."
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