FFXIV Has a HUGE Job Problem feat Lucy



Original Video:
https://www.youtube.com/watch?v=502gpaH-zNE

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20 thoughts on “FFXIV Has a HUGE Job Problem feat Lucy”

  1. Your wrong sorry. Them removing Kaiten pretty much destroyed SAM if you read the 6.11 patch notes they had to buff SAM to make it viable again and even then it till plays and sucks ass. Auto crit isnt good for the game and Accolonn you haven't been around long enough to know that.

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  2. The problem with removing that skill in particular is that it added to the job identity, and there were several other buttons that share cooldowns or resources that could have been combined to cut down on bloat. Cutting this button was a mistake

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  3. My problem with the PVP changes isn't that they made it simplistic. It's that they have gutted class identity. Healers are just another ranged dps now. Why does ffxiv genuinely not understand that some people want to play support in PVP?

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  4. Since you pretty much just play BLM here's an overview as to the community's reaction and general opinions:
    "Kaiten" is an ability for SAM that uses resource from your "kenki gauge"(job gauge). Alot of the OGCD abilities from SAM comes from it but they normally have long CDs and by the time they are back you would have "Ikishoten"(an ability that gives 50 kenki to your gauge) ready. The only ones you consistently use through out or think about using your Kenki on is "Kaiten" an ability that amps the next weaponskill and "Shinten" an OGCD attack you do in between your GCDs.

    As to the irritation by the community as to why removing "Kaiten" was a big deal is that it removes a part of the job's identity which is Kenki management. Currently, now with kaiten being removed is that you only really spam Shinten whenever its ready making the Kenki gauge feels obsolete to think about as the big abilities on Kenki have long CDs and Ikishoten existing.

    The argument on the dev side and people defending that decision is that its "just another button". Like sure, its just another button but the same can be said for Leylines for BLM, why not just turn it into a button that gives its effect as a buff? Choosing whether to press Kaiten or Shinten, although minor, felt satisfying on top of SAM opener and rotations kinda like placing optimal Leylines in a fight.

    Perspective coming from vets, as thats where most of the outrage is from aside from SAM mains is that it feels like another change to simplify jobs for casual appeal in exchange for job feel and satisfaction. The devs could've done what Lucy said in the video to remove button bloat but instead they went for Kaiten. One of the biggest examples for this in the past was DRK rework and how it homogenizes its abilities for simplicity. Back then DRK was about managing your mana for your abilities and Dark arts but now DRK rotation feels like budget WAR with bloodspiller instead of Fell Cleave at this point. I mainly play Tank and I love WAR the most but I don't want every other classes to be WAR.

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  5. It being simpler isn't really the issue. The issue is that kaiten was a unique thing for SAM that really played into the aesthetic. It felt good to do. It was different from other jobs. Now it's a bit more homogenized and it didn't need to be.

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  6. I get why some aoe skill are still around rather than merged. Outside of normal dungeon and field mobs, they not used in raids (most of time). Still dont get the obi not being merged (also they should turn obi to 1 skill that does 2 slashes)

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  7. Yeah me personally, I use a controller and keyboard. Controller wise the first 2 hotbars are reserved for combat abilities only, that's 32 buttons for combat. I really don't think any job needs more than 32 buttons for active skills. Even if the game had 100 levels in it, that would still be 1 new active skill every 3.1 levels, not factoring in passives that could upgrade existing skills or offer some kind of new mechanic.

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  8. If the issue was getting lucky with crit and people being angry that some sam dealt less than other then what about dancer??? Where half my abilities depend on a freaking 50/50 rng….

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  9. The reason for the change, said by the devs, was button bloat – what SAM (samurai) really have at 90 with too many stuff that was added that do similar things and could be fused together like Shoha and Shoha II. The problem is: they removed the only one thing that didn't needed to change at all while keeping other skills that could easily be merged together giving a way better solution.

    Gameplay wise, Kaiten buffs up your next skill and was usually used with the iaijutsu (big damage skill with a small cast bar) called Midare Setsugekka (or just "Midare", it's the big BIG damage one) while using some of kenki (samurai "rage bar") to do so. It gave some flavor and accomplishment to manage kenki correctly during the fight, like you're filling with determination before concentrating up and slicing your target in half like in samurai movies and tv shows. And now the determination part is gone and SAM got nothing to fill this void the change left.

    Meanwhile SMN (summoner), while it turned into a really extreme simple job to play with the full rework, it gained a lot of flavor since now the gameplay is focused on summoning and not on the now extinct dots, making it way more fun and attractive to people who played any FF game before. Also, due having a small amount of skill slots used currently, have tons of room to improvement with new abilitys, spells and even new summons – thing that SAM doesn't have even with the removal of Kaiten.

    TL;DR it was a pointless change that didn't helped at all with the said issue and only removed part of the fun Samurai had on the gameplay.

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  10. Honestly see so many complain about it yet when I play the class and see others do it you get used to it pretty fast. And over time people will forget about it then move on to something else.

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