FFXIV – Thoughts on the Patch 6.1 Samurai Changes



Overall i believe this change is positive (except for the Kaiten part)
There is more changes that may happen, that may include how we gear, how our rotations may change. But for now, play the same way that you are used to. If the changes are huge, i will be making videos on them.
Have a good day ~

#ff14 #samurai #changes

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23 thoughts on “FFXIV – Thoughts on the Patch 6.1 Samurai Changes”

  1. Action bloat…

    I feel almost the same way as you and i have been playing SAM very little just to try something else. Honestly once you dump countless hours into a job, you probably won't notice those "so many buttons". Also, if they are doing this to reduce the action bloat AST should be the next one, because it's in my opinion the most bussy job in the game at the moment.

    Are they planning to do this with every other job in the game? Because it seems like at this point they are going to condense all the 1,2,3 combos on a single button, just the same as in pvp. One of my friends is really pissed about this as he enjoys playing melee jobs and kaiten is what made SAM "unique" let's say.

    All in all not a fan of this change either.

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  2. Instead of Combining Ikishoten with Ogi, or Shoha and Shoha II, they remove Kaiten. Hell, they could probably make Senei+Gurren work. Very big brain move….

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  3. I am really not happy about the Kaiten change. It played a big role in how i played Samurai, and how i timed it and how i optimized. Though it does make things easier for people not being able to double weave so i suppose that is okay for them.

    As for the SAM no longer being desired in groups that has raid buffs, especially DNC/DRG/SCH and slightly to BRD (due to their small crit buff). How much it will actually affect the raid damage is still not known as we don't know the final potency changes yet.

    Chances are we may still be desired in speed groups or prog groups because we do have more Midares out of raid buffs than inside during bursts. So it critting outside raid buffs might actually outshine it being inside raid buffs. However it would not be great for personal parses for those who have crit buffs.

    How our gear may change? Most likely will stay the same, but DH may take some priority since it looks more like DH farm than Crit farm now.

    How our rotations will change? Nothing much significant to make a big impact. Minor changes like addition of shintens may happen during opener and so.

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  4. If they wanted to fix button bloat, why not just have Ikishoten transform into Ogi Namikiri once it's cast? There's never a point where you'll have to hit Iki again before doing Ogi in the next two minutes. Just feels like they were have trouble balancing around kaiten, and this was an easy out for them

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  5. In my opinion, all the changes are bad. Allowing guaranteed crit will just reduce the overall party rdps as there are high odds there will be a party member in your group that buffs crit. The reasoning behind it is also bad as samurai has one of the lowest dps volatility of all jobs (see fflogs current savage content). So if the dmg is not volatile on a overall fight, why would you want to guarantee the crit and make it even less volatile? Its like attacking a problem that is not even existing in the game… if they really believe volatile dmg are an issue, they would try to fix dnc and brd first, which have way more volatile dmg, and if its just a "melee thing" blm (ill consider blm as a melee here), drg and ninja all have more volatile dmg than samurai…
    I also hate they remove kaiten action as samurai already dont have many ogcd option… 1 sensei per 2 minutes and after that its either kaiten or shinten… now samurai will only have shinten as a button smasher to spend the kenki. It will make the job less fun to play and less engaging. Overall, really poor changes for the game play / style points and the overall value of a samurai in a party

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  6. i'm certainly not competitive level yet, but agree if they actually wanted to reduce button bloat, they could have had more skills transform into the next skill for rotations, ikishoten into ogi, merging iaijutsu and tsubame gaeshi, or even simply turning the 12 134 156 combos into 11 122 133 combos.

    I am interested in what this means for materia choices, as we wouldn't need any critical hit necessarily, and can go more into direct hit?

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  7. And I still remember yoshida said samurai and black mage was too selfish. Will make an adjustment at 6.08. never happened. 6.1 even making samurai to no crit buff needed crazy selfish samurai.

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  8. I just start playing FFXIV again 4month ago and last 2 weeks a finally decided to main SAM , so glad I found your YouTube channel bro ❤️
    For me as beginner I like the 6.1 changes I understand why endgame Sam hate it though

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  9. i have to agree on one thing, the kaiten change is not what i wanted, there are other ways to reduce action hotbar bloat.

    Ogi namikiri and kaeshi namikiri can have a shared hotbar button with Ikishoten for Ogi namikiri and tsubame gaeshi for kaeshi (i haven't been playing SAM for a while ever since i maxed out since i was focusing on other classes levelling so i forgot about the kaeshi one) and i agree there is no need for Shoha 2. The devs really need to adjust kenki spending here since the only thing we use kenki for is shinten spam in 6.1 unless they want to make another kenki sink which is counterproductive to reduce ability bloat

    My conclusion? SAM already for the most part does not give a shit about positionals in non endgame content and this change made SAM a bit more braindead amongst the melee class and this is speaking as another SAM main mind you

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