
Originally Posted by
Malamasala
That is incorrect. SE always sets things in stone, so that they can't accidentally listen to player feedback and make something good. If you are right, and examples are not thin air examples, then we will be getting things like the following:
Atomos 2 hour move, Absorb 10% stats and HP and give to party.
Job Ability Astral Connection, lowers BP timer by 5 seconds, costs 100 MP, recast 10 minutes.
That is the kind of stupid ideas SE keeps throwing our way. And regardless of what we say, they won't listen. I'll never know if it is the community people ignoring me, or the developers, but it is certain that SE are aiming to displease as many as possible that play Summoner.
I'm getting fed up with having better ideas than SE for every update and just face palm on all of them. Skill over cap? Insane idea. 25% damage reduction on Favors? Insane idea. Half potency reset on using rage pacts? Insane idea.
If any other job than Summoner had to put up with this kind of crap, SE would have had issues, but all Summoners are masochists. Take for example if WAR only had Provoke, nothing else. And to do something else than melee and WS, they had to sub DRG or SAM? They wouldn't accept it... but SMNs are all "Well, sub WHM! Sub SAM! Subjobs are there to give you more to do!"
You can easily take something from any job and "Summonize" it by making it crappy.
Meditate - Gives you 25% slow for 1 minute, to offset the power of getting TP so fast.
Divine Seal - Doubles the MP cost of a spell, because it doubles the potency!
Marches - Don't stack with haste, because it would be overpowered with two sources of haste stacking!
Wizards roll - Effected by day in week. Only MAB bonus to current day element.
Remove all restrictions on SMN, and the job won't be like being jailed for asking for democracy in a communist country. Start with global timers, perpetuation and ward restrictions, and the job will be brand new, while still half restricted.